70MMMMW8ZZZ808ZZZZZZ8ZZZ80B M8aZ8a08ZZ8Z000W8a2Z80B027; 0MMMMMMMMMMMMMMMMMMMMM M M MMMMMMMMMMMMMMMMMMMMMM2 MMMMMM@@MMMMMWBW@MMM rMMMMM :MMX8MMMMMMMMMZZ0@MM7 ,MMMM@@MM@WM@W@MM@MMMMai MMMS@M .rWMMMMZWMMMMMMMW,BMZBM8 MMMMMMMMMMMMMMMMMMMMMMMMMMMMWMMMMMMMMMMMMMMMMMMMMMM0MMMM Ma0X8MiWrMS:ZM MM,M;B:M7:M MXMM M7MXWSMS@2M M2rMiMr2ZM. ____ __ ____ _ / __ )____ _/ /_____ ___ ____ _____ / __ )___ ____ _(_)___ _____ / __ / __ `/ __/ __ `__ \/ __ `/ __ \ / __ / _ \/ __ `/ / __ \/ ___/ / /_/ / /_/ / /_/ / / / / / /_/ / / / / / /_/ / __/ /_/ / / / / (__ ) /_____/\__,_/\__/_/ /_/ /_/\__,_/_/ /_/ /_____/\___/\__, /_/_/ /_/____/ /____/ MMMMMMMMMMMMMMMMB88MMMMMMMMMM8MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMB88MMMMMMMMMM8MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMB88MMMMMMMMMM8MMMMMMMMMMMMMMMMMMMMMMMM Z i7aMMMMMMMM0MMWMMBMM0WMMMMMMMMMBS. : ;MMMM@0MWBM0MMMMM. ;MMMMM@MMM8 ,MMMMMM @MMM BM 2 ------------------------------------------------------------------------------- Table of Contents ------------------------------------------------------------------------------- 1. Controls...................................[CNTRL] 1.1 Basic Controls.........................{BASIC} 1.2 Batmobile Controls.....................{BATMB} 2. Intro......................................[INTRO] 3. Tutorial...................................[TUTOR] 3.1 HUD....................................{H U D} 3.2 Attacks................................{ATTCK} 3.3 Fear...................................{FEAR_} 3.4 Interrogations.........................{INTER} 3.5 Driving................................{DRVNG} 4. Walkthrough................................[WLKTH] 4.1 Prologue...............................{LEVL1} 4.2 Himalayan Monastery....................{LEVL2} 4.3 The Docks..............................{LEVL3} 4.4 Passage to Gotham......................{LEVL4} 4.5 Falcone's Black Market Club............{LEVL5} 4.6 The Narrows............................{LEVL6} 4.7 Arkham Asylum..........................{LEVL7} 4.8 Saving Rachel..........................{LEVL8} 4.9 Wayne Manor............................{LEVL9} 4.10 Defender of Gotham....................{LEV10} 5. General Walkthrough........................[GWLKT] 6. Enemies of Batman..........................[ENMES] 7. Weapons and Gadgets........................[WE&GD] 7.1 Weapons................................{WEPNS} 7.2 Gadgets................................{GDGTS} 8. Unlockables................................[UNLCK] 8.1 Interviews.............................{INTRV} 8.2 Movie Footage..........................{MVFOT} 8.3 Alternative Batsuits...................{BTSUT} 8.4 Batmobile Bonus........................{BTMBB} 8.5 Gallery of Fear........................{GAOFF} 9. Updates....................................[UPDTS] 10. Contact....................................[CNTCT] 11. Disclaimer.................................[DISCL] [NOTE] To reach a section faster COPY the code next to the desired section and then press and hold CTRL and F to open a search box. PASTE the code in the box and hit find next. Its as simple as that. --------- //[CNTRL]\\___________________________________________________________________ [ I. C O N T R O L S ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________________________________ ( 1.1 Basic Controls ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {BASIC} D-Pad UP/DOWN = Gadget Select D-Pad LEFT/RIGHT = Select Interactive Targets/Objects Right Control Stick = Camera Control Left Control Stick = Move L3 = Enter/Exit Stealth Mode Triangle = Kick Circle = Action Square = Punch/Counter(While Holding R2) X = Jump/Double Jump/Glide L1 = Use Equipped Gadget L2 = Center Camera/Exit Combat R1 = Use Batarang R2 = Block(Hold)/Roll(Hold and Press the Left Analog Stick In the Direction You Want To Roll) Start = Pause Game/Access Pause Menu Select = Data Screen: View Mission Information, Notes and Controls ____________________________________ ( 1.2 Batmobile Controls ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {BATMB} D-Pad = Not Used Right Control Stick = Not Used Left Control Stick = Steering L3 = Not Used Triangle = Camera Circle = Jump Square = Brake/Reverse X = Accelerate L1 = Rear View L2 = Weapons(Available only when indicated) R1 = Boost R2 = Not Used Start = Pause Select = Data Screen --------- //[INTRO]\\___________________________________________________________________ [ II. I N T R O ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "I am Vengeance, I am the Night, I am Batman" -=+WARNING+=- This section does have SPOILERS! Please read at your own risk! ŻŻŻŻŻŻŻŻ As with the movie, this game follows the same events as in Batman: Year 1 by Frank Miller. Batman appears as a dark, menacing symbol of justice in a rotting city of corrupted political leaders and dirty cops. Batman works along side one other man named Gordon as they work to cleanse the city. Before Batman can become such a symbol he has to find himself. He goes off to Asia and Europe to find poverty at its worse and totally engross himself in it. It is here that he is found by Henri Ducard and is trained by the League of Shadows. When refusing to kill a prisoner Bruce flees the monastery and returns to Gotham City. He then begins his plan to help the city. But he has to find a symbol of fear that he can use. As a man he can be killed but as a symbol, as a symbol he would become invincible... --------- //[TUTOR]\\___________________________________________________________________ [ III. T U T O R I A L ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This section's purpose is to provide you with as much information about the following sub-sections. ____________________________________ ( 3.1 HUD ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {H U D} The HUD or Heads Up Display is what you see on screen. On screen are the currently targeted enemy's name, heart rate, health, and weapon. It shows your health, radar, area fear and reputation. And if available context-sensitive button options. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Enemy Info -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ____________ |Enemy's Name\ ------------------------------------------------------------------------------- |This is obvious. It shows the name of the enemy you are currently targeting. | |If it is a specific person it will show their name. If its a common thug it | |will show a name like Crane Thug, as an example. | ------------------------------------------------------------------------------- __________ |Heart Rate\ ------------------------------------------------------------------------------- |The heart rate tells you how nervous the enemy you are targeting is. | |Sixty-one means they are calm and can aim properly or fight well. One hundred| |and up means they're scared out of their minds. This makes them vulnerable | |Scaring them is a good way to make their heart rate go up. Fighting will also| |make their heart rate go up, but it takes longer. | ------------------------------------------------------------------------------- ______ |Health\ ------------------------------------------------------------------------------- |This displays how much health the enemy you currently have targetted has | |left. The health is displayed in bar form. A full, yellow bar means that the | |currently targeted enemy has full health. While if the bar is red that means | |that the enemy is close to being defeated. | ------------------------------------------------------------------------------- ______ |Weapon\ ------------------------------------------------------------------------------- |Always know what type of weapon an enemy has before going into a fight. If | |they have a gun they're ten times dangerous then an unarmed enemy. Always | |make sure to see the weapon they have, it could either kill you or help you. | ------------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Personal Info -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ______ |Health\ ------------------------------------------------------------------------------- |The bat-icon that appears in the top center of the screen also doubles as | |your health bar. When it is depleted, game over. To refill it use medical | |kits. Always check your health before going into a fight. | ------------------------------------------------------------------------------- _____ |Radar\ ------------------------------------------------------------------------------- |This is an essential to look at. This will show enemies and objectives. | |Enemies that are unarmed(not carrying guns, but can still carry knives, | |crowbars, etc) appear green, while enemies carrying guns appear red. The cone| |emmited from the dot is their line of vision(similar to Metal Gear Solid). | |The dot in the middle is you. If you jump or run you will emit a red pulse. | |Any enemies within reach of this pulse will hear you. Yellow circles and | |yellow X's are your targets. A circle means that is close by while an X means| |its far away. | ------------------------------------------------------------------------------- _________ |Area Fear\ ------------------------------------------------------------------------------- |This is the overall heart rate of all enemies in the room. If it is empty | |then all enemies in the room are calm. By causing events that would scare the| |enemies will make the area fear bar rise. The higher it is the more likely | |enemies will be scared of you and not fight. | ------------------------------------------------------------------------------- __________ |Reputation\ ------------------------------------------------------------------------------- |This indicates how much fear you will inflict upon an enemy. By doing things | |that would scare an enemy the bar will rise and the area fear will also. | |Reputation will help you become a symbol of fear to enemies by the actions | |perform. An example of a situation that would rise your reputation would be | |grabbing an enemy while hanging from a pipe. | ------------------------------------------------------------------------------- ____________________________________ ( 3.2 Attacks ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {ATTCK} This sub-section will go over Batman's different attacks. Including his simple attacks as well as his special attacks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Attack Basics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _____ |Punch\ ------------------------------------------------------------------------------- |A basic punch. While rolling and pressing SQUARE you will roll and then punch| |a nearby enemy. Press SQUARE to punch. The most basic of attacks in any game.| |Not as powerful as kicking but gets the job done. | ------------------------------------------------------------------------------- ____ |Kick\ ------------------------------------------------------------------------------- |A basic kick. You will kick a nearby enemy. Kick is more powerful in dealing | |out damage to enemies then punch is. Press TRIANGLE to kick. Another video | |game basic attack. Not as fast as punching but makes up for it in strenghth. | ------------------------------------------------------------------------------- _____ |Block\ ------------------------------------------------------------------------------- |By press om R2 you can block enemy attacks. This will allow you to not take | |any damage when an enemy is attacking you. When low on health be sure to rely| |heavily on block. Enemies will still be able to hit you from behind and the | |side. | ------------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Complex Attacks -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______ |Counter\ ------------------------------------------------------------------------------- |This is performed by holding R2 or Block and then pressing SQUARE. Counter | |attacking requires timing because you must press SQUARE as soon as the enemy | |attacks. A short cinema will play if an enemy's attack is successfully | |countered. | ------------------------------------------------------------------------------- ___________ |Jump Attack\ ------------------------------------------------------------------------------- |This is fairly simple to perform. While in midair press SQUARE to punch | |downwards. Thus hitting any enemies below you. This makes you a lot harder to| |hit by enemies because you will be out of their reach or moving to quickly to| |be hit. | ------------------------------------------------------------------------------- _____________ |Defense Break\ ------------------------------------------------------------------------------- |Enemies can also perform a block move. But Batman can break this block. When | |an enemy begins to block a note will appear on the right side of the screen | |saying Defense Break CIRCLE. Pressing CIRCLE will make Batman pull his arm | |back and then break through the enemies defense. Be careful when doing this | |because it takes a long time to break an enemies block, making yourself open | |to any nearby enemy attacks. | ------------------------------------------------------------------------------- _______________ |Multiple Attack\ ------------------------------------------------------------------------------- |When Batman becomes surrounded by multiple enemies he can push them back. | |On the right side of the screen a note will appear saying Multiple Attack | |CIRCLE. Batman will then jump and do a roundhouse kick. Thus knocking all | |nearby enemies back and onto the ground. | ------------------------------------------------------------------------------- _____________ |Ground Attack\ ------------------------------------------------------------------------------- |If Batman should get knocked down onto his back and enemies have already | |begun to surround him you can perform a ground attack when a note appears on | |the right side of the screen saying Ground Attack CIRCLE. Batman will then | |kick out any surrounding enemies. Making them fall on the back and giving you| |enough time to get up and away. | ------------------------------------------------------------------------------- ____________ |Final Attack\ ------------------------------------------------------------------------------- |When an enemies health is low you can perform the Final Attack. Batman will | |perform a melee attack on the enemy that will totally knock him out. This is | |a combination of kicks and punches. | ------------------------------------------------------------------------------- ______________ |Finishing Move\ ------------------------------------------------------------------------------- |When an enemy has been scared badly enough he will give up. You can then grab| |him when the note Grab CIRCLE appears on the right side of the screen, This | |defeats the enemy in one move. | ------------------------------------------------------------------------------- ____________ |Vault Attack\ ------------------------------------------------------------------------------- |If you jump over an enemy's head with X and press CIRCLE when a note appears | |on the right side of the screen saying Vault Attack CIRCLE when you land | |behind the enemy a short cinema will play where you kick the enemy in the | |back. | ------------------------------------------------------------------------------- ____________________________________ ( 3.3 Fear ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {FEAR_} The stongest weapon at Batman's disposal. Using fear against those who prey on the fearful Batman becomes very powerful. For this section I'll go into more depth of how fear works in this game and some different ways to strike fear into those who would wish you harm. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Concept of Fear -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As stated above, Batman uses fear as a weapon. Doing simple things such as fighting an enemy will cause fear to those watching and being fought. But inorder to really scare your enemies you must think big. By interacting with the enviorment itself you can truly scare your enemies. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- How Scaring Enemies Is Beneficial -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- By scaring enemies you gain a control over them. Fear is a weakness the Batman was able to master and manipulate to his using. He can then use it on enemies. Some of the effects of scaring enemies are sloppy fighting techniques, poor aim when using a weapon, dropping a weapon all together, or cringing in fear. As an enemy becomes scared they won't fight as well as they would had they a normal pulse. This leaves them open for hits and their attacks will be easily evaded. Enemies won't be able to hit you as well with weapons and won't be able to aim correctly. Enemies will also drop their gun all together if striken with enough fear. Just appearing to them isn't enough. You'll have to use the enviorment to your advantage to put the fear of the bat in them. And if you can strike enough terror enemies will cringe before you and even see you as a demon. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Examples of Scaring Enemies -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=+WARNING+=- This section does contain SPOILERS! Please read at your own risk! ŻŻŻŻŻŻŻŻŻ Although fighting and defeating enemies will cause fear you will need to do something big inorder to make enemies drop weapons. In some levels you find out about what a main character fears the most through interrogations and then use it. An example of this is from the Docks level. When you find out that the Consigliere is claustrophobic Batman used it to his advantage while interrogating him. Interrogations themselves will cause fear in enemies. Always look for ways that you can scare enemies. By doing so you'll gain power. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Area Fear and Reputation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Area Fear is the summary of the heart rate of enemies in one room. Empty means that everyone is calm. Full means everyone is scared senseless. Reputation is how much fear you will induce when you scare an enemy, These both effect one another. By having a lot of reputation you will be able to scare enemies easier, thus filling the area fear meter quicker. Then enemies won't react well and cringe before you. This will make getting through areas much more easier. ____________________________________ ( 3.4 Interrogations ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {INTER} -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- What's an Interrogation? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Interrogations are short cutscenes that play after grabbing a guard. Some short dialogue will be tossed back and forth between Batman and the person whom is being interrogated. This is a vital to how successful your mission is because certain information or keys can only be received in interrogations. The dialogue in interrogations ranges from funny to just straight out badass. Some thugs don't act scared of Batman and actually say some funny things when asked a question. While a majority thugs are just plain scared senseless. I tend to favor the latter. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- How/Who can I Interrogate? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Sneak up behind an enemy and if the option Grab is available do so, it will always be CIRCLE to grab, and then you can interrogate, it will always be SQUARE to interrogate. Some enemies can't be interrogated. You will know if they can or can't by if the option to Grab is present. In some missions it's an objective for you to interrogate someone so always look for their name in the Enemy Information for if you need to Grab them. While for most it will be unknown to you unless a key or passphrase is required. ____________________________________ ( 3.5 Driving ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {DRVNG} To add a bit of fast paced action to the game, there are driving levels shaped after the racing game series, Burnout. The driving is very fast paced and the controls react very well in taking turns. The controls, listed in the CONTROLS section, are easy to get use to and very simple. In the driving missions there is no health pick ups. Your health, or armor, is displayed in the top left corner of the screen. You lose armor when enemies crash into you and if you crash into walls. Be very careful when driving or else your car will be destroyed. The only pick ups available on the road are nitro pick ups. The bar at the bottom right corner of the screen displays how much nitro you have left. You will deplete nitro by press R1 and using boosters to allow you to go 100 mph and up. This is very helpful when chasing down targets or on a time limit. With every enemy you hit, it adds to your reputation. Hit enough civillian cars and your reputation will drop. Reputation is really pointless. It only adds to your score at the end of the level. But still be careful about hitting civillian cars because you'll lose armor. --------- //[WLKTH]\\___________________________________________________________________ [ IV. W A L K T H R O U G H ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +NOTE+ This WALKTHROUGH is written while on the CHALLENGING difficulty level. ------------- |4.1 Prologue\________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL1} | |Setting: Gotham City- Narrows Island 4 A.M. | |Enemies: Crane Thug, Manic Inmates | |Objectives: Email Icon | | The Email icon indicates a new mission objective or note has | | been added. | | | | Find Dr. Crane | | Search the burning building to find Dr. Crane | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The game begins with a cinema of a man being thrown through a window then followed by the Dark Knight himself, Batman. A fight now occurs between the thugs and Batman. This will teach you the basics of fighting. Follow the onscreen instructions until all enemies have been defeated. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Attacking Enemies | +----------------------------------+------------------------------------------+ |To punch press SQUARE, to kick press TRIANGLE. This are the most essential | |buttons when taking on enemies because how else will you inflict damage? | +-----------------------------------------------------------------------------+ When all enemies are defeated another cinema plays where an enemy breaks into the room and fires aimlessly. This then causes an explosion knocking the enemy unconsious. Exit out of the room into the hallway from where the enemy had recently came from. In the next room, you enter just in time to see an enemy sent through a window as an explosion goes off behind him. Go down the hallway to the left. At the end of the hall the ceiling crashes down seperating you from an enemy. Return down the hall to the room where the enemy broke through the window. The hallway to the right has now been cleared of the fiery debris. Run down the hall to the end. While going down the hall you may target some debris blocking a door. Refer to the Tips and Hints box for more info. But anyways continue down the hallway to the end. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Breaking Objects | +----------------------------------+------------------------------------------+ |Destroy objects by pressing SQUARE or TRIANGLE. This comes in handy in | |clearing pathways to other rooms or secrets. | +-----------------------------------------------------------------------------+ At the end of the hall you can go left or right. To the right is a fiery room. To the left is an elevator. Approach the button and press circle to call the elevator down. The elevator comes crashing down with two thugs on it. They then talk about making a run for safety from the firey inferno. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Interactive Objects | +----------------------------------+------------------------------------------+ |Interact with objects by pressing CIRCLE. Anything that can be targeted and | |is not an enemy is useable with CIRCLE or can be destroyed. Some of the | |things that are interactive are grapple spots(Spots where you can use your | |grappling hook on), computers, buttons, doors, etc. | +-----------------------------------------------------------------------------+ Walk unto the roof of the elevator and approach the ladder. Use it to climb to the top floor. At the top is a empty room with a door across from where you climbed up from. Before you open the door you will have to press SELECT to view you mission objectives. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Ladders | +----------------------------------+------------------------------------------+ |Climb ladders by walking close or jumping onto them. Its not just ladders you| |can climb but ropes and chains as well. Press up on the analog stick to climb| |upwards while down to slide downwards. | +-----------------------------------------------------------------------------+ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Data Screen Navigation | +----------------------------------+------------------------------------------+ |Press LEFT on the D-PAD to view the Notes and Controls screens. By first | |pressing SELECT it opens up your current set of objectives in case you forget| |what to do. You can also view any important data or clues you've collected as| |well as refresh your memory of the controls. | +-----------------------------------------------------------------------------+ Approach the door when ready and you're given the option of open the door with CIRCLE or first view whats in the next room by using an optic cable by pressing SQUARE. It is always a good idea to check what is behind a door before running into a room unprepared. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Optic Cable | +----------------------------------+------------------------------------------+ |When approaching a door press SQUARE to use an optic cable to look into the | |next room. This is very helpful to work out a plan on how to take down | |enemies. | +-----------------------------------------------------------------------------+ In the next room you find two thugs debating whether to leave one of Crane's traumatized victims. Batman will throw his Batarang at the victim's chains freeing him to attack the thugs. Run down the stairs to the right to see the victim jump out the window. Leaving you to fight the two thugs. Defeat both thugs and then jump out the same window as the manic victim had just jumped through. You find him slumped against the wall. Go to the right and jump over the gap. On the other side climb the pipe to the top. At the hop onto the platform on the left to see two thugs in the next room. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Vertical Pipes | +----------------------------------+------------------------------------------+ |Climb vertical pipes by walking close or jumping onto them. This is the same | |as using ladders. | +-----------------------------------------------------------------------------+ Stand between the two windows where there is solid ground to listen in on the thugs talking about Batman and the fire. The windows will then blow out from an explosion. Run to the end of the platform and jump up and grab onto the horizontal pipe. