Go up two more flights and you'll enter a reception room. Go towards the door near the desk and another cutscene of Dr. Freeze will start. Continue through the door and cuff the babe there for a point and thaw the guard. Also, don't forget the cuffs near one of the computer terminals. Go through the next two doors and you'll enter a large room with four pillars. Cuff the babe right near you for a point.
Grapple up to the grapple point. Jump to the next tower clockwise. Walk across the path to the next tower clockwise. Beat up that babe and climb the ladder.
Jump across to the next tower clockwise and climb the ladder. Walk to the tower counter clockwise. Cuff the babe for the fifth point. Climb the ladder and grab the health. Walk to the next tower counter clockwise and thaw the guard. Pick up the key he drops. Jump and glide down to the opening and go through the doorway.
First climb the ladder to your left. Run along and jump on one of the moving platforms. Drop down from it onto the raised area with boxes on it. Grab the two items there and follow it along to the stairs. At the top of the stairs thaw the guard and pick up the key he drops. Head back towards the huge ice pillar you saw when you first entered the room. Behind one of the computer banks near it is a frozen guard. He's the last one, so thawing him is worth three points.
Go back to the door you used to get in. Get to the other side of the box the moving platforms are coming out of by jumping on a platform and immediately jumping off again heading towards the wall. Run along this platform and drop down in front if the door. Go through it. Here Dr. Freeze is threatening Dr. When he sees you he sets three snow babes on you. When you drop down to take them on, grab the cuffs right under the ledge.
Then beat each up and cuff them for any points you're missing. Climb the steps to stop Dr. Freeze and you get frozen in place. Wiggle to get loose for two points while Freeze escapes in his chopper. Fire missiles and spikes at the chopper every chance you get. Try not to run into anything as you won't get full points.
Eventually you wear him down enough and the chopper crashes, but not before you catch Evans. You get 5 points for beating Freeze and 5 more for not losing any health. This was freaking hard for me, so I used the infinite life cheat. It worked well, but remember you have to avoid hitting all the signs on the freeway.
It took me about 6 tries to make it. Exit the bathroom. Run down the green hallway and cross through the door. A short cutscene ensues where the doors lock. You have to solve three puzzles to get through. They're pretty simple. It's a 3d cube with wires heading to and around it. You need to make a connection from the lit wire to the unlit wire of the same color.
The first one is blue. To solve it, follow the following steps: Rotate Flip Right x2 Top x3 Top Bottom x1 Right x2 I'll use the same notation for the next two.
Finally you get done. You get two points. Jump to the walkway and a number of bombs go off causing you to fall through a window. This room has another simple puzzle. There are two switches you need to turn off. Jump on the frozen coffin things to turn off the first switch. That allows you to step in the water, which you need to turn off the second switch, which stops the vents from above. Go ahead through the two doors. Cuff the two babes here for two more points.
Grab the health from the last alcove and head into the next room. Break through the ice and cuff the babe for a point. Look through the ice walls and you'll see a box behind the ice. Slide along the wall and grab that box for some health. You can break the second ice wall and cuff the babe if you like. Head through the door out of there. Break the ice and cuff the two babes for two points. Climb the ladder in the corner and run along the catwalk to drop down into the area behind the ice for a ton of goodies and a bonus point.
Head back up the ladder, back along the catwalk, drop down and go through the next door Beat up the two snow babes here to get a keycard. Cuff them if you need points. Go through the next door and watch a cutscene before you fight Dr.
Freeze is a pushover. Run around the long central area to get bat charges. Fire these at the tubes hanging from the ceiling. When Dr. Freeze walks under it, set the charge off, dropping the tube near him. Meanwhile he will be using his freeze ray to either drop the tubes on you, freeze you in place, or shoot ice bullets at you. It's all simple to dodge. After a dozen or so hits, Freeze will be beaten and cough up two points. There's a cool cutscene of Batman freezing Freeze.
You end up on a train needing to rescue her. This is relatively simple. All you have to do is find all four locks on the train to unlock the door of the engine. Each lock you disable causes a red light to turn green. To disable a lock, beat all the enemies in the room, then throw a single electric batarang at it.
On most cars you either have the option of going over or going through the car. In general, going over is the easiest as there is only one enemy. If you go through, the enemy or enemies hide behind chairs.
The first lock is in the second car. No enemies so go ahead and hit it. Go over or through the next three cars, then enter car number six. Beat the two guys and destroy the lock.