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Horizontal Pipes | +----------------------------------+------------------------------------------+ |You can jump onto and hang from horizontal pipes. This allows you to shimmy | |to the left or right to reach far away platforms. | +-----------------------------------------------------------------------------+ Follow the pipe around the corner of the building. On the other side of the building drop down with SQUARE when you are above a platform. Once on the platform you have reached a CHECKPOINT. Break down the boards over the window and enter into the room. Directly across from the window you enter through is a medical kit. This is used to restore any health you may lose in combat. Go down the hallway. When you reach the end where there is a huge fire there will be a door on the right side. Go through it into the next room. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Medical Kits | +----------------------------------+------------------------------------------+ |Medical Kits will replenish your health. These are extremely vital to your | |survival. Whenever you are low on health always stop to look for one of these| |hanging on a wall. Only use it when you do need health. | +-----------------------------------------------------------------------------+ In the next room you find Crane destroying some of his evidence. He will then release two Manic Imates on you. Defeat them and follow Crane through the door. Around the corner you find Crane as the Scarecrow. He will infect Batman with his fear drug then run off. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Special Attacks | +----------------------------------+------------------------------------------+ |Batman can perform special attacks during combat. They will appear in the top| |right corner of the screen when available. Some exaples of these special | |attacks are multiple enemies, vault attack and midair attacks. | +-----------------------------------------------------------------------------+ Go down the hall while avoiding the flames. You will start to hear Rachel screaming for help. Continue down the hall and another explosion will occur. This time hitting you and setting you on fire. It won't do any damge so continue down the hall. You will see Scarecrow and and lunge at him. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED 3 Film Clips 2 Gallery of Fear Characters Interview __________________________________ ____________________________________________//____________/ ------------------------ |4.2 Himalayan Monastery\______________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL2} | |Setting: 1 Year Earlier - The Himalayans - The League of Shadows Monastery | |Enemies: League Member, League Ninja, Ra's al Ghul | |Objectives: The Trials | | Complete the trials and become a member of the League of | | Shadows | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You start in a long, dark hall. Run out into the open area and run across to the other side to reach Ducard. Follow him down another dark hall. In the next open area Ducard instructs you for your next task. You must enter the next room and take down the armed ninja. Climg the ladder and enter into the room with the ninjas. You must enter stealth mode to sneak up on the armed ninja and take him down. To enter stealth mode press L3(Push in the LEFT ANALOG STICK). Move into the room and your radar will appear. The red dot is the armed ninja while green is unarmed. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Stealth | +----------------------------------+------------------------------------------+ |Press the L3 button to enter and exit stealth mode. Stealth mode will allow | |you to move without making a sound. This is essential in taking down enemies | |without the risk of losing life. Become an expert at stealth and you can take| |out a room of enemies without take damage. | +-----------------------------------------------------------------------------+ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Radar | +----------------------------------+------------------------------------------+ |Enemies with guns will appear as red on your radar. Enemies without guns will| |appear as green. Always take out the enemy with the gun first. Enemies with | |guns do the most damage and can attack from a distance making them the most | |dangerous. Take them down first and the rest will follow. | +-----------------------------------------------------------------------------+ Move towards the red dot on your radar to sneak up behind the ninja. Once behind him a small note will appear at the top right corner that says Stealth CICLE. Pressing CIRCLE will allow you to do a stealth move on the enemy taking him out quietly. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Stealth Attack | +----------------------------------+------------------------------------------+ |If you approach silently behind an unaware enemy you can perform a Stealth | |Attack by pressing CIRCLE. This technique will prove to be most helpful. It | |allows you to take down an enemy in one hit. | +-----------------------------------------------------------------------------+ With the armed ninja down your first task is done. Follow Ducard through the door into the next room. At the end of the long hall you enter into a large two story room. Ducard is in a doorway. Approach him and a wall of spikes will sperate you from him. You will need to find another way into the next room. Lanterns will drop down from the ceiling. Tunr around from the doorway and climb up the ramp to the top. Then jump to the lantern. Jump from lantern to lantern to reach the platform on the other side. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Double Jump | +----------------------------------+------------------------------------------+ |Press X twice to double jump. Double jump is helpful in reaching high up | |ledges and other high up platforms. | +-----------------------------------------------------------------------------+ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Longer Jumps | +----------------------------------+------------------------------------------+ |Press X longer to jump further. This is helpful in jumping large gaps. As | +-----------------------------------------------------------------------------+ Go through the door into another hallway. Enter into the next room to spot Ducard standing next to a cabinet with a shuriken inside. Move towards the metal grating and fire will burst up. You will have to find another way over the fire. Climb up the ladder on the left side of the room. At the top go along the narrow board on the right. Walk along it until you reach a even more narrow board. Move along the beam and you will automatically perform a context sensitive movement. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Beam Walk | +----------------------------------+------------------------------------------+ |When you reach the beam you will automatically perform a Context-Sensitive | |movement. You will sidle from left or right along any narrow beam without | |falling. | +-----------------------------------------------------------------------------+ At the other end of the beam is a solid platform. Move along it towards where the shurikens are kept. Then drop down to solid ground to collect the shurikens that you will need for your next test. After taking them a trapdoor opens below you. You end up outside. Move through the spikes until you have to target different objects. When you can move again select the rope ladder and throw a shuriken at it with R1. It will then roll down so you can climb up to a higher platform. Move along the platform until you reach the support chain. Throw a shuriken at it. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Interactive Highlights | +----------------------------------+------------------------------------------+ |Press LEFT or RIGHT on the D-PAD to move between targets. This comes in handy| |when fighting multiple enemies so you can take down a certain one first or | |easier locking onto targets you can interact with. | +-----------------------------------------------------------------------------+ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Throwing Shuriken | +----------------------------------+------------------------------------------+ |When targeting an object press R1 button to hit it with your shuriken. This | |is very useful in hitting far off buttons or cutting ropes. Also helps in | |causing fear to your enemies. | +-----------------------------------------------------------------------------+ Move towards the ramp but be carful of the gap in the pathway on the way to it. Go up the ramp to target a bell. Hit it with a shuriken then continue down the hall into the next room. Go right in the next room to find Ducard. You must get the pass phrase by those ninjas. Continue down the hall to reach a rolled up ladder. Throw a shuriken at it to drop it down. Climb to the top. Use the wire at the top to climb to the other side of the room without the ninjas seeing you. Move closer to the support cable that is holding a cell above the three ninja. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Overhead Wires | +----------------------------------+------------------------------------------+ |Press X to jump and grab wires or ropes overhead. This is a great way to get | |across rooms without enemies below spotting you. | +-----------------------------------------------------------------------------+ Throw a shuriken at the support cable and the cell will drop on the ninja below. The dropping cell will make the one armed ninja drop his gun. You can now attack them much easily. Jump down and defeat them. When the last ninja has been strucken with fear you can interrogate him for the pass phrase. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Reputation | +----------------------------------+------------------------------------------+ |Using the enviorment to scare enemies will increase your reputation. The | |larger your reputation the more fear you will create. This will cause enemies| |to be weaker and even cower in fear when they see you or when you effect the | |enviorment to scare them. | +-----------------------------------------------------------------------------+ The bottom door will now be open. Go through it and return to the bell. Hit it again with a shuriken and you will automatically say the pass phrase. Go down the hall. In the next room go up the ramp and stand in front of Ra's al Ghul and Ducard. They will ask you to lower a prisoner using the lever. Lower his cage and stand infront of them again. A cutscene where Ducard and Ra's al Ghul want Bruce to kill the prisoner occurs but Bruce won't kill him and instead causes an explosion. You must now fight Ra's al Ghul and two of his students. It is an easy fight. Just fight them as you would with regualr enemies. Not much of a threat. Ra's al Ghul will block much of the time so be prepared to do defensive breaks. After the fight free the prisoner by throwing a shuriken at the top of his cell. Follow him to safety. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED 2 Film Clips Gallery of Fear Characters Interview __________________________________ ____________________________________________//____________/ -------------- |4.3 The Docks\________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL3} | |Setting: 7 Days Ago - Gotham Docks | |Enemies: Falcone Thug, Consigliere, Crane Thug | |Objectives: Bring Falcone to Justice | | Find Gotham crime boss Carmine Falcone and bring him to | | justice. | | | | Bypass Gotham PD | | Falcone has arranged for a heavy police presence. Find an | | alternate means to gain access to the Docks. | | | | Access the Sewers | | The sewers may provide an alternate means to access the Docks. | | | | Open the Feed Pipe Valves | | The steam pipes of the dock can be overloaded by opening the 3 | | feed pipe valves marked on the radar. | | | | Interrogate Falcone's Consigliere | | Obtain more information about Falcone's smuggling opperation | | from his Consigliere. | | | | Expose Falcone's Shipment | | Falcone's shipment is being carried in crates spray painted | | with white falcons. A container ship is docked nearby with the | | shipment in its cargo hold. | | | | Isolate Falcone | | Falcone is heavily guarded. The cargo crane at the end of the | | pier may provide a tool to isolate him from the bodyguards. | | | | Interrogate Falcone | | Falcone is helpless and isolated from the bodyguards. | | Interrogate him and bring him to justice. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You will start off in a small room. Head to the door on the left side of the room. Go down the hallway with windows on both sides to trigger a cutscene where a small army of cops show up. Continue down the hall and use the button to call the elevator up. Get on the elevator and press the button to ride the elevator down to the ground. Get out and climb over the fence on the left. On the other side is a door into a small security office. There is an armed Falcone thug and a Falcone thug with a knife. Sneak up on the armed thug and perform a stealth take down. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Optic Cable II | +----------------------------------+------------------------------------------+ |Approach a door with an interactive highlight and press SQAURE to use the | |Optic Cable. This lets you get a glimpse into the room beyond to get a heads | |up on what you will have to deal with in the next room. Also helpful to see | |what direction an enemy in the next room may be looking in. | +-----------------------------------------------------------------------------+ The other thug will know of your presence after the stealth take down so be prepared to fight. Beat him until you are given the option to grab. Do so and then interrogate him until you gain all the info you need about Falcone's plans. After the interrogation, climb the ladder in the corner opposite to the door that you came in. At the top of the ladder hop onto the ledge on the right. Then jump onto the metal platform. From the metal platform then jump to the floor. Go to the left and climb out the window at the end to the left. Once outside go down the stairs. Continue moving forward to reach a platform. Use the ladder to climb ontop of the platform. There is a wire that you can jump up and grab to climb over a fence further down the dock. Once you have passed the fence drop down. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Radar Objective Markers | +----------------------------------+------------------------------------------+ |Objective markers appear on the radar as a YELLOW DOT. Objectives that are | |out of range appear on the edge of the radar as a YELLOW CROSS. This is | |helpful when you are lost as to what direction you should move in. | +-----------------------------------------------------------------------------+ As soon as you drop down theres a CHECKPOINT. Jump onto the top of the boxes and then through the window. Destroy the boxes and open the vent. Move along the ventilation system until you drop down into an open space. There will be a van to the right with armed men in the back. You will need to trap the men. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Crawl Spaces | +----------------------------------+------------------------------------------+ |Press the L3 button to enable stealth mode and enter crawl spaces. Stealth | |mode just isn't for stealth but can also allow you to fit in tight spots and | |move through vents or pipes. | +-----------------------------------------------------------------------------+ The answer as to how to trap the armed men lies in the fork lift. You will need to locate the key that runs it to drop a load of boxes infront of the door of the van, trapping the men inside. To get the key climb up a ladder on a platform to the left of the forklift. Open the window and enter into the storage room. There is a lone armed thug in here whom you can interrogate. There is also the key for the forklift in here. From the platform in the storage room move under a pipe hanging from the ceiling and hop up to hang from it. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Overhead Pipes | +----------------------------------+------------------------------------------+ |Batman can hang from overhead pipes by jumping onto them. Always, always | |always remember to look at the ceiling when you are lost as to where to go | |next or when an unclimbable object is in your way. Most of the time there | |will be a pipe on the ceiling to use. | +-----------------------------------------------------------------------------+ Move to the right along the pipe until you are above the thug down below. When you are above the thug press CIRCLE to lower down and grab the thug. You can interrogate him about what Falcone is afraid of that would have him bring an army of men. When you're done interrogating him drop down. Grab the forklift key then press the switch to the left of the door that leads to the forklift and the van. With the door opened use the key on the forklift to drop boxes infront of the door of the van. The two thugs in the front of the van will come out to investigate the sound. You'll have to fight both of them. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Blocking | +----------------------------------+------------------------------------------+ |To block enemy attacks press and hold the R2 button. This is an essential | |move for when you need to conserve your health. | +-----------------------------------------------------------------------------+ Both thugs are quite strong and one of them is armed with a knife. Take down the one with the knife first by counter attacking his moves. To counter attack hold R2 and then SQUARE just as he is about to strike. This technique is very useful. With both defeated you can head over to the gate infront of the van. It is locked so you will need to pick the lock. Wait for the spinning block to stop at the hole then press CIRCLE to drop it in. With the gate open go through and to the left to drop into the sewer. ------ Sewers ------ After landing in the Sewers you reach another CHECKPOINT. After a short discussion with Alfred as to what you should do next you can use your grappeling hook. Target the grapple point with LEFT or RIGHT on the D-PAD then press CIRCLE to grappel to it. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Grapple Points | +----------------------------------+------------------------------------------+ |Select the Grapple Point with the interactive highlight and press CIRCLE. You| |will need this when trying to get passed obstacles or reaching high vantage | |points. | +-----------------------------------------------------------------------------+ Once on the higher platform go to the left to get a health kit. Then go to the right to press a switch to open the door on the pipe. Jump into the pipe. Move along the pipe until you enter into the water at the end. Then grapple up to the pipe along the ceiling. Move along the pipe and watch the dialog between the thugs and the technichan. Afterwards drop down from the pipe and sneak up behind the guard on the left with the gun. Perform a stealth move to take him out. Then defeat the second thug. With both gone the tech will return. He will tell you the code for a keypad on the other side of the pipes. Climb over the wall of pipes by using the pipe along the ceiling. Then use the keypad on the wall to put the code 1227 in. Go through the door and climb the pipe to climb above the platfomr. When above the platform drop down. Follow the platform around the corner, right above where you talked with the tech, to find a door. Go through and destroy all the boxes and then drop into the water to the left by breaking the railing. Follow the stream of water under the pipes to outside. Once outside jump onto the solid ground to the left. Climb the ladder and at the top turn the first valve. When the pipes behind the valve begin to steam and you can then target them throw a batarang to break them open. Then use your grappleing hook to get above the hole in the pipe. Drop into the pipe. Move along the pipe until you drop into a big room. There are two armed thugs on the higher part of the room. For now use the ladder in the left corner of the room. At the top turn around and go towards the wall. When you come to a pipe jump up and hold on to it. Then use it to cross over the gap to the thugs. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Scaring Enemies | +----------------------------------+------------------------------------------+ |Using the enviorments to scare enemies will make them drop their guns. By | |scaring enemies you can make them weak. They will cringe when they see the | |sight of you and drop thier guns. Always look for a way to scare you enemies.| |Because fear is your greatest weapon. | +-----------------------------------------------------------------------------+ Stay on the pipe until you are on the other side and right above a platform. Then drop down and target the pipe near the two thugs, whom both have guns, and throw a batarang at it. This will cause steam to come from the pipe and thus scaring the enemies enough to make them drop their weapons. Swoop down from your hiding spot and defeat both of the thugs. Then go through the door. Outside you reach a CHECKPOINT. Look to the right and target the support chains and throw batarangs at them to make the ramp drop. Then go up the ramp. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Area Fear | +----------------------------------+------------------------------------------+ |The Area Fear bar represents the overall amount of fear generated by Batman | |in a given area. It is basically a summary of everyone in the area's | |heartbeat. If the bar is full everyone is scared. If empty everyone is calm | |and dangerous. | +-----------------------------------------------------------------------------+ Go up the ramp and follow the platform to a door. Enter the room and go down the ramps to the bottom. Under the ramp is a health kit. Grab it if you need it then turn around and press a switch to open a hatch off of the pipe. Go into the pipe. At the end of the pipe you enter a huge room. You are at the bottom and their are four enemies at the top, along with the next valve. Look for a grapple point to the left ledge and grapple up to it. Then use the pipe to cross over to the other side of the room. You will land in a small room below the grating above where there are thugs. Climb the short wall to the right and follow it to the end to reach a gap in the floor. Peek out with CIRCLE to see a thug. Wait for him to turn around. Then jump from the hiding spot and perform a stealth attack on him. Continue down the path, DO NOT GO LEFT, until you reach a dead end. Turn the next valve. This will then scare all the enemies on the bridge causing them to drop their guns. Now move in and take them all out. Cross over the bridge and at the end turn right and go out the door. When the game finishes loading climb the ladder infront of you. As you approach it you reach another CHECKPOINT. At the top is a small army of cops. There are also a few around the ladder infront of you. Wait until they finish talking before going to the ladder. When they are gone make your way to the ladder. Climb up it and and at the end of the path on the right is the third valve. Turn it and watch your reputation rise, alond with the cop cars. That last valve scared all the cops off making Falcone easier to reach. ------------------- Inside Gotham Docks ------------------- You will start off on top of some crates with Falcone's thugs on the ground. Target the grapple point to the left and use it to reach the crates to the left. Move towards the hole in the spacing of the crates, facing the water. BEFORE dropping down look down to see if the thug is still there. When he leaves drop down and then climb up the rope into another crate above. Exit out of the crate and go right. You wil eventually come to a hole leading into another crate. Drop down and destroy all the boxes. Exit out of this crate and go left. You will need to crouch to get under the crate. Exit from underneath it and hide behind some boxes. You can peek out to spy on the thugs in this area. All are armed and there are four in the area. You will need to scare them to disarm them. After viewing your surroundings go down the passage between the crates to the right. At the end go down the ladder. Go to the left and use the medical kit on the wall. Then move silently up the ramp. At the top go into the room on the left and take out the thug inside with a stealth takedown. You now have control of the crate in this area. But the controls don't work, just yet. Alfred will inform you on how to use the control by using a electro-hack tool. Press UP on the D-PAD to select the Electro-Hack then press L1 to begin hacking. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Gadget Selection | +----------------------------------+------------------------------------------+ |To select a gadget use UP and DOWN on the D-PAD. When a gadget is available | |for use its icon will flash and pressing L1 button will use the gadget. There| |are five gadgets you can use like. They are the Smoke and Flash Grenades, HF | |Transponder, and the Elctro and Camera Hack Tools. | +-----------------------------------------------------------------------------+ Hacking consits of a small box in the lower right corner of the screen where four rows of X's and O's scoll by and you have to press CIRCLE as soon as the O pass in the box section. Then the line will drop down and you have to get the second O in the box and so on and so on until the box is full of O's. You now have control of the crane. Move it above a thug and drop it. This will scare them enough to make them drop their guns. Exit the room and as soon as you turn right punch to hit a thug. Now take out all three thugs. Multiattack comes in handy so make sure to use it when prompted. Also remember use counter. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Cargo Crane Controls | +----------------------------------+------------------------------------------+ |Use the LEFT ANALOG STICK to move the crane. When SQUARE is active you can | |drop the cargo. You will need to know how to use cranes later on in the level| |because they are an excellent way to induce fear. | +-----------------------------------------------------------------------------+ Grab the thug crawling around to interrogate him to find out about the shipment of stuffed rabbits. Use the ladder across from the crane room. At the top jump and glide to the right, over the fence. On the other side of the fence, follow the narrow path between the crates. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Cape Glide | +----------------------------------+------------------------------------------+ |Batman can use his cape to glide. Press X to jump then press and hold X to | |glide. This will allow you to reach platforms at long distances away or cross| |over large gaps. | +-----------------------------------------------------------------------------+ While going hrough the path you will reach a CHECKPOINT. When you come to a dead end with an orange crate move towards it to wall sidle. This will allow you to go through a crevice to the left. Go along the wall until you are behind a stack of boxes. Exit from the wall sidle position. There are two aremed thugs on the other side of the wall of boxes. Wait for them to finish talking. The one man remaining is the Consigliere. Sneak up behind him and grab him. Now you can interrogate him to find out about the smuggling operation. Use the forklift in the corner by the door to lift up some boxes. This will trigger a CHECKPOINT. Go under the boxes. This next area is swarming with thugs. Theres a thug leaning against the wall. Sneak behind the boxes infront of his line of vision. Another thug will come and talk to him. Listen in to learn about Dr. Crane. Continue edging your way through the darkness until you come to a plastic sheet. Go past it to the right to reach a chain. Climb it to the top then use the pipe to reach the platform on the left side of the area. Drop from the pipe to the platform when above it. After dropping onto the platform jump and glide over the gap in between the platform. On the other side follow it around the corner and then enter through the door into the building. You will be in a long dark hallway. Go down it and you will reach a CHECKPOINT. ---------- Cargo Ship ---------- At the end of the hall go through the door. Then walk down the ramp to the bottom. DO NOT go through the door at the end of the ramp leading into the ship. Behind that door are three armed thugs. Instead go to the left and pass through the doorway in the fence. On the other side of the fence use the control lever on the forklift to lower some barrels. Use the barrels to climb up the crates. Climb onto the top crate. At the top is a wire that will bring you onto the ship. Once you drop onto the ship go left towards the front of the ship. Theres an unarmed thug looking out to the ocean, making him an easy target for a stealth take down. Once he is defeated use the medical kit. Now go down the passage to the left(not the side you just came from). At the end "hall" is an armed thug. There are also two thugs nearby. Get as close as possible so that you can perform a stealth take down on the armed guard. This will at least take out the most dangerous thug in the area but it will alert the other two thugs of your presence. As well as those two thugs a third will come from a side passage. Remember to use block and counter. As well as multi attack. This will make short work of them. After defeating them all go to the large area where the two unarmed and one armed thug, should you have moved away during the fight. There is a small passage in between the crates. Go down it and break through some debris. Once past the debris jump onto the left crate and climb up ontop. There is a military crate here and a short cinema about using them. After opening the crate you recieve five smoke grenades. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Smoke Grenades | +----------------------------------+------------------------------------------+ |Smoke Grenades will temporarily paralyze and scare your enemies. Select the | |Smoke Grenades by pressing UP or DOWN on the D-PAD. Fire it by pressing the | |L1 button. If targeting a group of enemies throw the Smoke Grenade at the | |enemy in the center. This will give you a better chance at hitting all the | |enemies with smoke. Smoke sends enemies into a coughing fit that is measured | |by a bar that appears on screen. While coughing the enemies are open for | |damage. | +-----------------------------------------------------------------------------+ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Fear Gadgets | +----------------------------------+------------------------------------------+ |Fear Gadgets can only be used on enemies who are already scared. A higher | |reputation will make your Fear Gadgets more powerful. Using Fear Gadgets will| |give you the upper hand in fights. | +-----------------------------------------------------------------------------+ Jump through the hole above the military crate. You will be in a small room. Go through the door and down the ladder. If you need health go to the left and down beside the crate on the wall is a medical kit. When ready go towards the conveyor controls and perform a stealth take down on the thug. With the thug gone hack the controls with the Electro-Hack. This will cause all the crates onboard the cargo ship to crash on some thugs on the docks. With them scared its time to test out these smoke grenades. Target the thug in the middle and throw the grenade with L1. Make sure the grenades are equipped! With the thugs now disoriented swoop in for the kill. Take them all down then head for the fence up the dock. Be careful as you go because there is a thug down here. After defeating him you get the key for the gate. Now go through the gate. You will have reached another CHECKPOINT. There will be some crates in this area. Move foward and then right, while staying behind the large crates. You will enter a room with a ladder leading down. Follow it down and at the bottom go out the door. Move silently while listening in on the thug that is on the platform above. On the wall to the right is a ladder. Climb it and move across the area to the ladder on the other side, while grabbing the smoke grenades from the military crate. Climb the ladder and then wait behind the stack of boxes for the armed thug to turn around. Once he turns sneak up behind him and perform a stealth takedown. Go through the door at the end of the platform to the right. You will be in a small room with another door on the right. You will have to pick the lock. With the lock picked move down the hallway. At the end of the hall go through the next door on the left. A small cutscene will play as Batman talks to Alfred on how to isolate Falcone from his men. Looks like you gotta reach a crane. Go through the door to the left to enter a large room on a platform. Jump over the railing onto the lower railing. Follow the ramp down to the bottom of the room. At go to the door and USE YOUR OPTIC CABLE to see three armed thugs come down the hall. Quickly hide behind a wall of boxes to the left. When they are gone go through the door. Go right down the hall and through another door. When the game finished loading head around the corner to reach a CHECKPOINT. Go through the door to reach the support beams for the pier above. ---- Pier ---- Move foward and go right to use the medical kit. Then turn around and head for the dead end. Jump to the pillar to the left if you are looking out to the ocean and you will grab onto a ring. Jump again to reach another ring. Jump Once more to get on a pipe. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Metal Pillar Rings | +----------------------------------+------------------------------------------+ |Batman can jump onto metal rings to scale large pillars. This is another | |thing to look out for when confused on how to reach someplace. | +-----------------------------------------------------------------------------+ Use the pipe to get over the fence and above another platform. Drop down from the pipe when above the platform. Break all the boxes on the transport then go to the right and press the switch. The transport will move towards you. Jump onto it to get close to another platform. Jump off of the transport to the platform. Follow the platform around the corners. At the end of the platform drop down onto a lower platform and go through the door. Inside are two thugs looking out a window. Move in behind them and perform a stealth take down on the thug on the right. Now you'll have to deal with the remaining thug. With both thugs gone press the button in the left corner to call an elevator down. Once it reaches you get on and take it up. At the top turn around and exit out into the room. First go into the right corner for a HF Transponder. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | HF Transponder | +----------------------------------+------------------------------------------+ |High Frequency Transponder will cause a scared enemy to become paralyzed with| |fear. This will summon a swarm of bats to engul any nearby enemies. This will| |cause them a large amount of fear. Use as a last resort. | +-----------------------------------------------------------------------------+ Now go further into the room and use an optic cable on the door to the right. Theres Falcone!, but you can't get to him just yet. One of his thugs will move towards the door. Quickly hide in where you found the HF Transponder. The thug will then talk on the phone. After he finishes talking on it, sneak up behind him and perform a stealth take down. You will grab him and can now interrogate him. He will give you the key to the door to the left. After the interrogation go through the door with the key. Walk onto the platform and climb down the ladder. At the bottom is a door. When you go through it two enemies will come through the door at the end of the hallway. Defeat both thugs and go through the door they came though. Jump onto the crate and climb the chain to the top. At the top jump onto the platform and then align yourself with the lights hanging over the water and glide to the first one. Then jump and glide to the next light. From the light glide to the platform. To the right is another pillar which you must climb using the rings. At the top drop onto the platform. Go to the edge of the platform and jump and pull youself into the vent on the right wall. Follow the vent to an access grate. Open it and drop into the room below to reach a CHECKPOINT. Grab the flashbang grenade out of the crate then climb out the window. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Flash-Bang | +----------------------------------+------------------------------------------+ |Flash-Bang grenades will temporarily blind a group of scared enemies. This is| |like the smoke grenades only it will effect all enemies nearby. | +-----------------------------------------------------------------------------+ On the platform outside the window go up the ladder to the right. At the top hop onto the next platform to the left. Then hang from the pipe on the ceiling. Follow the pipe around the corner and drop down onto the metal rings around the column. Drop down onto the platform. After two thugs finish their conversation sneak up on a thug near a computer and perform a stealth take down. Press the button and a transport will knock a bunch of thugs into the water. But it will also alert two more thugs. Defeat them both. And move down the platform to reach an elevator. Use it and go up. --------- The Crane --------- At the top you are in a hall. Move towards the door to reach a CHECKPOINT, Then go through the door. Run foward towards a chain under the crane. Use the boxes to the left of the chain to reach the chain itself. Now climb up to reach a platform with a ladder. Now climb the ladder. You will be on another platform with another ladder. Keep climing up into the crane's controls. At the top is an enemy talking on the phone to the left. Wait for him to finish then perform a stealth take down. Now go to the crane controls and use the electro-hack to use it. Move the crane left until you see a black car. Position the crane over the car and press SQUARE to grab it. Now turn around and go up the stairs on the right. At the top target the grapple point and grapple to it. Now move along the pipe to reach Falcone. When you get close enough a cinema will play. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED 2 Film Clips 4 Gallery of Fear Characters Interview __________________________________ ____________________________________________//____________/ ---------------------- |4.4 Passage to Gotham\________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL4} | |Setting: Gotham City | |Enemies: Enemy Muscle Car, Enemy Van, Freight Truck | |Objectives: Takedown the Escort Vehicles | | The truck carrying the stolen equipment is being guarded by a | | number of vehicles driven by armed thugs. Use your vehicle | | skills to knock them off the road and reach the truck. | | | | Jump the Narrowborough Bridge | | The Narrowborough Bridge is being raised by the fleeing | | criminals. Get to the bridge before the steadily growing gap in | | the bridge is too wide to cross. | | | | Destroy the Truck | | Overcome, cripple, and then destroy the truck in order to reveal| | its cargo. Ude your onboard weapon system to shoot it off the | | road. If the truck reaches the Gotham Black Market before you | | can take it out then Mission Failed. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Driving Controls | +----------------------------------+------------------------------------------+ |Here there are again: D-Pad = Not Used | | Right Control Stick = Not Used | | Left Control Stick = Steering | | L3 = Not Used | | Triangle = Camera | | Circle = Jump | | Square = Brake/Reverse | | X = Accelerate | | L1 = Rear View | | L2 = Weapons(Available when indicated)| | R1 = Boost | | R2 = Not Used | | Start = Pause | | Select = Data Screen | +-----------------------------------------------------------------------------+ You begin on a narrow street. Drive foward to be informed by Alfred about the truck. Follow the arrows to the right and crash through the fence. An arrow will appear on screen. The arrow is above an enemy muscle car. Speed up and knock them into the wall. Now you will be on the main straight along with civilian cars. Go through the blue pickup to get some nitro. Continue going taking down thugs until you enter a tunnel. Go through the tunnel taking down as many enemy cars as possible. Out of the tunnel will be another set of arrows pointing right. Follow them onto the road going right. You will be on a dirt road now. Go down the dirt road and then cross over the bridge. Once off of the dirt road you will be on a long winding road. Follow the arrows to know when you should turn. Once out of the winding road you will get onto a dirt road. On the dirt road is a nitro pickup. Continue to take down enemy cars until you come to an arrow pointing to the left. Near the arrows is another nitro pickup. You will be on a paved road again with another set of arrows pointing right this time. Turn right and go down the street and turn left at the next arrows. You will be on a long stretch paved ground. Halfway down the road is a nitro pickup. Enter into a tunnel. There will be no enemies around for awhile now. After exiting the tunnel you reach a CHECKPOINT and a bridge. You will now have to jump the bridge. On the right side of the road is a nitro pickup. Continue driving to reach another set of arrows. Pointing to the left. Some enemies will begin to appear on the road now. A timer will also appear in the top middle part of the screen. This is how much time you have left before the bridge is completed lifted. Continue to take down enemy cars and try to conserve your nitro. After a while you will reach a winding road with arrows indicating where to turn. The first arrows point right while the next point left. Near the next set of arrows pointing left is a nitro pick up. Drive straight on to the next set of arrows pointing right. On the next street are more arrows pointing right and a nitro pick up. Go straight down the long street and go up a ramp into a warehouse. Inside is another nitro pick up. Exit out of the warehouse through the door on the other side. Once outside turn left and go along the street. This street has a lot of civilian cars as well as thugs. When you reach a road with an island in the middle, go to the left side to get a nitro pick up. Turn left at the arrows. Go down the next street and turn right at the next set of arrows. Cross over a bridge to get another nitro pick up. Go down the long stretch of road. Turn right at the set of arrows to get a nitro pick up. Continue down the road and turn left at the next set of arrows. Get another nitro pick up and then go down another street. Continue down the street and turn down the street to the left. At the next set of arrows turn right and get the nitro and turn right then left at the next two sets of arrows. You will be on a dock now so avoid the boxes and any other hazards. Get the nitro pick up then turn right at the arrows. Go onto another dock and shoot through and pick up the nitro. Once off the dock turn right onto another street and blast down it until you come to another set of arrows going left. You will have reached the bridge and a cutscene of the tumbler jumping it will play. Once you land you will have reached a CHECKPOINT. Theres no more timer to worry about so no rush. Turn left at the next set of arrows to get a nitro pick up. Drive down the short street and turn left at the next set of arrows. Go down the long stretch of road and enter into the tunnel. Stay on the right side of the tunnel to get a nitro pick up. Near the exit of the tunnel on the right side is another nitro pick up. Upon exiting the tunnel you will be in a wooded area. After a while there will be another nitro pick up on the left side. You will now have a box on the left side of the screen displaying the Freight Truck health. Alfred will tell you about the Freight Truck. Speed up into the tunnel to reach the Freight Truck. Now just hold down on the nitro boost to catch up to the Freight Truck. Once you reach the truck a box will appear behind it and a beeping will begin. When the beeping becomes steady you can fire your missles with L2. This will damage the truck. Continue to stay behind the truck and blast into it with your rockets. Don't bother with enemy cars and vans. Once its tires are blown out it will begin to swerve. Stay on its tail and continue to blast out its tires. A cutscene will play where you discover that the truck was only a decoy to throw off the police and Batman. After the cutscene your stats for driving will be displayed. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Reputation : Time Taken : Takedowns : Multiple Takedowns : Enemy Damage : __________________________________ ____________________________________________//____________/ ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED Passage to Gotham Mission Mode Passage to Gotham Time Attack Mode Prototype Batmobile 2 Film Clips Interview __________________________________ ____________________________________________//____________/ -------------------------------- |4.5 Falcone's Black Market Club\______________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL5} | |Setting: Last Night - Gotham City - The Black Market | |Enemies: Thug, Pfister, Detective Flass | |Objectives: Find Flass | | Find and question the corrupt police office Flass. | | | | Gain Access to Upper Floors | | A pass phrase is needed to access the upper floors. Obtain the | | pass phrase from someone feeling suitably cooperative. | | | | Find the Control Room | | Locate the control room and find out Flass's location. | | | | Find Flass's office | | Make your way through the building and find Flass's office. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ahh another great intro to a level. Batman comes bursting onto the scene in the Tumbler. This causes your reputation to increase and Area Fear to be very high. Defeat the thugs that will be startled by your entrance. With all thugs defeated, approach the door behind the Tumbler. The door will be locked so you need to pick the lock. Pick the lock as you usually do and go through the door. Alfred will give you some valuable information via radio. Looks like you'll need to find a thug with a pass phrase inorder to reach Flass. After going through the locked door go to the left and open the miltary crate to get three smoke grenades. Go to the right corner of the garage and go up the ladder behind the black car. Jump onto the vent to the left at the top. Then go beneath the pipe above the vent and jump to grab onto it. Climb along the pipe to get over the fence. Go along the pipe until you can't go down the ramp anymore. Then drop down and throw a batarang at the cracked window. Jump through the broken window and use the computer terminal to open the gate. Hop back through the window and go to the left. Go left until a thug appears on the radar. Sneak behind the black car and watch as an armed thug talks over an intercom. Theres an armed thug looking in your direction as well so you can't sneak up on the thug on the intercom just yet. Continue to the left to reach a fence blocking a ramp. Above the fence is a grapple point. Use it to get above the fence. Now that you are above the fence, drop down to the left of it to get on the ramp leading down. Go down the ramp to reach a CHECKPOINT. Continue down the ramp and stay near the wall on the left. Wait for the thug working on the car to turn around, then sneak up on him and perform a stealth takedown. Go to the right wall to use a medical kit. Then climb the ladder to the left of the medical kit. At the top, jump onto the vent and walk down it. At the end go through the vent. Go through the vent covering on the other side. You will emerge on a vent high above some enemies. Continue going along the vent. Through the next vent covering is a room where the vent on the left merges with the vent on the right. In this room is another vent covering on the left, go through it. Move along the vent until you are below a pipe. Jump onto it and then throw a batarang at the support beam for some barrels. The barrels will roll down and scare some enemies. When they come to investegate the sound move along the pipe until you are above the armed thug. An option will appear on screen saying Finish so press CIRCLE to drop down and grab him. This will increase your reputation and scare the remaining three guards. Drop down silently and peform a stealth take down on the thug on left because he has a crowbar. Defeat the remaining two thugs until you can Grab one of them. Now interrogate him for the pass phrase, which is little pig. When finished with the thug exit out through the door. Go back to the ramp that you came down and go up the ramp. At the top of the ramp go through the door and go left. On your radar will be an armed thug looking at the door you need to get through. Sneak up behind the armed thug and perform a stealth take down. Use the intercom and Batman will say the pass phrase. Go slowly through the door and imediately go to the right, into the shadows. On your radar you should see an armed thug looking from the right side of the room to the left. Move along the shadows of the right side of the room. Sneak up on the guard on the right side of the room and perform a stealth take down. Go to the right of the desk and open the military crate to get a HF Transponder. Now go along the middle of the room and press the button to call an elevator down. Get in the elevator up while Alfred talks. ----------------- Black Market Club ----------------- At the top get off the elevator to reach a CHECKPOINT. Go down the hallway and grab the medical kit to the right of the door you come through and then enter through the next door at the end of the hall. In the next room DO NOT RUN STRAIGHT TO THE OTHER SIDE OF ROOM!!! Well not until you are prepared. In the middle of the room is a wall of trip wires that trigger gas to fill the room if the solid beam is broken. When ready run through the beam and quickly target the grapple point at the top of the room. At the top quickly drop from the grapple point. Turn around and run into the other room. From the balcony target the antique vase and throw a batarang at it to make it break the window. This will make the gas leave the room. Drop down to the bottom of the room when all of the gas is gone. At the bottom go through the door. Run down the hall and at the end go through the door on the left. In the next room there is a grapple point on the ceiling inbetween two doors. The door across from the one you cam through has an armed thug and an unarmed thug. Go to the right towards another door. As you reach it you will go through a trip wire. Quickly turn around and grapple to the ceiling to avoid being shot at by a machine gun that appears from behind a portrait. After the gun finishes firing the armed thug will come from the room. Wait until he his below you and then Finish him by pressing CIRCLE. Drop down to the ground and go into the room that the armed thug came from and defeat the thug. When the thug is defeated go to the Security Controls and use the Electro Hack to use the Security Controls. After hacking the controls you will find Flass and will be able to use the cameras to look in three different rooms. Exit out of the Control Room and go to the door that had the trip wires infront of it. They will now be disabled so go through the door. In the next room you will have reached a CHECKPOINT. Go through the door to the right. Alfred will give you some information about the camera systems and you will gain the Camer Hack gagdet. Go down the hallway and then hack the camera to be able to see a laser trip wire. +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Camera Hack | +----------------------------------+------------------------------------------+ |Target the camera and hack it by repeatedly pressing the hack button. A small| |window will appear in the lower right corner of the screen to make the red | |bar decrease. When it is completely to the left the camera will be hacked. | +-----------------------------------------------------------------------------+ +----------------------------------+ |~|~. _ _ _ _ _| |_|. _ _|_ _| | | ||_)_\ (_|| |(_| | ||| | | _\| | | Camera Hack II | +----------------------------------+------------------------------------------+ |To hack a camera, equip the Camera Hack tool from your inventory. Its the | |same way you equip the Electr Hack tool. | +-----------------------------------------------------------------------------+ Jump it using the camera's direct feed as a reference. Go through the door to the left. In the next room target the camera on the right wall and then hack it. You will need to use the camera as a reference to avoid stepping on the red squares on the ground. I will provide a diagram below. [][][][][][] +----------------+ -- [][][][] | X = Start Point| |[] [][][][] |[] = Red Squares| |[][] [] +----------------+ |[][] [] X|[][][][][] [] -- [] This is a very roughly done diagram. After making your way slowly through the pathway then jump and glide towards the solid ground, which is around the door. There will be some barrels to the left of the door. Throw a batarang at it and a barrel will fall on a tile. This will cause an explosion and an armed thug will come to investigate. Hide to the right. Then jump onto the couch and make your way quietly behind the armed thug and perform a stealth take down. No go through the door that he had came from. In the next hallway hack into the camera to the left. Go down the hallway to the left. The camera will show a laser trip wire. Jump up to the ceiling and grab the pipe. Use it to get across the trip wires and across the hall. Once you are safetly over the trip wires you reach a CHECKPOINT. Drop down from the pipe. There is a door to your right and left. To the left will lead to a long hall and then a large room with many enemies. To the right is a laser trip wire with explosives. Instead go up the stairs in the middle. Throw a batarang at the vent at the wall. Use the medical kit on the left wall then climb into the vent. At the end of the vent break open the covering and drop into the room. This is the room that the door on the right lead into. Drop to the lower part of the room and open the miltary crate for three flash bang grenades. Now go to the higher part of the room. Jump onto the lights on the ceiling and then throw a batarang at the barrels. This will cause them to drop into the laser trip wire. This will trigger the explosives and then an armed thug will come to investigate. Move along the lighting so you are above the doorway. When the thug comes in press CIRCLE to finish him. Now drop down and go into the door on the left. Go along the short hallway and go through the door at the end of the hall. Enter into the room and attack the thugs. With all thugs defeated press the button on the wall and quickly jump onto the projection screen on the wall to reach the second floor. At the top jump over the railing the go into the other room. Drop into the room below and sneak up on Pfister. Interrogate him to find out how to reach Flass. Go through the door on the right side of the room. Go down the hallway and pass through each room to reach a dead end. Approach the door on the right and input the pass code 1337, how elite. Go through the door to reach a tram. Get onto it and pull the lever. You will discover that the cable car is broken. Go infront of the cable car and jump and grab the wires. Now use them to get to the other building. When you get close enough throw batarangs at the loose boards. ----------------- Construction Site ----------------- This will knock all of the boards down so that you can enter the building. In the next room break open the vent with a batarang and climb inside. Go along the vent until you fall outside. You will then reach a CHECKPOINT. Slowly walk along the plank beside the right wall then get on the beam at the end. Walk along the beam to the left and then exit out of the context sensitivity mode to stand on a platform. Now jump and glide to an elevator to the right. Jump up and grab the chain and use it to climb up. At the top jump off to the wooden platform. Target the light fixture on the left side of the screen and throw a batarang at it. This will drop the light down. Now jump and glide to the light and then climb to the top and glide to the vent. Pull yourself into the vent. Follow the vent into an open room. In this room is a ramp leading up. Follow it to the top of the room. Theres a medical kit on the wall at the top. Use it if you need it and then go down the hall. At the end of the hall you will be outside once more. Target the roll of wire to the left and throw a batarang. This will cause a fence to drop down. Jump and glide to it. Climb up to the small room. Then glide across to a large area to the right. Throw a batarang at a moving platform to break some boxes off of it. This will cause it to rise and a bucket to lower. Jump and climb the rope thats attached to the bucket. Throw a batarang at the roll of wire to drop down another fence. Glide from the rope to the fence and climb it to reach another small room. Target a roll of wire on the buidling to drop another fence. Jump and glide to it. Climb up it to reach a doorway to the left. Enter into the doorway and go down the hall. You will have reached a CHECKPOINT. Go through the door wat the end of the hall to the right. Use the medical kit on the wall then climb up the ladder. At the top stay low and move along quietly in the trench. Above are three armed thugs. At the end of the trench hop out to the right and push down the loose fence. Move under the trailer to the other side. At the other side go to the other building and push down the loose fence. Go underneath the building and cross over to the other side. On the other side move close to the scaffold support until you can throw a batarang. When you can throw a batarang do so and the tower will collapse. This will increase your reputation and scare the thugs into dropping their guns. Now defeat them all. With all thugs defeated to to the building that you first climbed under. Go through the door and open the military crate to get five Flash Bang grenades. Next target the skylight above the filing cabnets and throw a batarang at it. Jump from the filing cabinet to the skylight. Once on the roof jump and glide to the other building's roof. While on the roof, toss a batarang at the skylight and drop into the room below. Use the medical kit on the wall and then approach the table and read the document that is on the table. ______________________________________ |Matt, | | | |No go on that. Falcone likes | |keeping that door locked. | |Anything to keep a messy | |business at least a little discreet.| |You can get through with the | |digits 1 0 2 4. Burn this once | |you've memorized the code, we | |don't want it getting around. | | | |Emmet. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After reading the doucument go through the door. Go up the stairs and enter 1024 into the keypad and then go through the door. Move left down the hall to reach a CHECKPOINT. In the big area target the elevator control and throw a batarang at it to lower the lift. Get onto the lift and hit the elevator control again. Jump to the beam to the right. Climb up the chain this is holding up the beam. At the top of the chain, jump into the room. Drop through the hole into the room below. Heed Alfred's words of advice and don't blow up the gas tanks just yet. Instead break the loose boards covering a window. Then jump through the window. After jumping through the window go to the left and go down along side the building to reach a military crate. Inside is a smoke grenade. Go to the other closed off room and use the medical kit on the wall. Go to the opening leading to the left courtyard and jump and glide to the beam that is hanging from the crane. Climb the chain that is holding the beam. At the grapple to the grapple point and then move along the pipe to the crane control room. Once there you will be outside. Go around the back and enter into the room. Hack the controls using the Electro Hack. The crane will move on its own. When it stops go to the front of te crane and grapple to the crane itself. Move along the pipe towards the beam. From the pipe glide to the beam or the chain holding it. Once on the beam target the propane tank and throw a batrang at it. This will cause a bunch of pipes to roll out of the room and down onto the enemies below. Now jump down and stage your attack on the enemies. Approach the door near the alley. You will need to pick the lock. Once the lock is picked go through the door and down the hall. Move foward and you will have reached a CHECKPOINT. The door on the left is locked. Go foward and take a left. Go toward the shutter controls to the right of the large shutter. The shutters will then open. Jump up each one to the top left to reach a window into the room that was locked. Two guards will enter through a door in the room below. Go to the right and jump and glide to the room on the right. Enter into the room and hack the secure control panel. When it is hacked the giant fans will stop. The two guards will then argue about who should investigate the fan. They then call for backup. Quickly exit out of the room and run down the ramp. Grab the medical kit then stop at the first fan and enter between the blades. Jump down the tube to the bottom. At the bottom is a hallway so walk down it. At the end you drop into a room. Walk along the the hall and enter into the big room. A cinema where Flass interrogates an inmate takes place. Go to the corner in the lower area and jump from platform to platform to reach the top. At the top climb up the ladder. When you reach the roof go to the right and climb the platform. Then jump onto the rope and move along it to until you can target a rope. Throw your batarang to cut the rope and a beam to drop into the room where Flass is talking with the inmate. This will cause all the armed thugs to drop their weapons. Jump through the broken window and beat up all the thugs below. Approach the cage and then target the handcuffs and throw a batarang. When Flass exits the cage grab him and interrogate him. Batman will then ask him about Falcone's shipment as to why it was split in half. And about who the other shipment went to and what the chemical was. You will find out the Dr. Crane is at the Narrows, your next stop... ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Nothing Unlocked __________________________________ ____________________________________________//____________/ ---------------- |4.6 The Narrows\______________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL6} | |Setting: Narrows Island - Abandoned Museum - "Deja-Vu" | |Enemies: Crane Thug, Helicopter Pilot, Beserker Inmate | |Objectives: Access the Archive Warehouse | | Gain access to the Archive Warehouse directly behind the museum.| | | | Access the Roof | | Access the roof of the Archive Warehouse where a helicopter has | | been sighted. | | | | Interrogate the Helicopter Pilot | | Find the whereabouts of Dr. Crane by interrogating the | | helicopter pilot. | | | | Disable the Helicopter | | Disable the helicopter to prevent the pilot from escaping. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You start in a small room. Walk up the stairs and jump through the broken glass door into the next room. Wait for the patrolling Crane Thug to move away from the armed thug then approach the armed thug and perform a stealth takedown. Now attack the other thug. When both thugs are taken care of climb the pipe in the right corner of the room. Then move along it to reach the center of the room. Throw a batarang at the support chain on the airplane to make the back of the plane lower. Jump onto the back of the plane and walk towards the nose. When you are able to grapple do so. Drop from the grapple point to the small platform below then walk below the pipe. Jump and grab onto the pipe and go along it until you are above a bridge. Then drop onto the bridge. Go through the door on the left. You will now be in a section high above some thugs. You will need to scare the thugs below to disarm them. To do so you need to get closer to a support chain. From the higher ledge jump and glide to the lights. Glide to the second light and you will then be close enough to throw a batarang at the support chain. Throwing the batarang at the chain will cause the dinosaur to collapse. Thus scaring the enemies below into dropping their weapons. Now glide down to the floor and defeat all of the thugs. With all thugs defeated open the military crate on the left side of the room to get three smoke grenades. When ready go through the door across from the military crate. You will be outside now. Go down the stairs to the right and approach the thug in the corner. Continue down the alley and break the loose boards on the wall. Enter through the hole. ------------------------ Ruined Archive Warehouse ------------------------ Go down the hall to the left. Don't go through the door on the right. On the other side are armed thugs. Instead continue down the hall and grapple to the grapple point. This will bring you far up from some Kerosene Barrels. Throw a batarang at them to make them explode. Before dropping down, if you need health jump from the grapple point and glide to the right to reach solid ground and a wall with a medical kit. When ready drop down and go through the door you passed earlier. That explosion will have cause all the enemies to drop their guns so defeat them while their vulnerable. With all thugs taken care of get onto the elevator and press the button to go up. The elevator will break down before reach a floor. Press the button and jump out into the floor above. To the right of the elevator door is a medical kit. Also on this floor is a CHECKPOINT. Go around the corner to listen in on two thugs. When ready, attack them until both are defeated. Open the military crate to the left of the door to get five smoke grenades. Return to the elevator and hop onto its roof. Use the ladder on the left side to reach the next floor. On the next floor you are in a short hall. At the end of the hall to the right is a patrolling armed guard. Stay next to the right wall and wait for the armed guard to turn around. Then sneak up behind him and perform a stealth takedown. Go down the hall that the armed thug was patrolling and jump through the hole. You will be on a fire escape. Go to the right and sneak by a window. Continue to follow the fire escape around the corner. On the other side of the building is an open window. Jump through it into the room with a patrolling armed thug. Sneak up behind him and grab him for an interrogation. He will tell you that a pilot on the roof of the building will tell you how to find Crane. Jump onto a platform next to the door leading back into the hall with the elevator. Jump from platform to platform to reach a floor above. At the top go towards the hole full of light in the corner. You will automatically enter context sensitivity mode to walk across a beam. Walk along the beam until you can grapple to a grapple point. Drop from the point onto a platform above two armed thugs and one unarmed thug. From the platform jump to a chain holding a box. From the chain you can now throw a batarang at a damaged support. Do so to scare the enemies below into dropping their guns. Drop down and defeat all of the thugs. With all thugs taken care of jump through a hole in the wall to the right of the door leading into the hall with the elevator. Through the hole you land in a hall. Go down it to the right and approach the door. You will need to pick the lock. With the lock picked enter into the hall to reach a CHECKPOINT. Go down the hall until you reach a room. Approach the windows to spy on some thugs. Use the medical kit on the right wall. Continue down the hall until you enter into a large room. Below are five armed thugs. From the platform at the end of the hall go to the right and stand on the beam. Use the beam to cross to the other side of the room. On the other side enter into the small room and drop through the hole. Exit out of the room and go along the platform. Walk past the first window and put your back against the wall before the second window. Wait for the armed thug to move away from the window before walking by it. At the end of the platform go down the ladder. At the bottom of the ladder you will be outside a room with an armed thug inside. Wait for the thug to be on the left side of the room and then go through the open window on the right. Approach the thug and perform a stealth takedown. Hop over the fence on the other side and get on the elevator. Press the button to ride it up one floor. At the top get out and get close to the edge of the hole into the room below so that you can grapple to a grapple point. From the grapple point drop down and throw a batarang at the Kerosene Barrel. This will cause a huge explosion that will scare all of the thugs. Now approach them and defeat them while they are weak with fear. After defeating the thug on the bottom floor he drops a key. There is also a military crate at the bottom of the room with a HF Transponder. Use the crates at the bottom, that are next to the miltary crate, to get into the second floor. Go to the door and open it with the key. In the next room you reach a CHECKPOINT. Go up the stairs to the top hallway. Walk down the hall and ignore the door. At the end of the hall on the right is a medical kit. On the left is an access grate. Use the medical kit then climb into the vent. At the end of the vent you can listen in on some thugs. Exit out of the vent to find yourself in a small room with a stack of Kerosene Barrels. Across from the vent is an open window. Go through it and get on the fire escape. Once on the fire escape go to the right and grapple to the fire escape across the street. Go to the left and smash the window in the previous building with a batarang. Now throw a batarang at the Kereosene Barrels. This causes a huge explosion that will scare all of the enemies into dropping their weapons. Glide through the window you just broke and attack all of the enemies. One of the thugs will drop a key so make sure to get it. With all thugs defeated exit through the door. You will be in the hall that you entered after going up those stairs. Go down the hall to the right and use the key to open the door. Go up the stairs on the other side of the door to reach a CHECKPOINT. At the top of the stairs go through the Access Grate on the right wall. Go through the vent until you drop outside. You will land in a fenced in area with an armed thug. On the other side of the large engine is the thug. Wait for him to look to the left then go around the other side and perform a stealth takedown. On the other side of the engine go to the end and there will be a hole in the fence to the right. Drop through the hole to land on a platform below. From the platform grapple across a gap to another platform. On the next platform jump onto the box and then the pipe. Shimmy along the pipe to the left until you can drop onto a platform. From the platform glide into the open window on the right. You will now be in a huge room. Climb to the top of the platforms on the right and at the top glide to another platform. From this platform destroy the Damaged Girder. Then jump onto the pipe above to reach the other Damaged Girder. Then destroy the Scaffold Support. A short, but incredibly cool, cutscene will play where Batman comes out of a hole onto the roof. Now defeat all of the unarmed thugs. With all thugs defeated grab the helicopter pilot for interrogating. The pilot will tell you about Crane and then take off. Quickly grapple to his helicopter. Once he lands you reach a CHECKPOINT. Watch a video as the pilot is attacked by an inmate. Go down the steps next to the helicopter and go to the right. Destroy the debris blocking a pipe and then climb the pipe. Shimmy along the wires at the top of the pipe until you can grapple. Drop down and defeat the beserker inmate. A very cool extension to the first cutscene in the game is shown. This is then where the first level begins. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED 2 Film Clips 4 Gallery of Fear Characters Interview __________________________________ ____________________________________________//____________/ ------------------ |4.7 Arkham Asylum\___________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL7} | |Setting: Arkham Asylum | |Enemies: Thug, Manic Inmate, Crane Thug, Scarecrow | |Objectives: Infiltrate Arkham Asylum | | Find a way into the Asylum and disable the security system. | | | | Gain Access to the Basement | | Find a way to break the ceiling windows of the power room to | | gain access to the basement. | | | | Find Dr. Emma Thomas | | Dr. Thomas knows the location of Crane's secret drug laboratory.| | | | Destroy the Water Tower | | Destroy the water tank using a propane tank from Room 45. | | | | Overload the Generators | | Activate the 3 switches to overload the system. | | | | Rescue Rachel | | Find and rescue Rachel Dawes from Dr. Crane | | | | Question Dr. Crane | | Defeat Dr. Crane to find out who he works for. | | | | Asylum Escape | | Escape from Arkham Asylum and rendez-vous with Gordon and | | Rachel. | | | | SWAT Team Evasion | | Evade and avoid confrontation with the SWAT teams at all costs. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ *NOTE* This level tends to get a bit glitchy as you get farther into it. Its not a problem with your disc. The glitch will cause the game to freeze for about 3-5 seconds. Wait it out and the game will unfreeze. If not then try restarting your PS2. The cutscene shows as Batman enters the Asylum. As soon as the cutscene ends you have reached a CHECKPOINT. By a quick glance at the radar you can see that this area is swarming with armed thugs. From the starting point turn around a climb up the ladder as you talk to Alfred about a way in. At the top of the wall climb up the small ladder and then at the very top platform, jump onto the wire between two poles and use it to get to the other wall. On the other side drop down and move along the wall until you come to a grapple point. The grapple point is above a window leading into the Asylum. Drop from the grapple point and go through the window quitely. Across from the window you came through is an armed thug. Also to the right is an armed thug. Quickly take down the thug to the right and then the one infront of the window. With both disposed of jump through the window the thug had been looking through moments before. On the fire escape go to the right and climb down the pipe to the ground. At the bottom go to the right and wait by the hole in the fence next to the dumpster. A limo will pull up next to the thug and then park. Wait for the thug to get out and talk to the armed thug. Then throw a batarang at the limo to cause the car alarm to go off. With the thugs distracted sneak up behind the armed thug and perform a stealth takedown. Defeat the unarmed thug. With all the thugs in the area defeated open the window into the basement which is to the left after going through the fence. After dropping into the room, go foward and first go to the table on the right. There is a document here so go ahead and read it. ____________________________________ | | | | | Dr. Thomas, | | | | Thank you for bringing your | | concerns regarding Dr. Crane's | | behavior to the Board. | | | | | | Your allegations are indeed | | disturbing, and frankly hard to | | believe, if not outright fantastic | | | | | | Dr. Crane is a highly respected | | and long-time member of our | | staff. | | | | | | We hope that you have not | | made these accusations lightly, | | and urge you not to make them | | publicly. | | | | Somce the Board does not handle | | interpersonal matters, I have | | taken the liberty of fowarding | | your note to Human Resources | | (cc). I suggest that you | | thoroughly document Dr. Crane's | | alleged threats and behavior for | | your own protection, should legal | | action be required by either | | party. | | | | Regards, | | | | Doug Hunter, Ph.D. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After reading the document turn around and use the phone thats on the table. Listen to the message to learn the code for the door. Turn around and enter the code 4563 into the key pad to open the door. Enter into the hall to reach a CHECKPOINT. Go down the hall and at the end go through the door on the right. On both sides of the hall are inmates in their cells. Walk down the hall until you exit out of the holding chamber. Go around the corner into the next room. There is a security gate blocking your entry into the next room. Hop onto the crate and then onto the bar. Position yourself to the left under the pipe on the ceiling then jump to it. Use the pipe to get over the security gate. Drop down at the end of the pipe when all the thugs are on either the left or right side of the room. The door into the security room is locked so climb the ladder to the left of the door. At the top put your back against the wall and go around to the other side. Stop when you come to a small platform infront of a vent. Exit out of the context sensitivity and open the grating. You will be on a grating above the security terminal with a thug down below. Drop through the hole in the middle and perform a stealth takedown on the thug. With the thug out of the way use the control panel by hacking it with an Electro-Hack. With the panel hacked all the inmates will be released and begin to attack the thugs outside. Wait until all of the amred thugs are unarmed then exit out of the room and attack all the thugs and inmates. With all enemies defeated go through the door on the other side of the room. In the next hall approach the door on the left and then pick the lock, you should be a lock picking master by now. With the door open go down the hall. A video will play in the lower right corner about the thugs being shocked. Keep that in mind as you reach the door at the end of the hall. After the game finishes loading you reach a CHECKPOINT. You will be in a small room so go through the only door. You will be outside again. Go down the stairs to the right and then enter into the vent along the wall. After exiting the vent go behind the dumpster to get a medical kit. Go down the alley to the left and climb the pipe on the wall thats next to the two huge tanks at the corner. At the top of the pipe hop onto the platform to the right. Enter into context sensitivty and go around the corner with your back against the wall. When you come to a platform near another conrer exit out of context sensitivity mode. Jump up and grab the wires above the platform. Move along the wires until you are above a patroling thug below. When he is below you and you can perform Finish do so by pressing Circle. Two thugs will emerge below, both unarmed. So drop down and defeat them both. Jump onto the van and then through the window. Walk down the hall to the right Open the fence door and cross to the other door and open this one as well. Go down the stairs on the other side. Walk along the hall to view a short scene of thugs with Dr. Thomas. When you get to a locked gate climb the pipe on the wall to the left and then jump onto the pipe on the ceiling. Use the pipe to get over the locked gate. Once on the other side drop down. At the end of the hall get onto the elevator. If you press the button for the elevator you discover a card key is required. Target the Elevator Hatch and throw a batarang at it. Now jump through the open hatch. Between the two elevators is a wire. Grab onto it and then climb up and throw a batarang at the elevator powerbox. Doing this will open the elevator door. Climb to the top of the wire and glide from it into the hallway. In the next hall walk down the set of stairs. At the bottom go through the door in the fence. In the next room, in the left corner is a military crate. Open it to recieve two Flash-Bang Grenades. Now go through the window on the right side of the room. While on the fire escape go to the left and jump up and grab the wire. Use the wire to cross the alley and reach the other building. When above the fire escape on the other building drop down. From the fire escape stand below the pipe on the wall and then jump up and grab it. Use the pipe to get across the gap and reach the fire escape. On the other fire escape go through the open window. In the next room go to the door on the right and pick the lock. In the next room you reach a CHECKPOINT. In the right corner of the room is a medical kit, use it if you need it. Go down the hall to the left. Pass through the fence and use the optice cable on the door. You will be able to see two thugs in the next room. Continue down the hall to the left. Go through the door at the end of the hall on the right. Stay low along the wall. At the end of the wall go to the center of the room and target the Gas Range. When there are no thugs around go to it. Use it to cause gas to leak into the room. Return to behind the wall and wait for the patrolling unarmed thug to turn his back to you then turn on the Gas Range to the left. When safetly behind the wall target the Gas Range and hit it with a batrang. This will cause a huge explosion. All the armed thugs will drop their guns so move in and attack them. With all of the thugs defeated go through the door in the bottom right corner of the room. This will lead to a small room. Go through the door. In the next hall, you will be on the other side of a fence which seperates you from the hallway you were in moments before. Continue to the right along the hall. At the end of the hallway jump through the window. You will be on some construction. Approach the fence infront of you and begin to climb it on the left side to avoid some planks. Once past them go to the right to avoid even more. Then go to the left once more and climb up. Climb above the planks you just passed underneath and then drop down onto them. Turn around and climb through the open window. Walk down the hall in stealth mode until you pass through a fence. You will be able to grapple to the ceiling. Move down the hall while hanging from the pipe from the ceiling. At the end of the hall you will be able to target Scientfic Machinery, Throw a batarang at the machinery to cause an armed guard to investigate the hall. Wait for him to pass below you and then press CIRCLE to finish him. With the armed guard out of the way drop down from the pipe and go down the hall. An unarmed thug will come to look for his missing friend. Defeat the thug then go down the hall and approach the window. Use the intercom on the left side to talk to Dr. Thomas. She will tell you where Crane is. The door to the right will now be open so go through it. A short video will show as Dr. Thomas attempts to escape only to be gased. Turn left and go down the hall. At the end of the hallway go through the open window. Once on the fire escape go to the wall to the left and jump up and grab the pipe on the wall. Use the pipe to go to the right. When you are below a part in the fence where it is open jump up and grab the ledge. Pull yourself onto the rooftop of the building. Once on the rooftop you will have reached a CHECKPOINT. Go to the other side of the building and approach the Grapple Crane controls. Batman will talk with Alfred about destroying the Water Tower. When ready press CIRCLE on the controls to allow quick access to the Water Tower. Now jump onto the wire to the right of the controls. Theres a thug about half way along the wire. When directly above him press CIRCLE to Finish him. Continue along the wire until you can drop down to the building. On the right corner of the building is a pipe. Climb it to reacha fire escape. Hop onto the fire escape and open the middle window. Quietly enter the building and hide behind the curtain. Two armed thugs will talk about where a set of keys went to. Wait for them to walk off then come out from behind the curtain. The gate to the Propane Tank is locked so go down the hall to the left. Target the Attic Hatch and hit it with a batarang. A ladder will drop down so climb it to enter into the attic. Turn around at the top and go straight to reach some crates. Destroy them to find a hole that leads to the other side of the locked fence, where the Propane Tank is stored. Drop down into the room. Use the medical kit on the wall and open the military crate for tow Flash-Bang grenades. Take the Glass Bottle and exit through the hole you fell through in the attic. Once in the attic go through the window on the left. You will be outside of the building now. Go to the left and enter Context Sensitivity mode against the chimney until you reach wider ground. Follow the narrow ledge to another wall where you must enter Context Sensitivity mode. Continue along the ledge until you can grapple to the crane you used earlier. Drop from the grapple point onto the pipe on the wall and then get onto the roof once more. Approach the Cracked Scaffold and press CIRCLE to place the Explosive Gas. Hit it with a batarang to cause a huge explosion. A cutscene will play and you will enter the basement. Defeat all of the thugs that are in the basement. After all of the thugs have been taken care of Alfred will tell you that the power is still on and that you'll have to overload the system. Hack the control panel on the first generator in the basement. Now pull both the levers on the left and right sides of the generator. Watch the short cutscene and then turn around and go across the room to the Control Panel. The fence door will open so go through. Enter into the pitch black hallway. ----------------- Arkham Undeground ----------------- Walk down the hall to reach a CHECKPOINT. Turn right at the end of the hall and go through the broken security door. Use the Security Panel on the right side of the hall. Looks like you'll need a code. Continue down the hall. BE CAREFUL of the electricity. At the end of the hall jump to the top of the security gate and pull yourself over to the other side. Go down the hall. While going down the hall Batman will spot Rachel. Continue to the end of the hall and go left. When you target a fuse box throw a batrang at it. A guard will run through the door in the fence and into an electrical current. Go through the fence and grab the guard on the ground. Interrogate him for the code, 5839. Return to the Security Panel and input the code 5839. When the elevator door opens glide to the bottom. Drop through the hole in the top of the elevator and enter into the room. A thug will be attempting to fix the elevator. Go the opposite direction from the thug down the hall. At the end of the hall to the righ is a military crate. Open it to get two smoke grenades. Return to the thug that was trying to fix the elevator. Sneak up behind him and perform a Stealth Takedown. Approach the Locking Mechanism that the thug was working on and press CIRCLE. This will cause the elevator to come crashing down with two thugs inside. Enter into the elevator and defeat both thugs. With both defeated press the button on the elevator and ride it up. Exit out into the hall to reach a CHECKPOINT. Down the hall to the right eventually leads to a dead end with a medical kit on the right wall. Use it then go down the hall and through the fence. Walk down the hall to overhear two armed thugs discuss the problem with the eletricity. When one armed thug is left to patrol wait for him to turn his back to you then continue down the hall. Open the hatch in the fence at the end of the hall then drop down into the hole to the left. You will now be below the floor. Once under the floor turn around and go back down the hall. Take the first and only right. Go to the end of this passage and open the hatch. You will now be in the same room as the two armed thugs. Wait in the hole in the floor until the patroling thug has his back to you. Quickly jump out of you hiding spot and sneak up on the thug and perform a stealth take down. Go to the fence where two thugs were talking before you went below the floor. There is a door on the left side. Wait for the thug inside the room to have his back to the door then enter. Sneak up behind him and perform a stealth takedown. Now go through the door on the left. This will bring you out into the hall on the otherside of the fence from two rooms ago. Use the medical kit on the left wall and then walk down the hall. At the end of the hall use the door on the left. Once outside climb the platform to the right of the door and then climb onto the box. From the box grab onto the building itself and pull yourself up. Now go below the pipe and grab onto it. Use it to get across the courtyard without being seen by the thugs. On the other bulding go along the wooden planks until you have to enter Context Sensitivity mode to get around a corner. When you reach the steel platform exit out of Context Sensitvity. Get close to the fuse box on the opposite wall and then hit it with a batarang. Watch the cutscene as a stupid thug blindly runs into the electrical current and gets fried. Drop straight down so you land on the other side of the fence. Go around the corner and open the military crate for four Flash-Bang grenades. Hop the fence to the right. Now go to the opposite side of the courtyard from where the electrical current was and enter through the doorway to reach a CHECKPOINT. Enter through door to the right. Go down the stairs and at the bottom hop over the banister to the left. Stealthily enter the room, WHILE AT ALL TIMES staying to the left, out of the line of vision of the thugs. Reach the thug thats on the other side of the room first and perform a stealth takedown. Now take down the thug near the door you just entered through. The door on the first floor of the room is locked. Use the ladder on the left side of the room to reach a platform. Go to the end of the platform and jump onto the pipe on the ceiling. Use it to get to the other side of the room. On the other platform go to the end and open the Access Grate. Enter into the vents and move foward until you come to a hole. Drop through the hole to get onto the other side of the locked door from the previous room. You will land on a crate and thus reaching a CHECKPOINT. Destroy all of the crates on the left side of the hall. In the last crate is a scared thug. Grab him and interrogate him to learn where Crane is. He won't give you any valuable information but he will give you a key. Open the door on the fence with the key. At the end of the hall is a door that leads to a room with two armed thugs and Dr. Crane. When the thugs come your way hide behind the barrels to the right of the door. Sneak up behind the closest thug and perform a stealth takedown. Now go down the hall and perform another stealth takedown on the second thug. Return to the door that leads to the room with armed thugs. Two armed thugs remain. Target the Drug Processor and throw a batarang at it. This will cause gas to leak out and infect the thugs. Go up the stairs on the other side of the room. At the top use the medical kit. Then go to the right and get close to the grapple point. When in range grapple to it. From the grapple point drop onto the platform. Then from the platform glide to the hanging light. Slide down the chain and target the Drug Processor in the room below. Throw a batrang at it to scare the thugs below. Now drop down and defeat all of the thugs. With all of the thugs taken care of approach the hatch. You will need to pick the lock. When its opened drop into the sewer below. Walk down the sewer until you can go left. When you go to the left you will have reached another CHECKPOINT. Go through the hole in the fence and then walk down the stairs. Enter into the small room and use the medical kit on the left wall. Return to the room full of water. Go along the right side of the stairs until you come to a open pipe. Jump into the pipe and travel along it. At the end of the pipe hop onto the platform on the right. Destroy the crates and then go along the small ledge in Context Sensitivty mode. On the other platform go up the stairs. On the platform at the top glide to the hanging light. Destroy the loose boards on the pipe opening and then glide to the pipe. Enter into the pipe. At the end of the pipe you emerge in a large room. Jump onto the ledge to the right and then hop over the fence. Go through the tunnel into the next room. When you enter the tunnel you will reach a CHECKPOINT. In the next room drop down into the water on the right. Look for the pipe in the corner and while in the water. Climb it and use it to get over the fence blocking you while on the ground from the other side of the room. Stop when you are above a bridge. Theres an armed thug patrolling on it. Wait for him to walk underneath you and then press CIRCLE to finish him. With the thug gone drop down onto the bridge and open the military crate to get eight Flash-Bang grenades. Drop down into the water on the same side as the military crate and turn the Valve Wheel. Then go down to the second Valce Wheel and turn it to open a hatch. Now both the entrance and exit hatches will be open. Climb back onto the platform with the military crate. Hop into the pipe and go along it to get onto the other side of the fence. Upon emerging from the pipe go down the tunnel. Walk along the hall and enter into the huge room. Jump over the railing and glide towards the light. Climb the chain to the top. At the top of the chain jump and glide to the light directly in front of you, the one that looks the longest. Now glide to the final light that you haven't been on yet. Climb the chain to the top then jump and glide to the platform. Once on the platform go through the doorway in the fence. At the end of the hall climb up the ladder. When the game finished loading you will have reached a CHECKPOINT. Go down the hall. Through the door on the left is full of armed thugs. Instead continue down the hall, turning left at the end. In the room at the end of the hall on the right wall is a medical kit. Hit the shelf on the left side to knock some boxes off of it. Now jump onto the top of shelf and then climb into the vent. Travel along the vent to the right. At the end is an Acces Grate. Open it and enter into the next room. Wait for the patrolling thug to walk by you and then silently sneak up behind the thug and perform a stealth takedown. Then sneak up behind the thug working on a computer and perform another stealth takedown. Now use the Power Control PC that the thug had been working on by hacking it. After hacking it dead inmate bodies will spill into the room where the armed thugs are and thus scaring them senseless. Run down the stairs on the left and defeat all of the thugs. Use the medical kit on the back of the room, opposite to the freezers. Then pick the lock of the door next to the medical kit. Walk down the hall to reach a CHECKPOINT. Walk down the hall and wait for the thug at the end of the hall to go away. Then go down the hall and take the first left you reach. In this small room go up the stairs and then use the grapple point. Drop onto the platform and then go to the right and exit through the doorway. In the next hall are two thugs behind a fence at the end. Walk down the hall and enter into the room on the left. Run up the stairs and at the top jump onto the pipe on the ceiling. Stay on the pipe until you reach a platform. Drop down onto it and exit the room through the doorway. Walk down the hall to the left and hit the Fuse Box with a batarang. Now go down the hall to the right. Go to the end of the hall and enter into the room. Watch as Dr. Crane and a thug leave the room on an elevator with Rachel. Leaving you to fight off three manic inmates. Upon defeating all inmates go through the door in the lower left corner of the room. In this small room climb up the ladder. At the top press a button to move a hook. Return to the room where you fought the manic inmates and grapple to the hook. Run along the hall to catch a glimpse of Dr. Crane. When you reach a dead end target an Access Grate and hit it with a batrang. Use the box to climb into the vent. Once inside the vent you reach a CHECKPOINT. Drop through the hole at the end of the vent. Scarecrow will hit a button causing the floor to seperate. You will undoubtly fall down into the hole. There is a stack of boxes under where the Scarecrow was. Destroy all the boxes to reveal an Access Grate. Enter into the vent. At the end of the vent drop into the room. Run up the stairs on the left side of the room. When you come to the huge gap glide across it and and pull yourself up onto the stairs. Continue to go up the stairs. At the top break through the crates and go through the door. Go down the hall to the right. If you go to the very end of the hall you will find a medical kit. Return to a doorway on the left side of the hall and enter into the room. Watch the cutscene as the police come and Scarcrow tricks Rachel. Walk along the hall until you come to the last window on the right. This window is broken so you can grapple through it. Move along the pipe until you are abve the armed thug. Press CIRCLE to finish him. You will automatically drop down. You will now have to fight two thugs and Scarecrow. After defeating all of the thugs and Scarecrow, grab Scarecrow to watch an awesome cutscene. Afterwards you will need to find Gordon. Go through the doorway on the right corner of the room. Run along the hall to reach a CHECKPOINT. Enter into the large room and stand on the balcony. Grapple to the chandalier and you will be above Gordon. Press CIRCLE to Grab him. Another cutscene will play. This will sum up some of the events that have occured so far. Save your game when asked to and continue on. ------------------ Escape From Arkham ------------------ From the starting point go down the hall to the right. Stop when you come to a Cracked Window. Hit it with a batarang and then hop outside onto the fire escape. Now grapple to the grapple point on the flag. Drop onto the platform and glide to the fire escape on the opposite side from where you came from. Hop through the open window into the room. Open the door in the right corner. Pass through the doorway in the fence and climb the ladder on the left side. At the top go to the end of the platform and break the cracked window with a batarang. Hop outside onto the fire escape. Go to the right on the fire escape and wait for the search light to go down before you jump and glide to the next fire escape. On the second fire escape hop onto the pipe on the wall and climb down to another fire escape. Enter through the window on the left to reach a CHECKPOINT. Quickly run straight down the hall and at the end turn right and go through the door on the left. In the next room go through the open window on the left before the cops bust down the door. Wait for them to exit out of the room then jump onto a pipe on the left side of the fire escape. Move along the pipe to get around the corner of the building. On the other side avoid the search light. When it goes down quickly go to the fire escape and drop down onto it. Then glide to a nearby platform with a vertical pipe. Climb up the pipe until you reach a platform on the right. From the platform jump to the other side of the building to another platform. Enter Context Sensitivty mode to get pass a pipe and reach solid ground once more. Be careful as you go because there is a solider stationed at a window. Wait for him to leave the room. Continue around the corner until you reach a platform with an open window. The cop will walk out of the room so go through the window into the room. The door on the right is locked so go through the other door. Go to the left to reach a CHECKPOINT. Enter into the room and jump and glide to the light. Climb the chain to the top and wait here until the SWAT Team leaves. When they are gone throw a batarang at the Cracked Window. Jump and glide out through the window. In the next hall stop before the fence on the left. Target the fire extinguisher. Hit it with a batarangh to blind the SWAT Team on the other side of the fence. Quickly run to the other side and break through the debris until you can go through the doorway of the fence. Go down the hall and exit through the door at the end. Watch the cutscene and then the level is complete. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED 2 Film Clips 2 Gallery of Fear Characters __________________________________ ____________________________________________//____________/ ------------------ |4.8 Saving Rachel\___________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL8} | |Setting: Gotham City Streets | |Enemies: Police Squad Car | |Objectives: Race to the Tunnel | | Gordon has ordered a GPD Riot Van to block your passage into | | Gotham Battery Tunnel. Get to the Battery Tunnel before the Riot| | Van. | | | | Avoid the incoming SWAT Helicopters | | Lose the pursuing Gotham PD helicopters. If the helicopters | | manage to lock their spotlight on the Batmobile for too long, | | you will be spotted and the mission will fail. | | | | Disable and Lose the Pursuing Cop Cars | | Race across the freeway and lose the pursuing Cop Cars. You must| | protect the secrecy of the Batcave at all costs. | | | | Leap Into Batcave | | Rachel's health is deteriorating fast. Jump the Batmobile | | through the sheet of water falling in front of the Batcave's | | entrance and save Rachel. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Watch the cutscene as the Batmobile drives onto the street. You have three minutes and ten seconds to reach the Battery Tunnel before the Riot Van gets there. Follow the road until you reach the arrows pointing you to the right. Take the right turn and go down a stretch of road. Along this street is a Nitro pickup. You WILL need to use the nitro inorder to reach the tunnel in time. Drive onto the bridge and hold down the nitro button while staying on the left or right side. Near the end of the bridge are some Police Squad Cars. Take them out by having them crash into walls. At the end of the bridge, follow the arrows to the right. At the end of the road is a nitro pickup. Follow the road until it merges. Now drive along the stretch of land picking up the nitro before the arrows. Turn left upon reaching the arrows. Hold down the nitro button while on the long street. At the end are two sets of arrows, both pointing you to the left. Hold down the nitro again on another long road. At the end is a set of arrows pointing you to the right. At the end of this street turn right once more. On this street stay on either the left or right side. On both sides are nitro pickups. Hold down the nitro again on this street. Turn left at the next set of arrows. You will be on a long stretch of road again so hold down on the nitro again. At the end of this street you will need to enter through a doorway leading below ground. When below ground just hold down the nitro the whole time. Make sure to get any nitro pickups. Turn right at the next set of arrows and get the nitro. Follow the arrows to the ramp. You will be above ground again. Follow the arrows to the right and go along the stretch of road until you enter into a tunnel. There will be a nitro pickup on either side of the road. Go along the road again, turning right at the next sets of arrows. Once emerging from the tunnel go down the street and turn right at the end of the street. Blast down this street holding down on nitro. A cutscene will play as two trucks come onto the road and the Batmobile will shoot by right between them and they then crash. On the other side of the trucks you reach a CHECKPOINT. Travel through the tunnel until you exit through the otherside. Once outside helicopters will begin to appear. DO NOT LET THE SPOTLIGHT LAND ON YOU. Doing so will fill up a meter on the left side of the screen. If a helicopter gets close use your nitro. Follow the road until you come to a set of arrows pointing left. At the next set of arrows go in between a small building to the right. Exit out onto the street and follow the arrows to a dirt road. After a while you will come to a regular road. Drive along it while still avoiding the spotlights. Some good tactics for this are to break suddenly causing the helicopter to fly out infront of you. Swerving to the left and right every few seconds while also using nitro. When you come to the expressway continue to swere in and out to lose those helicopters. When you get off the expressway you will have reached another tunnel. In the tunnel are some nitro pickups. Make sure to get them. About halfway through the tunnel you will reach a CHECKPOINT. You will have to take out twelve police cars in two minutes and thirty seconds. After emerging from the tunnel the first two cop cars will be in sight. Take them down and pick up any nitro that you find on the way. After getting onto the expressway take down any squad cars. At the end of the expressway is a ramp leading down. Take it down and get onto another street. Continue to take out any police cars. With the last car destroyed hold down on the nitro to get away from any nearby cops. Keep driving as fast as possible until you pass through a small tunnel. After going through the tunnel you should be in a suburban area. The time limit will now be gone as well as the police. Enter into the tunnel and a meter will appear labeled save Rachel. Quickly drive on the single road. Pick up any nitros along the way and hold down on the nitro button. Follow the arrows onto a very dark road. Follow the road the best you can and collect all the nitros. At the end of the road is a set of tunnels. Keep going along the road. When you come to a very dark winding road again go along it the best you can and then watch the cutscene. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Reputation : Time Taken : Takedowns : Multiple Takedowns : Enemy Damage : __________________________________ ____________________________________________//____________/ ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED Saving Rachel Mission Mode Saving Rachel Time Attack Mode 2 Film Clips __________________________________ ____________________________________________//____________/ ---------------- |4.9 Wayne Manor\______________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEVL9} | |Setting: Wayne Manor | |Enemies: League Ninjas, Ra's Al Ghul | |Objectives: Confront Ducard | | Fight with the League of Shadows Ninjas and confront Ducard - | | The Real Ra's Al Ghul. | | | | Save Lucius Fox | | Lucius Fox is trapped in the kitchen of the burning Manor. | | Locate and rescue him. | | | | Escape to the Batcave | | Meet up with Alfred by the grand piano and escape to the | | Batcave. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ As soon as you gain control of Bruce defeat the two attacking League Ninjas. With both defeated another cutscene plays. Another two Ninjas will attack you. Defeat both of them and more dialogue with Ra's will be exchanged. Ra's Al Ghul will then jump over the banister and attack you. The most noticable aspect of this fight is that Ra's doesn't have a health bar. Just fight him and try not to take damage until he counters one of your attacks and then runs off. Follow him through the now open door into the next hall. Walk down the hall to the end and go to the right at the end. Ra's Al Ghul will appear and make an escape as you are left under burning rubble. After the cutscene you emerge from under the rubble. Two Ninjas emerge from the room behind you. One of which is armed with a sword. Defeat both of the Ninjas then go through the open door. In the next room, the door across from has fire coming from it. Target the Damaged Furniture blocking the hall to the right. Break through it to reveal a small hole that you can go through while in Stealth Mode. On the other side of the hall use the Medical Kit on the right wall. Then open the door. In the next room the door locks behind you. This room is full of hazardus smoke. You will need to break open the window to empty the room of smoke. Walk along the right side of the large table in the center of the room and then punch the vase to knock it through the window. All of the smoke will exit out of the room. Now climb up the pole to the right of where the vase was. At the top hop onto the platform on the right wall. Now from the platform jump to the light that is hanging from the ceiling. Double jump from light to light until you reach the third light. On the third light jump onto the platform on the right. Go through the door to reach a CHECKPOINT. Enter through the door at the end of the hall. The next room is the library. There are two armed and unarmed Ninja in here to deal with. Enter into stealth mode and stay near the bookshelf on the right. Do NOT bother with the door across from where you enter the room. It will burst into flames if you get close to it and in turn do damage to your health. At the end of the first line of shelves go right. You will be in the main hall. Go in between the next set of bookshelves. Climb up the ladder on the wall to the right. At the top jump onto the platform to the right. Walk to the balcony section that is closest to the lights hanging from the ceiling. Jump from light to light as you did in the room with the smoke. From the last light jump to the plaform. Punch the Antique Vase to cause it to fall onto a bookshelf below. This does two things in effect. It scares all of the Ninjas below and opens a door. Drop down from the balcony and defeat the three Ninjas. This fight is very tough. I recommend using Block and Counter along with Multiple Attack. With all three Ninjas defeated go through the door that the bookshelf broke through. Run down the hall and at the end turn right. Enter through the door. In the next room is a Burning Chandelier hanging from the ceiling. Go through the door on the right to enter a small library. At the far back wall is a bookshelf with a book that ca be targeted, "The Art Of War". Use it to enter a hidden room. Open the military crate for two Flash-Bang grenades. Also use the medical kit if injured. Finally open the Cabinet for the batarangs. Exit back out of the room and return to the room with the Burning Chandalier. Throw a batarang at it and it will drop. A chain will now be exposed. Climb up the chain and then hit the Antique Vase with a batarang. Double jump from the chain to where the Vase once stood. Walk around the baclony to the other side to reach a door. Enter into the room and break apart all of the Damaged Furniture. Hit the damaged pipe that is on the ground to put out the fire. Drop through the hole in the ground. You will land in a hall with a Ninja, armed with a sword, at the other end. Defeat the Ninja and then break through some more Damaged Furniture blocking the path of the hall to the right. Jump onto the furniture on the right side to get to the other side of the hall. On the other side of the hall go through the door on the left. In the next room you reach a CHECKPOINT. Approach the burning bar to watch a cutscene where Fox explains Scarecrow's plan. After the cutscene go through the door on the left. Walk down the hall and enter through the door into the next room. Two Ninjas lie in wait in the room. After defeating them approach the Antique Vase from the right and punch it. The ladder will slide out of the fire. Now climb the ladder. From the top of the bookshelf jump onto the balcony. Get as close as you can on the balcony to the bookshelf on the right wall. Double jump from the balcony to the bookshelf. At the end of the bookshelf jump through the broken window. Use the medical kit on the wall and then enter through the door into the next hall. The door to the left is locked so run down the hall to the right. You will be at the top of the stairs leading to the locked door that Fox is behind. Hit the Antique Vase that is at the top of the stairs. It will break open the door that Fox couldn't open. Now return to the door that was locked. Two Ninjas will come bursting through the door. Defeat both of them and then go to the end of the hall. At the end of the hall turn left. There will be a fire in the way of the hall. Hit the Damaged Ceiling with a batarang to put out the fire. Go through the door at the end of the hall. In the next room you meet up with Alfred. A cutscene will play as Alfred and Bruce enter into the Batcave and prepare to stop Ra's Al Ghul. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED 2 Film Clips Gallery of Fear Character __________________________________ ____________________________________________//____________/ ------------------------ |4.10 Defender of Gotham\______________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |{LEV10} | |Setting: Chaos on Narrows Island - Narrowborough Bridge | |Enemies: Manic Inmate, League Ninja, Ra's Al Ghul | |Objectives: Stop the Narrowborough Bridge | | Someone is attempting to lower the Narrowborough Bridge and | | allow prisoned mobs into Gotham City. The bridge must be | | stopped. | | | | Intercept the Microwave Emitter | | Intercept Ra's Al Ghul and the microwave emitter which has been | | loaded onto a monorail train somewhere in the Narrows. | | | | Reach Rachel | | Rachel is in the monorail central station and is in serious | | trouble. Reach her position before it's too late. | | | | Board the Monorail | | Rachel can only halt the monorail train for a few moments. Use | | the opportunity to jump aboard undetected. | | | | Defeat Ra's Al Ghul | | Defeat Ra's Al Ghul before the monorail train penetrates into | | the heart of Gotham City. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ From the starting point go to the left. Three Manic Inmates will be nearby. Defeat all three of them and then open the military crate in the small alley to the left for three Flash-Bang grenades. Now continue to the left and use the medical kit on the wall should you need health. Approach the large fenced off area and climb the fence. On the other side climb the ladder. From this platform jump and glide to the chain that is supporting a large crate. At the top hop onto the platform. Follow the platform around the corner and get onto the elevator at the end. Press the button once on it. At the top get off of the elevator. Walk down the hall in stealth mode and turn left to spot Scarecrow. Walk towards him to view a cutscene. Scarecrow will cause an explosion that sends you flying out the window. You will land in a courtyard. Three manic inmates will run towards. You defeat all three of them. An enemy will be on the ground cowering in fear. Behind him is a car key. Pick it up and then use it on the Vehicle Ignition. Batman will crash the car into the tanker. Go through the hole in the fence to the left and climb the ladder. At the top get close to the grapple point from the platform and then grapple to it. Jump onto the pipe on the ceiling and use it to reach the other platform. Now go down the hall and turn right to see Scarecrow again. Approach him and a cutscene will play. He will fall out the window in fear. Open the military crate to the left to recieve an HF Transponder. Turn around and break the Cracked Window with a batarang. Approach the open window and grapple to the grapple point. Save your game and then continue on with your mission when ready. ------------------- The Monorail Tracks ------------------- After the game loads, you will be on a platform with a new objective. Go through the door on the right. Run down the hall and stop at the door at the end. Use the optic cable to see two Ninjas at the end of the platform. Pick the lock of the door. With it unlocked exit out onto the platform. An explosion will go off that will take care of the Ninjas. At the edge of the platform go to the right and grab onto the pipe hanging from the ceiling. Get halfway across and the rest of the pipe will fall off. A grapple point will be nearby so grapple to it. The grapple point will bring you to a pipe that goes to the platform across from the one you just came from. As you get close to the platfrom, some debris will fall. Hit it with your batarang to clear the way. Continue to the platform and use the medical kit to the left and then open the door. Walk to the end of the next hall but DO NOT GO THROUGH THE DOOR. There are several armed and unarmed enemies in the next room. Instead go through the vent on the left side of the hallway. Walk along the vent to the end until you drop through a hole and land on a platform. Go to the end of the platform and then jump and glide to the chain that is holding the crate up. Jump from the chain to the other platform. Get close to the Support Cable and hit it with a batarang. After hitting both a ramp will drop down. Jump to the ramp and get close to another Support Cable. Hit it with a batarang to move the platform. Now go to the left side of the bottom platform and hit another support cable. The platform will drop with the three Ninjas on it. Quickly attack and defeat all three Ninjas. After all three are defeated, get onto the platform that dropped and get as close as possible to the fence to hit a button with a batarang. This will move a crate suspended by a chain closer to you. Jump and glide to grab onto the chain and then hit the button with a batarang again. The crate will move back to its original position. Climb the chain to as high as it will go then jump and glide to the platform. Open the military crate to the left for seven Flash-Bang grenades. Now go through the door. You will have reached a CHECKPOINT. At the end of the hall is a ladder. Before climbing it hit the hatch at the top of the ladder with a batarang. Now climb the ladder to the top. As soon as you are on top, two Ninjas will attack you. Defeat them both and then go towards where the explosion occured. When you enter the tunnel use the medical kit on the left wall. Continue to go down the tunnel and you will have to fight three manic inmates. After defeating them continue down the tunnel and jump the barracade. On the other side keep going down the tunnel. You will reach a CHECKPOINT. ------ Rachel ------ You will exit from the tunnel. Outside are three manic inmates to deal with. While you fight the inmates you will hear a conversation between Rachel and a police officer. After defeating all the inmates climb the ladder to the left. At the top of the platform go along the platform to the left. At the end of the platform climb the ladder to emerge in a building. Exit through the door into a hallway. Go right and use the medical kit on the wall. Continue to go along the hall until you reach another door. Pick the lock and enter into the street. Go up the stairs to the left. Quickly run up to the door to watch a cutscene as Rachel is fending off an inmate. Rachel will tell Batman how he can get onto the train. Batman will glide out the window. After landing you will have reached a CHECKPOINT. Jump off from the building and glide to the building across the street. Upon landing on the ledge open the military crate to the right to get six Smoke Grenades. Turn around and grapple to the grapple point. Break open the loose boards and enter into the room via the window. Drop down from the pipe once inside the room and turn down the corner to encounter three manic inmates. After defeating them all continue to the end of the hall and use the medical kit on the right wall. Then jump through the open window. From the fire escape go to the left and climb the pipe that is on the wall. At the top approach the hole in the fence and glide down to the building across the street. Run along the rooftops to reach a Cracked Skylight. Break it open with a batarang then drop into the room below. You will be next to the monorail as it goes by. Without a minute to spare climb onto the dumpster then jump onto the barrels and over the fence. You will now be aboard the monorail. Once on the monorail Alfred will talk to you and then you can save your game. ------------------ Monorail to Gotham ------------------ Looks like the welcoming party has arrived. As soon as you gain control of Batman, four Ninjas will attack. Defeat them by using Multiple Attack and rely heavily on Block and Counter. Don't forget to use any of the items you may have left. With all of them defeated go through the door that they came through. Pass right through the first car into the second. As soon as you enter the second car, there is a military crate to the right. Open it to get two Flash-Bang grenades. Open the door to be inbetween another part of the train. Open the door into the next part of the train and break apart the debris. Jump through the hole in the ceiling. In the room above break the box apart and then open the door to be outside once again. Drop down onto the ground and then jump between the gap. You will enter Context-Sensitivity mode. Go along the the left or right side of the crate to get to the other side. Once on the other side exit Context-Sensitivity mode. The next car is full of armed and unarmed Ninjas. Open the door of the crate and enter into it. Use the boxes to get ontop of the crate. Jump from the roof of the crate onto the car full of Ninjas. Pass over it to the other side and drop inbetween cars. Open the door into the next car. Enter into the next room to reach a CHECKPOINT. Exit through the door to be inbetween two cars again. Hit the Access Grate on the ground with a batarang and drop down to be below the train. Stop when the option, OPTIC appears. Press SQUARE to spy in on the Ninjas. Continue down the bottom of the train until you reach a hole above. DO NOT OPEN THE ACCESS GRATE. Doing so will cause an explosion. Wait for the patrolling Ninja on the next car to turn his back to you and then hop onto the next car and perform a Stealth Takedown on him. With him out of the way use the medical kit on the wall to the right. Jump over the gap and land on the next car. Hit the Carriage Coupling with a batarang to disconnect the two trains. Next hit the Safety Chain with a batarang and the back part of the car will totally disconnect. A Ninja from the last car will join two Ninjas. Defeat all three of them now. Grab the last Ninja to interrogate him. He will tell you how to diarm the explosives. He will tell you the code, 1942. Pass through the next few rooms until you reach a door with explosives all over it. Enter the code 1942 into the keypad to enter into the next room. You will be inbetween two cars. You will have also reached a CHECKPOINT. Enter into the next car an a Ninja will drop down. Defeat him and then jump through the hole that the ninja came through. Run all the way to the end of the car and then jump to the next car. Keep running and jumping from car until you reach a roof you can jump onto. Drop down and open the door. Pass through the first room and in the second turn to the left and open a miliatary crate for five Flash-Bang grenades. Then go through the next door. You will be on an open car. Drop off from the high up platform inbetween cars onto the lower platform. Hang from the pipe along the side of the car. Move along the pipe to get by the Ninjas. Hop back onto the car when you come to a hole in the fence. On the next car is a medical kit if you need health. Go to the right and climb the ladder to get onto the roof of the car. Get close to the end of the roof and hit the two Locking Mechanisms on the left and right corners of the car. This will cause barrels to roll into the Ninjas. Drop down from the roof and defeat all three Ninjas. With all three Ninjas taken care of, hit the Access Grate on the ground with a batarang and then drop down. Stand on the platform and then jump up and grab onto the pipe. At the end of the pipe drop down onto the platform. Go along the bottom of the train to reach an Access Grate. Open it and climb through. Enter into the next car. You will reach a CHECKPOINT. Enter into the next car to see Ra's Al Ghul. Approach him and a cutscene will play. Two Ninjas will appear to assist Ra's. Defeat the Ninjas first and then focus your attention on Ra's Al Ghul. Again, there will be no health bar for Ra's Al Ghul. Just keep fighting him until he counters one of your attacks to esape. In his wake he will unhook the trains from one another. Quickly grapple to the escaping train. Drop from the grapple point and enter the car. Pass through the car until you emerge inbetween two cars again. Climb the ladder on the next train. Climb the ladder and go along the roof of the train until you reach an open car. Approach the large motor in the middle of the car. It is the Microwave Emitter. Press CIRCLE to use it. You won't be able to stop it! Ra's Al Ghul will also appear behind you, this time with a sword. Keep fighting him until you are given the option to Grab him with CIRCLE. Do so and then interrogate him. A cutscene will then play. You have six seconds to get off the train. Use the grapple point to escape. ___________________________ ______ /AREA COMPLETE //_[]X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BONUS MATERIAL UNLOCKED Alternate Batsuits 2 Gallery of Fear characters 1 Film Clip REPUTATION RANKING __________________________________ ____________________________________________//____________/ Congratulations You've Beaten Batman Begins! --------- //[GWLKT]\\___________________________________________________________________ [ V. G E N E R A L W A L K T H R O U G H ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Considering how frustrating it is having to look through all that text above, I decided to make a GENERAL WALKTHROUGH. What's a GENERAL WALKTHROUGH?, you may ask. Its a walkthrough that goes straight to the point. I will list off for each level what you need to do exactly without going into much detail. This is for when you need a quick question, quickly answered. _______________________________________________________________________________ ------------------------------->List of Levels<-------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 5.1 Prologue 5.2 Himalayan Monastery 5.3 The Docks 5.4 Passage to Gotham 5.5 Falcone's Black Market 5.6 The Narrows 5.7 Arkham Asylum 5.8 Saving Rachel 5.9 Wayne Manor 5.10 Defender of Gotham _______________________________________________________________________________ ------------------------------->List of Levels<-------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.1 Prologue -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Defeat all the enemies in the room. Then exit out into hall and go right to see an enemy. Now go down hall to left and get on elevator. - Go through several rooms until you have a cutscene. Defeat all the enemies and then go through the window. - Follow the fire escape to the top and avoid the explosion. Use the pipe to get to the other side of the building. - Break through the boards and enter the building use health and go down the hall. - In the next big room is another cutscene and you will then fight two of Dr. Crane's patients. Defeat them and go through door. - Go down the hall and another cutscene. Follow the hall into a big room and watch another cutscene. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.2 Himalayan Monastery -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Follow Ducard until you have you first task. Enter the big room and enter stealth mode to take out an armed ninja. - Follow Ducard again and in the next room the door looks. Use the lanterns along the ceiling to reach another door. - In the next room go toward Ducard to watch a cutscene. Go up a ladder to the left and follow the wooden planks until you can jump down. - Grab the shuriken and fall through the trap door. Move foward and use the shuriken to unravel a ladder. - Go along the platform and use the shuriken to drop a ramp. Throw a shuriken at a bell when you reach it then follow Ducard. - In the next room go climb the ladder to the left and use the pipe to cross over to the other side of the room. - Throw shurikens at the ropes holding a cage up to make it scare the ninjas below. Jump down and defeat them. - Return to the bell and throw a shuriken at it. Pull a level to lower a cage and then fight Ra's al Ghul and two ninjas. - After defeating them throw shurikens at the rope holding the cage up and follow the prisoner to safety. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.3 The Docks -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Go along the corridors and then down the elevator. At the bottom hop the fence to the left. - Enter into the room in stealth mode, and perform a stealth take down on the thug inside. Now defeat the thug until you can interrogate him. - Now climb the ladder in the right corner of the room and follow the pathway to the window. - Jump out the window and go down the stairs to the platform. Climb onto the platform and then jump onto the wire above the platform. - Stay on the wire to get over the fence. On the other side of the fence drop down and climb the boxes and go through the window into the next room. - Destroy the boxes and move through the vent. Then drop down through hole at the end. Climb the ladder next to the forklift. - At the top jump through the window and then move along a pipe until you are above an enemy below. Grab him and interrogate him. - When done interrogating him drop down and grab the forklift key off of the shelf. - Press the button on the wall to open the door and go outside. Use the key on the forklift to trap some armed thugs in a van. - Defeat the thugs that come to investegate the sound. - Go to the door infront of the fence and pick the look. Drop into the sewers by going through the manhole to the left. - Now in the sewers, use the grapple point to reach a higher up platform. To the right is some health and left is a button to open a hatch. - Go through the hatch and follow the pipe into a small pool of water. Grapple up to a pipe on the ceiling to get by a wall of pipes. - On the other side listen in on the thugs talking with a tech. After the tech runs off drop down from the pipe. - Perform a stealth take down on the thug on the left and then defeat the thug on the right. The tech will return so talk to him. - He will tell you a code for the locked door on the other side of the wall of pipes. Climb back over the pipes and use the code. - Go through the doorway and then climb the pipe. Use it to get to a platform that is above where you came into the room. - Go through the door at the end of the platform and destroy the crates and the railing on the left. - Drop into the water and follow the flowing water below a pipe and outside. - Once outside hop onto the ledge on the left and climb the ladder. At the top, use the valve to break open a pipe. Then hit the pipe with a batarang. - A grapple point will appear the now open pipe. Grapple up to it and drop down into it. - Once you drop in the next room, climb the ladder and then use the pipe to get over the fence and to the higher part of the room. - Drop onto the platform and then throw a batarang at a pipe by two enemies to make them drop their guns. Now defeat them while they're scared. - Go through the door behind them. You will be outside. Target the chains to the right to make a ramp drop down. - Go up the ramp and follow the path to a door leading into a large room. - Follow the ramps to the bottom of the room and use the medical kit underneath the ramp. - Press a switch on the wall to open a hatch. Enter into the tube. - In the next big room grappel to the platform to the left. Then crawl along the pipe across the room to the right. - On the other side hop onto the low ledge and move until you come to a hole. When the enemy turns around perform a stealth take down. - Continue foward and use the valve to scare enemies on the bridge. Now attack them. - Go across the bridge and exit through the door on the right. - In the next room climb the ladder and wait for the corrupt cops to finish talking then climb up the ladder to the left of where they stood. - At the top turn the valve. This will scare all of the corrupt cops off. - From the top of the crate grapple to the other crate then go to a hole and wait for an enemy to walk away before dropping down. - Drop down and then climb up the chain. At the top exit from the the crate and go right to reach a hole. - Drop down into the hole and break the boxes as you make your way out of the crate. - When outside crouch and go left under a crate. - Approach a short wall made of boxes and turn right and go down the alley. - Follow the linear path to a medical kit below a ramp leading up to a crane control room. - Take out the thug then control the crane with an electro hack. Drop the box to scare the armed thugs then fight the thugs. - Climb up a ladder and then glide across the gate and land on the other side. - Then move in between the wall of crates until you come to a dead end. Put your back against the wall and move to the left. - Sneak behind a wall of boxes past some thugs then go to the left at the end of the wall and climb a chain. - At the top climb along the pipe to reach a platform. Move along the platform and enter into the building. - Follow the hall to another door and exit out to reach the docks. - At the bottom of the ramp outside go to the left and use the forklift to lower some barrels. - Use the barrels to reach the top of the crate and then use a wire to get onto the cargo ship. - Once on the cargo ship go to the left and take down a thug and use a medical kit. - Go along the top passage and take down the armed thug and the unarmed thugs. - Next go into the side path and open the miliatry crate then climb to the top. - Go towards the controls and sneak up on the thug. Take out the thug then drop boxes onto enemies on the dock. - Jump off the boat and defeat all of the thugs. Then go up the dock and defeat the thug for a key. Open the gate and go onto the other side. - Stay to the left and drop down through the ladder to the lower side of the dock. - Then go up the ladder and sneak under the platform. Climb up the ladder to get onto the platform. Take down the thug then go through the door. - Pick the next door's lock then proceed on. Jump down to the bottom of the ramp room and look under the door at the bottom with the optic cable. - Quickly hide in the corner then go through the door. Follow the path until you are outside. - When outside climb the pillar to the left and use the medical kit on the right if you need it. - From the pillar get onto a pipe then onto a platform. Break boxes on a moving platform then press a switch. Jump onto the platform. - From the platform jump to a ledge. Go around the corner and drop down. - Take down both thugs in the next room then go in the elevator. At the top go to the door around the corner use an optic cable. - Run to the shelf next to the elevator and open the miltary crate. When the thug finishes on the phone interrogate him. - Go through the door on the left and follow the linear route. In the hall are two thugs. - At the end of the hall jump onto a box and climb the support chain. At the top jump from light to light. - On the other side climb the pillar. At the end of the platform crawl into a vent and follow it into a room. - Open the military crate then climb through the window. Go along the ladder and then pipe and finally pillar to reach a switch. - Activate it to scare some enemies. Defeat the thugs and get on the elevator. - Go outside and climb the crate by jumping onto some boxes then a chain. - At the top take care of the thug then hack the crane controls. Then pick up Falcone's car. - Climb the stairs and then climb along the crane to reach Falcone. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.4 Passage to Gotham -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Since this is a driving level there is no way to get lost. Instead for this level I will explain the different obstacles you will have to overcome. - As you begin the level drive on until you reach a nitro pickup and some enemy cars. - After exiting through a long tunnel with no enemies around you reach a CHECKPOINT. - Soon after the CHECKPOINT a timer appears. - Drive as fast as possible, by holding down the nitro button to reach the bridge. - After jumping the bridge the timer is gone. - Drive through a tunnel and you will have to destroy a huge truck. - With it blown up with missles, the level is complete. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.5 Falcone's Black Market -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - After the cutscene defeat all the thugs pick the lock on the gate and go into the next section. - Use the ladder in the corner to reach a pipe to get over a fence. - Follow the linear path until you come to a gate station. Use the computer inside to open the gate. - Enter into the next part and sneak to the left. Continue down the ramp to the next level down. - Take out the thug down here and then climb into the vents and go along them to the very end. - At the end go into the room and break a supporting beam to scare some enemies. - Drop down and defeat the enemies and interrogate the last thug. Run all the way back to an intercom you passed by earlier. - At the intercom say the password and enter into the room. Go along the right and perform a stealth take down on the thug. - Ride the elevator up to the building. Go down the hall and into the next room. - In here gas will be released so grapple to the roof and then enter into the other room. - Hit the vase with a batarang to break the window to clear the room of gas. - Go through the door and follow the path until you enter a room with a grapple point on the ceiling. - Approach the door on the right to trigger an alarm then quickly grapple to the ceiling. - Wait until a thug is right below you and then Finish him. Go into the room he came from and defeat the thug then hack the computer. - Go through the door you walked into to set off an alarm. - Walk down the hall until you can hack the computer. Do so to see laser trip wires and then jump them. - Enter into the garage area and hack the computer. Use the live feed of the garage to get to the other side. - On the other side hit a barrel with a batarang then perform a stealth take down on the thug that comes to investigate. - In the next room hack the computer to see a laser trip wire wall. Use the pipe on the ceiling to get over it. - On the other side go around the corner and climb into the vent. At the end of the vent climb onto the pipe on the ceiling. - From the pipe hit the barrels to cause an explosion which will make a thug come to investigate. - Finish him and then go across the hall into the next room which is full of thugs. - With all thugs defeated press a switch to raise a screen. Grab onto the screen to reach the top portion. - Go into the next room and then sneak up on Pfister and interrogate him. - Now go through the door and follow the hall to reach a locked door. Enter the code 1337 to open it. - Climb along the wires on the tram and break the boards over the other building. - In the other building climb through the vent until you land on some beams. - Move along the beams and climb them to the top until you can glide to a vent. - At the end of the vent is a room. Go up the ramp to the top and exit down the hall to reach outside beams again. - You will need to keep hitting rolled up fences to reach the top. When you come to a large area hit the boxes on a platform to lower a bucket. - Climb the bucket and then hit another fence. Glide to it. - Climb all the way to the top and then go down a hall to reach a ladder. - At the top move along the trench and go under the buildings until you can hit a support scaffold. - After scaring the enemies attack them and then climb onto the roof of the building on the right and drop through the skylight. - Read the note on the table and go through the door and up the stairs into the building. - Get on the platform and hit the elevator control. Then jump to a beam and then onto the floor. - Drop through a hole into the floor below and then climb the chain holding a beam up. - Go along the crane until you can get into the controls. Move the crane to the left and then go along the actual crane part. - Drop down onto the beam held by the crane and throw a batarang at the beam holding back the barrels. - Drop down and defeat all of the thugs. Pick the lock and enter into the buidling. - Look for shutter controls and use them. Now climb up the platforms and at the top enter into the room. - Go along the platform to the right and enter into the room. Use the controls to stop a giant fan. - Quickly exit the room and enter into the first fan you reach and drop down. - Follow the path to reach a room with Flass interrogating an inmate. - Climb the platform in the corner of the room until you get onto the roof. - On the roof climb another platform and then use the rope to get above where Flass is. - Throw a batarang at the beam above the room and it will drop down. Jump through the hole it makes and defeat all the thugs. - Throw a batarang at the chains of the inmate to get Flass out of the cage. - Now interrogate Flass. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.6 The Narrows -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Enter into the next room and take down all thugs by performing stealth takedowns. - Climb the pipe on the wall and then hit a chain on the airplane. Now climb up the nose of the plane and grapple up to a platform. - From the platform jump to a pipe and use it to reach a bridge. - Go to the left on the bridge and in the next room jump from light to light until you can hit a chain causing a dinosaur exhibit to collapse. - Defeat all of the enemies and go through the door. Once outside break all the boards and enter into the building. - Ignore the door and go down the hall and grapple to the ceiling. Hit the barrels with a batarang. - Drop back down and enter into the room. Defeat all of the thugs and then get on the elevator. - Get off at the second floor and go around the corner if you want extra items. - If not get ontop of the elevator and climb the ladder. - On the third floor, perform a stealth takedown on the armed thug and then go out through the window. - Follow the linear path into a room to interrogate a thug. - Climb a set of platforms into the room above then go through a hole in a corner. - Walk along the path then grapple to solid ground. Defeat all the enemies then go through a hole to return to the hall with the elevator. - Follow the path to a locked door. Pick the lock and continue on until you reach a room full of thugs. - Cross a beam and then stay on the one path until you come to a room with an elevator and a lot of kerosene barrels. - Get on the elevator then at the top grapple to the ceiling. Throw a batarang at the barrels. - Defeat all of the frightened thugs. Go to the second floor and open a door with a key dropped by a thug. - Stay on route until you go through a vent. Upon exiting out of the vent, go out the window and grapple to the building next door. - Break the window of the previous building with a batarang then hit the barrels with a batarang. - Return to the room and defeat all of the thugs. Again follow the one path until you reach an Access Grate. - At the end of the vent take out a thug then go through a hole in the fence next to an engine. - Follow the platforms until you reach a room under the helicopter. - Take out the support girders and the floor will collapse. After the cutscene defeat all the enemies. - Grapple onto the helicopter and then defeat the manic inmate on the rooftop of where the helicopter lands. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.7 Arkham Asylum -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Turn around a climb the ladder. Follow the wall to a rope go get across a gap. - On the other side grapple to the window. Take out the two thugs in the room and then exit through an open window. - Jump to the ground below and then wait to the right for a car to park. When parked hit it with a batarang. Attack the frightened thugs. - Enter into the basement by going through the window to the right. - In the next room read the document and listen to the answering machine for the code to open the door. - Open the door with the code and follow the linear path until you enter a circular room with inmates and thugs. - Go to the room in the center of the room and climb the ladder. Follow the ledge around to the other side of the building. - Enter through the vent and silently take out the thug in the room. Release all the inmates. - Exit the room and take out any remaining thugs. Exit through the door opposite to where you entered. - Again follow the one path until you are outside. Go down the stairs and enter through a vent to the right. - In the other courtyard go left and climb a pipe to reach a platform. Go along the pipe to get onto the other side of the building. - From the platform use the rope to get above a thug. Grab him then drop down and defeat all other thugs. - Jump from the car into the open window. Follow the path until a video plays. - Follow the path, while using pipes to get over fences in doorways, until you come to an elevator. - Hit the elevator hatch with a batrang then climb out. - Grab the wire and climb up. Hit the powerbox with a batarang to open a door to the right. - Go through the open door and follow the path until you come to a room with a military crate. - Open it and then go through the open window. - Use the wire outside to cross to the opposite building. - Use a pipe on the wall to reach another fire escape. Drop onto it and go through the open window. - Follow the hall and use an optic cable on the first door that you can interact with. - Continue down the hall and enter through the second door. - Wait for a patrolling guard on the right side of the room looks to the right then come from behind the wall and turn on the gas range on the oven. - Hit it with a batarang and then go and defeat all of the thugs. - Go through the door in the corner of the room and continue until you are on some construction. - Climb the fence to the top and then go through the open window. - Walk down the hall quietly until you can grapple to the ceiling with a pipe. - Climb along the pipe and continue down the hall. Hit the machinery at the end with a batrang. Grab the thug that comes to investigate while on the pipe. - Fight the other thug then talk to Dr. Thomas. After talking follow the path to the right to reach an open window. - Move along the pipe until you can climb onto the roof where no fence blocks your way. - Activate the Grapple Crane Controls then use a wire to get to the building across from the building you are on. - On the other side use the fire escape to reach a window. Enter into the room. - Hide behind a curtain and wait for two thugs to walk away. Exit out from the curtain and go to the left. - Hit the Attic Hatch and enter into the attic. - Destroy the crates in here to drop down into the room below. Get the items and then climb back out. - Go through the window in the attic and follow the path until you can grapple to the roof with the water tower. - Place the explosive at the tower then hit it with a batarang. - After the cutscene defeat all of the thugs in the basement. Turn all of the valves on the machinery then go through the door. - Go down the hall until you come to a fuse box. Hit it with a batarang. - A guard will run into the electrical current. Interrogate a guard to learn the code of the elevator you passed a while ago, 5839. - Return to the elevator and input the code. Glide to the bottom of the elevator shaft. - Exit into the hall and take down the thug fixing the elevator. Now you can "fix" the elevator. - It will drop down so take out both thugs on it. Defeat the thugs and ride it to the next floor. - Follow the linear path, making sure to wait for thugs to turn around before continuing, until you reach a hatch in a fence. - Go through the hatch to get below the floor. Follow the path to enter into a room to the left. - Perform a stealth take down on the thug with the gun then enter into the room on the left when the thug is looking in the oppositee direction. - Take him down and go through the other door. Follow the path until you are outside. - Climb the box to the right until you reach a pipe. Use it to cross over to the other side of the courtyard. - Follow the path until you reach a fuse box to the left and hit it. Two thugs will come to investigate and get electrocuted. - Drop down into the courtyard and go to the other end. Enter through the door and go down the stairs. At the bottom silently move along the left side. - Stealthily take out both thugs. Climb the ladder and go along the platform until you reach a pipe. - Use the pipe to get to another platform. Go through the Access Grate. - Follow the vent and you will drop into the room on the other side of the locked door in the previous room. - Break all of the crates on the left side of the room and interrogate the thug to get a key to unlock the door in the fence. - At the end of the hall is a door. Use your optic cable on it and when thugs move towards it hide behind some barrels to the right. - Wait for the thug to stay still then perform a stealth take down. Go to the end of the hall and perform another stealth take down. - Return to the room that the thugs came from. Hit the gas machine near two thugs. - Now go up the stairs on the left side of the room. At the top go right and grapple then jump to the first light then second. - Hit another gas machine then drop down and take out all of the thugs. - Open the sewer hatch and drop into the sewer. - Follow the linear path until you enter into a room with a pool of water. - Walk down the stairs and go along them on the right side. - Enter into the pipe and follow it to the very end. - At the end hop onto the platform to the right and break through the boxes. - Follow the path to a balcony where you can glide to a light. - From the light hit the boards over the pipe with batrangs. Then glide to the pipe. - Follow the linear path, using pipes to get past fences every so often, until you reach a Vavle Wheel. - There are two nearby. Turn both to open two hatches to open a pipe leading to the other side of the fence. - When you enter into a huge room jump and glide from light to light to reach a platform with a door. - Follow the path all the way to a dead end. There will be a bookshelf where you can knock everything off of it. - Hop onto it and enter into the vent. In the next room silently take down the patrolling thug. Take down a thug on a computer. - Use the computer to scare thugs in the section of the room below. Go down and defeat all of the thugs. - Go through the door at the back of the room. Follow the linear path until you reach a large room with Dr. Crane. - Fight off the inmates then go through the room to the right and climb up the ladder. Use the computer to move a grapple point. - Exit into the room with inmates and grapple up to the hall. Follow it until you can target an Access Grate. - In the room at the end of the vent Scarecrow will cause the floor to seperate. - Drop down and break the crates blocking a vent. Follow the vent to a near destoryed room. - Climb the stairs to the top, jumping over gaps as they appear. Follow the linear path until you reach a hall with windows. Break the last window. - Grapple into the next room and move along a pipe to grab a thug. You will then drop down and fight the Scarecrow. - Exit the room until you reach a balcony. Grapple to a chandalier and grab Gordon. - Go down the hall and break through the cracked window. Glide to the fire escape and enter the room when the hall is cleared. - Enter into the next room and follow the path to a fancy office. Quickly go through the window and hide here until the cops leave. - Move along a pipe on the wall until you come to a set of platforms and a pipe leading up. - Climb up and stop before a window with a cop inside. Wait for him to leave then continue. - When he leaves the room completely climb in through the window and go through the door. - Jump and glide to a light and wait for the SWAT Team to leave. Then break open the window and glide through. - Go down the hall and hit a fire extinguisher to blind a SWAT Team. Continue down the hall and break through debris. - Follow the hall until a cutscene plays. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.8 Saving Rachel -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Another driving mission. I won't go in depth on the whole track. For that type of informatio refer to the WALKTHROUGH section. - For the first part of the mission just use all of your nitro to reach the Battery Tunnel in under three minutes and ten seconds. - After getting through the tunnel you will need to avoid the police helicopter spotlights. - Swerving all over the road is a good tactic. - Stopping suddenly will send the helicopter zooming by overhead. - Also try going as fast as possible by using your nitro. - After reaching a tunnel you will rid yourself of the helicopters. You must now take down twelve cop cars. - Smash into the side of the cars to cause them to go off the road and crash. You must also reach a wooded area in under two minutes and thirty seconds. - Just ram through all the cop cars by holding down on the nitro. - After escaping the cop cars follow the country roads and go as fast as possible. - Instead of a timer a bar will appear that display Rachel's health. Race to the Batcave before the bar runs out. - Hold down nitro for this whole section. Upon reaching the Batcave a cutscene will play. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.9 Wayne Manor -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Defeat the two sets of Ninjas and then Ra's Al Ghul himself. - After he counters one of your attacks follow him into the hall. View the cutscene and then defeat the two Ninjas. - Go into the room they came from and break through the furniture to the right. - Crawl through the hole and enter into the room on the other side. - Hit the vase at the back of the room to break open the window to let all the smoke out of the room. - Climb the pole to the right and then jump from the platform at the top to the light. - At the end of the lights go through the door on the right. - In the next room go down the second set of bookshelves and climb the ladder against the wall. - Follow the balcony to lights and get to the other side. Push the Vase then defeat the enemies. Go through the open door. - In he room with the chandalier go to the right and in the next room pull the book to find a secret room. - Stock up on supplies and make sure to grab the batarangs. Return to the chandalier and hit it and climb he chain. - Break the damaged furniture until the fire on the floor goes out. Drop through the hole. - Defeat the ninja and go down the hall to the right by breaking more furniture. - Apporach the burning bar and view the cutscene. - Go through the door to the left and defeat all the enemies. - Hit the vase on the left side of the room to move a ladder. Climb the ladder. - Use the bookshelf on the right side of the room to reach the broken window. - Go down the hall to the right, once through the window, and hit the vase to free Fox. - Walk down the hall to the left defeat the Ninjas and then go down the hall destroying the ceiling on the way. Level Complete! -=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.10 Defender of Gotham -=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Defeat all of the enemies and collect the weapons and health. Climb the fence to reach a ladder. - At the top of the ladder follow the platform to an elevator. - From the elevator go down the hall and approach Scarecrow. He will cause an explosion sending you to the ground below. - Defeat all the enemies then use the key on the ground to crash the car into the tanker. - Climb the ladder on the left then grapple into the platform. Climb along the pipe to reach the hall with Scarecrow. - After te cutscene open the crate then break through the window and climb out. - Follow the linear path to where an explosion takes out a platform. - Climb along a pipe on the ceiling the grapple to the pipe on the left and destroy the debris on the other side. - At the end of the hall enter into the vent and drop onto a platform. - Follow the platform to a chain. Use the chain to reach another platform. - Follow the platform and hit two support chains. Defeat the ninjas then hit a button to move a chain closer to you. - From the chain hit the button again and then get onto the platform. - Follow the hall to a ladder with a hatch. Hit the hatch with a batarang then climb up. - Defeat two of the ninjas then enter the tunnel. - At the end of the tunnel defeat maniacs and then climb the ladder to the left. - At the top follow the path all the way to a building. You will come to a room with an inmate and Rachel. - Glide to the building across the street. Open the crate then grapple to a pipe. - Break the boards over the window and then enter into the hall. Fight all the enemies and use the medical kit. - Hop out the window then climb the pipe on the left. Glide to the building across the street. - Break through the last skylight. You will be next to the monrail. - Climb the barrels next to the fence then jump the fence. - After the cutscene defeat all of the ninjas. - Follow the path until you have to break some debris. Hop through a hole in the ceiling and then exit to outside. - Go along the crate on the next car while in context-sensitvity mode. On the other side enter into the crate. - Go onto the roof and hop onto the next car. At the end of the car drop down and go through the door. - Exit the car and go through the access grate. At the end climb out and stealthily take out the ninja. - On the next car hit the carriage coupling and safety chain. Then defeat the three ninjas. - Interrogate one of the ninjas to learn the code 1942. Use it on the door and follow the linear path until you reach a room with a ninja. - Defeat him and go through the hole in the ceiling. Follow the linear path until you re-enter a car. - When you come to an open car hang along a pipe along the side of the car. - Follow the pipe to a hole in the fence then pull youself up. Climb the ladder to get on the roof. Hit the locking mechanism. - Drop all the barrels onto the ninjas then drop down and defeat them. - Hit the Access Grate with a batarang then drop down. Use the pipe to get across the open ground. - On the other side keep going along the path until you enter a car. You will see Ra's Al Ghul. - Defeat the two ninjas and fight Ra's until he runs away. Follow him to reach the Microwave Emitter. - Examine it and Ra's will appear behind you. Fight him until you can grab him. - Interrogate him and watch the cutscene. Grapple from the train. Level Complete! --------- //[ENMES]\\___________________________________________________________________ [ VI. E N E M I E S O F B A T M A N ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 1: Prologue -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Crane Thugs ---------------- Occurance: Common Equipment: Unarmed, Knife Heartbeat: Weak ---------------- Manic Inmate ---------------- Occurance: Rare Equipment: Unarmed Heartbeat: Strong -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 2: Himalayan Monastery -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- League Member ---------------- Occurance: Common Equipment: Pistol, Sword, Unarmed Heartbeat: Weak ---------------- League Ninja ---------------- Occurance: Common Equipment: Pistol, Sword, Unarmed Heartbeat: Ranges from Weak to Strong ---------------- Ra's al Ghul ---------------- Occurance: Boss Fight Equipment: Unarmed Heartbeat: Strong -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 3: The Docks -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Falcone's Thug ---------------- Occurance: Common Equipment: Pistol, Knife, Crowbar, Unarmed Heartbeat: Weak ---------------- Consigliere ---------------- Occurance: Rare Equipment: Pistol Heartbeat: Weak ---------------- Crane Thug ---------------- Occurance: Common Equipment: Pistol Heartbeat: Weak -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 4: Passage to Gotham -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Enemy Muscle Car ---------------- Strength: Weak Occurance: Common ---------------- Enemy Van ---------------- Strength: Strong Occurance: Rare ---------------- Freight Truck ---------------- Strength: Strong Occurance: Boss Fight -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 5: Falcone's Black Market Club -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Thug ---------------- Occurance: Common Equipment: Unarmed, Crowbar, Machine Gun, Baseball Bat Heartbeat: Weak ---------------- Pfister ---------------- Occurance: Rare Equipment: Unarmed Heartbeat: Weak ---------------- Detective Flass ---------------- Occurance: Rare Equipment: Unarmed Heartbeat: Weak -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 6: The Narrows -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Crane Thug ---------------- Occurance: Common Equipment: Unarmed, Crowbar, Machine Gun, Baseball Bat Heartbeat: Strong ---------------- Helicopter Pilot ---------------- Occurance: Rare Equipment: Unarmed Heartbeat: Weak -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 7: Arkham Asylum -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Thug ---------------- Occurance: Common Equipment: Unarmed, Pistol, Crowbar, Knife Heartbeat: Weak ---------------- Manic Inmate ---------------- Occurance: Rare Equipment: Unarmed Heartbeat: Strong ---------------- Crane Thug ---------------- Occurance: Common Equipment: Unarmed, Pistol Heartbeat: Strong ---------------- Scarecrow ---------------- Occurance: Boss Fight Equipment: Unarmed Heartbeat: Strong -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 8: Saving Rachel -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Police Squad Car ---------------- Strength : Weak Occurance: Common -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 9: Wayne Manor -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- League Ninja ---------------- Occurance: Common Equipment: Unarmed, Sword, Pistol Heartbeat: Strong ---------------- Ra's al Ghul ---------------- Occurance: Boss Fight Equipment: Unarmed Heartbeat: Strong -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 10: Defender of Gotham -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------- Manic Inmate ---------------- Occurance: Common Equipment: Unarmed Heartbeat: Strong ---------------- League Ninja ---------------- Occurance: Common Equipment: Unarmed, Sword, Pistol, Knife, Machine Gun Heartbeat: Strong ---------------- Ra's al Ghul ---------------- Occurance: Boss Fight Equipment: Unarmed, Sword Heartbeat: Strong --------- //[WE&GD]\\___________________________________________________________________ [ VII. W E A P O N S & G A D G E T S ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This section will discuss how Batman's various weapons and gadgets are implemented on the enemies and obstacles he will encounter. ____________________________________ ( 7.1 Weapons ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {WEPNS} ----------------------------- Flash-Bang Grenade ----------------------------- Game Note : Distract and momentarily incapacitate several enemies by tossing this concussion grenade into their midst. This also increases their fear level. Personal Note: These grenades will emit a blinding light effecting all enemies in the same room. Allowing you a great advantage to take down many enemies without interference from their cronies. ----------------------------- Smoke Grenade ----------------------------- Game Note : Send and enemy into a coughing fit, making him voulnerable to your attacks and increasing his fear level. Personal Note: Effects enemies that are close together by emiting a cloud of smoke that will make the enemy cough, leaving him open for attack. ----------------------------- Batarang ----------------------------- Game Note : Use the Batarang to trigger events to scare the enemy, or use it to trigger a switch. Personal Note: The trademark Batarang. You can only use it to hit far away switches or cut ropes when they are targeted. Making use of the Batarang very restricted. When something is targeted on screen that can be hit with a Batrang a small bat will appear in the top right corner of the screen, Press R1 and Batman will throw a Batarang at the target. ----------------------------- HF Transponder ----------------------------- Game Note : This device emits high-frequency sound waves that summon a swarm of bats to immobilize an enemy with fear. Personal Note: This calls out a swarm of bats to engulf an enemy. Excellent in scaring an enemy senseless. Use as a last resort because they rare to come by. ____________________________________ ( 7.2 Gadgets ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {GDGTS} ----------------------------- Electronic Hack Tool ----------------------------- Game Note : Hack computer terminals and electronic panels to operate secure machinery. Personal Note: Allows you to hack into computers so that you can use them yourself. You have to allign five circles in a box inorder to hack a computer. ----------------------------- Camera Hack Tool ----------------------------- Game Note : Hack certain security cameras and receive their live video feed to observe patrol patterns and enemy behavior. Personal Note: This will allow you to hack into nearby cameras and you can then see what they see. This includes laser trip wires which would be invisible. As with the Electro Hack, you have to do a small "minigame" before you can view what the camera views. A small bar will appear in the lower right corner of the screen. By presssing CIRCLE a red wave bar will move to the left. Continue to do this until the the bar is empty. ----------------------------- Grapple ----------------------------- Game Note : Get to hard-to-reach places quickly and access high vantage points. Personal Note: This allows you to reach high up platforms and ledges. You can even hide above an enemy then drop down to attack. It is restricted to grapple points though. ----------------------------- Radar ----------------------------- Game Note : The radar is located at the lower left screen. Personal Note: Another essential item in your arsenal. This allows you to see where in a room enemies are located. If they are carrying a gun or not. What direction they are looking in. And how much noise you are making when you move. ----------------------------- Radio Earpiece ----------------------------- Game Note : Alfred keeps in touch with you by using this device to relay information and advice. Personal Note: This comes in handy a lot. Alfred will tell you what to do to complete your mission and inform you on how to use new equipment as you gain it. Always pay attention to when Alfred chimes in or you may miss out on valuable information as to where to go next or what to do. ----------------------------- Optic Cable ----------------------------- Game Note : See what awaits you on the other side of a door. Personal Note: This is identical to the game Splinter Cell's optic cable. This will allow you to approach a door and then view underneath it to see what is in the next room awaiting you. It is excellent in letting you get a drop on enemies that are awaiting you on the other side. Always use this when approaching doors when there are enemies on your radar. --------- //[UNLCK]\\___________________________________________________________________ [ VIII. U N L O C K A B L E S ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ As with many other games, this one is no acception, you have your unlockables. In this section I will go over each category of Unlockable and explain what it contains and any valuable information. ____________________________________ ( 8.1 Interviews ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {INTRV} ----------------------------- Interview With The Cast ----------------------------- Unlocked : After Prologue Description: The Actors and Actresses of Batman Begins talk about their experience during the movie and games' production. ----------------------------- Interview With The Filmmakers ----------------------------- Unlocked : After Himalayan Monastery Description: The filmmakers take about what different effects went into the making of the movie and how certain scenes were displayed. ----------------------------- Interview With EA ----------------------------- Unlocked : After The Docks Description: EA talks about the games development and how certain movie to game aspects were used along with their own ideas. ----------------------------- Interview With The Writers ----------------------------- Unlocked : After Passage to Gotham Description: The script writers discuss different dialogue that they implemented for the game and movie. ----------------------------- Interview With WBIE ----------------------------- Unlocked : After The Narrows Description: Warner Bros Interactive Entertainment talk about the gameplay over-all. ____________________________________ ( 8.2 Movie Footage ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {MVFOT} ----------------------------- Teaser Trailer ----------------------------- Unlocked : Beginning of game Description: A simple teaser trailer to give a short glimpse as to what to exspect from the movie. ----------------------------- TV Spot ----------------------------- Unlocked : Beginning of game Description: A trailer for the movie that goes more into detail about what the movie will be like than that of the teaser trailer. Was shown on t.v. ----------------------------- Trailer ----------------------------- Unlocked : Beginning of game Description: Shows a bit of each scene from the movie rather than a lot of random clips. ----------------------------- Prologue Intro ----------------------------- Unlocked : After Prologue Description: Shows how Bruce started out as a kid seeing his parents being murdered and then travelling the world as an adult in order to learn how to avenge his parents' deaths. ----------------------------- Prologue End ----------------------------- Unlocked : After Prologue Description: Shows Batman talking to himself about the fear toxins running through his bloodstream as he falls from a burning building as he burns. ----------------------------- Himalayas Into ----------------------------- Unlocked : After Prologue Description: An adult Bruce looking for guidance and a way to become stronger than his enemies. Which brings him to the League of Shadows. ----------------------------- Himalayas End ----------------------------- Unlocked : After Himalayan Monastery Description: Bruce reflects on his time in the monastery and its burning down. He then returns to Gotham City. ----------------------------- Gotham Docks Intro ----------------------------- Unlocked : After Himalayan Monastery Description: Bruce fails as himself trying to fight crime, but as a symbol, as a symbol he would be strong, uncorruptable. ----------------------------- Gotham Docks End ----------------------------- Unlocked : After The Docks Description: Batman's first successful mission in the capturing of Falcone. He then lives his social life at night. ----------------------------- Passage to Gotham Intro ----------------------------- Unlocked : After The Docks Description: Lucious Fox helps Bruce out by giving him gadgets and his way of transportation, the tumbler. ----------------------------- Passage to Gotham End ----------------------------- Unlocked : After Passage to Gotham Description: The truck Batman was chasing was a decoy while the weapon that was travelling through Gotham was on another truck. ----------------------------- Gotham City Intro ----------------------------- Unlocked : After Passage to Gotham Description: All of Batman's questions about the drugs being shipped into Gotham can all be answered by one man, Detective Flass. ----------------------------- Gotham City End ----------------------------- Unlocked : After The Narrows Description: The psychological damage by the Scarecrow's toxin is combated by a serum created by Lucious Fox. ----------------------------- Arkham Asylum Intro ----------------------------- Unlocked : After The Narrows Description: Dr. Crane talks about his "experiments" in Arkham Asylum. While trying to link Crane to Falcone, Rachel is captured by Scarecrow. ----------------------------- Arkham Asylum End ----------------------------- Unlocked : After Arkham Asylum Description: Batman tells Rachel that she has been infected by Scarecrow's poison as they drive in the Batmobile. ----------------------------- Saving Rachel Intro ----------------------------- Unlocked : After Arkham Asylum Description: An awesome pursuit of the Batmobile by Gotham City police. ----------------------------- Saving Rachel End ----------------------------- Unlocked : After Saving Rachel Description: Batman manages to save Rachel in time and administer an anti-toxin to counter the gas that infected her brought on by the Scarecrow. ----------------------------- Wayne Manor Intro ----------------------------- Unlocked : After Saving Rachel Description: The true identity of the nemesis of Gotham City is revealed, along with the fact of Ra's Al Ghul is alive. ----------------------------- Wayne Manor End ----------------------------- Unlocked : After Wayne Manor Description: Alfred and Bruce escape the destruction of Wayne Manor just in time. The effects of the Fear Toxin being spread through Gotham is shown. ----------------------------- Narrows Intro ----------------------------- Unlocked : After Wayne Manor Description: Batman and Ra's Al Ghul both prepare for their inevitable fight over the destiny of Gotham City. ----------------------------- Narrows End ----------------------------- Unlocked : After Defender of Gotham Description: Batman talks about how Ducard and Crane both became Ra's Al Ghul and Scarecrow, just as Bruce Wayne became Batman. ____________________________________ ( 8.3 Alternative Batsuits ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {BTSUT} ----------------------------- Batman Begins ----------------------------- Unlocked : Beginning of game Description: It is the default Bat Suit from the movie Batman Begins. ----------------------------- Dark Knight ----------------------------- Unlocked : Upon Completion of the Game Description: The Gotham City Knights costume. Has a black cape and cowl, with black boots and gloves. Rest of the suit is gray with a large, black bat emblem on chest. ----------------------------- World's Greatest Detective ----------------------------- Unlocked : Upon Completion of the Game Description: The Adam West Batman Costume. Costume has a blue cape and cowl and blue boots and gloves. Large, black bat emblem. ----------------------------- Caped Crusader ----------------------------- Unlocked : Upon Completion of the Game Description: Similar to the Batman: The Animated Series design. Has a blue cape and cowl, gloves and boots. With yellow oval with black bat emblem and the rest of the suit is gray. ____________________________________ ( 8.4 Batmobile Bonus ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {BTMBB} -=-=-=- Mission -=-=-=- ----------------------------- Passage to Gotham ----------------------------- Unlocked : After Passage to Gotham Description: First you must select your Batmobile. Either the Batmboile or the Prototype. Then you can begin the mission itself. This is the same as the level Passage to Gotham. For more information refer to that level. ----------------------------- Saving Rachel ----------------------------- Unlocked : After Saving Rachel Description: The same thing as Level 8: Saving Rachel. Pick which Batmobile you wish to drive and then start the mission. For more information refer to Level 8 in the WALKTHROUGH section. -=-=-=-=-=- Time Attack -=-=-=-=-=- ----------------------------- Passage to Gotham ----------------------------- Unlocked : After Passage to Gotham Description: This is the same as the Mission mode of Passage of Gotham, but it is a timed mission. You can try to beat previous times. Check the WALKTHROUGH section for more information on beating this level. ----------------------------- Saving Rachel ----------------------------- Unlocked : After Saving Rachel Description: The same thing as the regular Level 8: Saving Rachel. With one difference. This mission is timed. Replay it and try to beat your previous times. Refer to the WALKTHROUGH section and Level 8 for help on this level. ____________________________________ ( 8.5 Gallery of Fear ) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ {GAOFF} This is a museum dedicated to some of the infamous criminals in Gotham City. Here you can view their histories and view them. As you move closer to them their heart rate will rapidly accelerate. -=-=-=-=- East Wing -=-=-=-=- ----------------------------- Lee Bascomb ----------------------------- Unlocked: After Prologue History : A low level enforcer in Falcone's crime syndicate. Lee Bascomb has a simple mind, stong hands, and no aversion to violence. As Falcone has found himself involved in dealings with Dr. Jonathan Crane and the unnamed foreign supplier of Bhutanese opiates, Bascomb has become more valuable within the syndicate simply being sensible enough not to ask questions. ----------------------------- Paul Ryker ----------------------------- Unlocked: After Prologue History : An overly ambitious strong-arm man on Falcone's payroll: Paul was Joe Chill's cellmate in Gotham Prison, and the man who alerted Falcone that Chill intended to turn state's evidence. ----------------------------- Lungtaen Pem ----------------------------- Unlocked: After Himalayan Monastery History : Lungtaen Pem is the longstanding footman in the League of Shadows. He was one of many in the League assigned to find Bruce Wayne after sightings of the vanished billionare in Asia and India. Pem allowed himself to be arrested for the killing of an Indian smuggler in Phuntsholing, in order to gain entrance to the Bhutanese prison where Wayne was rumored to be interred. By correctly indentifying Wayne, Pem faciliated his introduction to Henri Ducard and the League of Shadows. ----------------------------- Sgt. Robert Hardey ----------------------------- Unlocked: After The Docks History : Sergeant Hardey began his career as an idealistic and upstanding Gotham police officer. Corruption came first as a matter of survival, as Robert soon found himself accepting bribes when bullets were the alternative. As both he and his wife quickly developed expensive tastes. Hardey now considers himself more of an employee of Carmine Falcone than of Gotham City. ----------------------------- Jackson Eckhouse Esq. ----------------------------- Unlocked: After The Docks History : Eckhouse is Carmine Falcone's lawyer and confidant. They grew up in the same tenements of Gotham City's Lower East Side, and have relied upon and trusted each other like brothers. It was largely Falcone's ill-gotten money that put Eckhouse through law school, on that understanding that he would use his education to keep Falcone out of jail. Needless to say, its been a full time job. ----------------------------- Carmine Falcone ----------------------------- Unlocked: After The Docks History : The last of the old guard. Carmine Falcone has profited the most of the graft, corruption, theft, and violent crime in Gotham City for the last three decades. Falcone is the linchpin of a network of loyalty, intimidation, and greed, protected equally by his street toughs and by scores of corrupt cops and politicans. He was untouchable, until the apperance of Batman. ----------------------------- Marvin Walker ----------------------------- Unlocked: After The Docks History : One of Falcone's longest running and most loyal employees. Walker has been sent to jail five times - and the hospital twice - in service to the syndicate. He achieved mino infamy in the criminal community for carrying out the "Crowne Job," an in-office hit on the shortest acting GPD Chief Superintendent on record, Leonard Crowne. He has been on the Gotham Police Most Wanted list ever since, but has been saved from arrest by the system's rampant corruption. ----------------------------- Walter Pfister ----------------------------- Unlocked: After The Narrows History : Pfister began working for Falcone as a surveillance man, hiding the cameras in seedy hotels and upscale brothels in order to blackmail wealthy and politically influential. Arrested under electronic eavesdropping laws, he agreed to provide the cops with hidden surveillance on Falcone rather than do jail time. But he could not keep his betrayl a secret: without Batman's timely arrival, Pfister would be staring at the underside of a Gotham landfill. -=-=-=-=- West Wing -=-=-=-=- ----------------------------- Andrew Grieves ----------------------------- Unlocked: After Arkham Asylum History : A white collar everyman, Grieves suffered a nervous breakdown as a result of an IRS investigation, an extra-marital affair, and alcohol abuse. His family was notified that one week of "observation" at Arkham Asylum would be "indefinitely extended". They were not told that his condition had taken a sharp detour into violent schizophreniz as a result of Dr. Crane's fear experiments. Mr. Grieves enjoys howling, chewing on his hands, and beating his head against things. ----------------------------- Detective Flass ----------------------------- Unlocked: After The Narrows History : Flass has been corrupt even longer than he's been a cop. He's run dozen of low-level graft since he was a teenager, everythng from five-dollar bribes from street hustlers to free falafels from unlicensed pushcarts.Being partnered with Detective James Gordon has put such a damper on his bribery collection, but not so much that he's cut back on his falafel consumption. ----------------------------- Victor Zsasz ----------------------------- Unlocked: After The Narrows History : Mr. Zsadz is a notorious serial killer and current resident of Arkham Asylum. He evolved from a killer who murders by compulsion to the kind of sociopath who murders for pleasure. His arms and chest are covered with lines, each one etched into his skin to memorilaize a victim: he's running out of carving space. ----------------------------- Paul Jennings ----------------------------- Unlocked: After The Narrows History : Jennings started his life of crime on film sets, selling pain killers and illicit favors to the stars of Gotham's silver screen. With the collapse of the city's film business, Jennings had to find another industry, and found a perfect match for his tastes for easy violence and easy cash in an introduction to Carmine Falcones. ----------------------------- Robert Burke ----------------------------- Unlocked: After Arkham Asylum History : Burke was one of the many criminals who found himself cast out into the cold after Carmine Falcone was brought to justice. He eagerly accepted work with Dr. Jonathan Crane, not knowing the circumstances of the job. He has a prefrence for less psychologically-traumatizing violence, and is seeking other employment. ----------------------------- Ugyen Norbu ----------------------------- Unlocked: After Wayne Manor History : A relatively new recruit to the League of Shadows, Ugyen Norbu has made great progress in his seven years of training. His discipline and great skill are marred only by an excessive taste for violence, and the lack of control that sometimes inspires. The League, however, deemed his personality perfect for a mission in which the League would have to face and defeat Bruce Wayne. ----------------------------- Jonathan Crane ----------------------------- Unlocked: After Defender of Gotham History : A brilliant but morally bankrupt former psychopharmacologist at Arkham Asylum, Jonathan Crane;s entire personality has been hijacked by the "Scarecrow" persona he developed as part of his fear experiments. His dementia is the result of exposure to his own fear toxin, a weaponized form of the hallucinogenic poppies used by the League of Shadows. ----------------------------- Henri Ducard ----------------------------- Unlocked: After Defender of Gotham History : There are multiple and conflicting rumors about the history of Henri Ducard. On of the more reliable describes him as a private detective who died on a hunting expedition in Nepal over a decade ago. Other rumors place him as a manhunter along the Ganges River in Bangladesh, who caught every criminal he stalked, except for the one who killed his wife. The most persistent rumors make him to be a top-echelon member of the League of Shadows, a Westerner who by skill and force of will worked his way upwards through the ranks to sit at the right hand of the legendary Ra's Al Ghul. --------- //[UPDTS]\\___________________________________________________________________ [ IX. U P D A T E S ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 6/16/05 Version .1 - Got the game today and have loved every minute playing it. Anyways I finished the first level and completed most of the information that the game already provided. I'll add more detailed analysis to items as they become available to me. 6/17/05 Version .2 - Level 2 is done. More items are discussed along with enemies and their histories added. Again more to come as it becomes available to me. 6/22/05 Version .3 - Did a bit of reformating to the guide. I'll add a GENERAL WALKTHROUGH which will give a quick explanation of how to get through the game. Also added a TUTORIAL section which I've been meaning to start. Level 3: The Docks is now finished. Level 4 shouldn't take me too long. I finished all the histories for the unlocked Gallery of Fear criminals unlocked up to Level 3. 6/23/05 Version .4 - Finished Level 4. Added more to the Batmobile section in the UNLOCKABLES section. 6/30/05 Version .5 - Finally got around to finishing Level 5. Finished both the TUTORIAL and WEAPONS AND GADGETS sections. A lot of Level 3 completed for the GENERAL WALKTHROUGH. 7/3/05 Version .6 - Level 6 is done. Added descriptions to a bunch of the UNLOCKABLES section. Finished Level 3 in the GENERAL WALKTHROUGH. Did some reformating for the general layout. 7/20/05 Version .7 - I've finally finished Level 7. Sorry for the inconvience but I was busy with work and personal issues. It will not take me as long to complete the next level. 7/22/05 Version .8 - I told you it wouldn't take me as long to finish the next level. Level 8 is finished along with descriptions for both movie clips added. 7/23/05 Version .9 - Another level completed. It should be done by tomorrow night with any luck. The General Walkthrough will take longer to complete. 7/25/05 Version 1.0- Finally the Walkthrough section of Batman Begins has been fully completed. All of the levels are now completed. As well as the Walkthrough being completed are every other section as well. Including the General Walkthrough which now has all of the levels as in the regular Walkthrough completed as well. I hope you found this FAQ/Walkthrough to be helpful. I may or may not update it, well nothing too drastic except some minor spelling mistakes or any other blunders. --------- //[CNTCT]\\___________________________________________________________________ [ X. C O N T A C T ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Some quick guide lines for e-mailing me: 1. Put a subject on which game you are referring to. No subject means I WILL NOT LOOK AT YOUR E-MAIL! For the subject simply put: Batman Begins 2. I'm typing this FAQ/WALKTHROUGH as I play the game for the first time. If I am not up to a certain point in the WALKTHROUGH section it means I am not up to that part in the game. 3. Please, Please, PLEASE! Look at the guide first before e-mailing me with a question. Most of the time your question has already been answered. Other than these three points feel free to send me an e-mail with any tips, hints, suggestions, corrections on errors, questions, etc. to my e-mail address: (removed) --------- //[DISCL]\\___________________________________________________________________ [ XI. D I S C L A I M E R ] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Copyright (c) 2005 to merc for hire. This FAQ/Walkthrough is the sole work of merc for hire A.K.A. Merc For Hire and is protected by International Copyright laws. No other websites are able to post this FAQ/Walkthrough without my written consent and this FAQ/Walkthrough can not be plagarized in any form. You have full permission to print out this FAQ/Walkthrough in its entirety or in sections. If you do wish to post this guide on your site you can e-mail me with the e-mail address provided in the CONTACT section. If posted in a site it CAN NOT be altered in any way, at all. This FAQ/Walkthrough will only be updated on www.Gamefaqs.com