This door is locked though, so go back and over this car. Go past two more cars and in car number nine is the third lock. Unfortunately the near door is locked, so you have to go over the roof, back inside the car and deal with the guys inside.
Once you've gotten this one, go all the way forward to the engine of the train. The final lock is next to the board of lights. Destroy that lock and enter the train for five points. There is an alternate way to beat the level that is far easier. Don't worry about getting control boxes. Get to the front of the train as quickly as you can. I went over the tops of every car I could.
Once you make it to the last car, number eleven, go inside. There are two guys and a switch. Beat them, then flip that switch. All the locks unlock at once. Quickly go through the following door and then the door of the engine. This nets you the full ten points. As soon as you go in, you get a cutscene of Batman scaring a mummy looking dude away from Batgirl. You have to chase this guy's car around town shooting spikes at it.
Occasionally he takes a corner. Whenever he does, a couple green arrows will point that direction. Hit that shoulder button to follow him. If you miss, you have to start over. You also have to keep relatively close behind him. If you hit any other cars on the street, use your boosters to catch up. Eventually Batman realizes he isn't stopping.
At that point you have to "Smoke him out" by shooting a smoke bomb into his car. It's pretty easy, just line up your shot and as his car goes past your target, fire. If you manage to do all the above without losing any health, then you get 10 points. Otherwise you get 5. The secret is to get the car to the point where it's ready to finish outline in bottom right is black.
Then miss the turn at the end of the area with the roof, just before the bent ramp where the scene loops over.
You lose, but come back with all your health. Shoot his car until black again. From now on he won't drop any more things to hurt you.
Just keep up, avoid the cars and hit him every now and again and when you finish, you'll get all 10 points. The view switches to a cutscene of the car crashing. Now we get treated to a cutscene discussing the apple you just picked up. So did the game. All that happens here is a cutscene about Harley. The guys in here are pretty ugly. They're green and have really long arms they can beat you with. In general I would knock them down using a power move whenever I could then break combat and run.
I didn't get many points that way, but I lived. Anyway, run around the first corner and you'll find two of them. Once you get past them run through the doorway and turn right. Up the short ramp and around the corner to the right is another guy. Once past him, grapple across to the far side of the room.
Go around the first corner then carefully look around the second. You may actually recognize this scene, it's the first picture on the back of the game case at least, it's on my game case. To get by the vines is simple. Just press your self to the opposite wall and slide by. You may want to "trigger" the small pod at the beginning into releasing it's gas, and wait for it to subside before you actually try.
Go around the corner and there's another set of plants exactly the same as the last. Get past them and run down the ramp into the next room. First of all don't step on the orange junk on the floor; it hurts. Second, watch out for the little pods on the ground; they hurt too. Getting through the room isn't complex, but can be frustrating.
You need to grapple onto the first and tallest mushroom. As soon as you get on it though, it begins to tilt, and it's pretty slippery to boot. From there you need to jump and glide to the left to land on the next mushroom. Then jump from that mushroom to the next, then onto the small ledge where a box of health is waiting. The trick to this is standing on one side of the mushroom for a second, then running to the high edge and jumping off that. It gives you a little more altitude and makes your landings a bit easier.
Finally grapple onto the last mushroom and jump to the shelf nearby for batarangs. Then grapple to the stairs. Run up the small staircase into the room and through the door. There's a small cutscene of the mummy dude walking past a window, then you've got control again. The easiest way through this room is to hit the plant tendril waving in the air with a batarang, then run by it and up the ladder. If you're out of batarangs, you can make it by just running, but you have to make sure you keep moving, otherwise it'll smack you for a fair amount of damage.
Also remember that you have to climb the ladder on the far side. Once up on the ledge, go through the door near you. Run to Batman's right past the dripping pipe and around the corner. You'll slide down a slope and come to a gate. Open it. You're sliding down a slope and there's a gaping hole in the middle of it. You need to jump that hole, but fall into the second one.
Walk over to the red corner of this area and you'll drop into a red lit room. Here is "Secret Key 1" Pick it up and grapple back up the pipe you fell through.
Jump back up onto the slippery slope and continue sliding. Be very careful when you get near the bottom that you don't fall into the next hole. For me, this was the hardest part of the game Once you're firm footed, skirt the hole on the left side by pressing against the wall. Go through the first doorway on that wall and incapacitate the guy in here. On the floor is the third cheat envelope, worth five points. Go back out the door. Run by the open area of the room and go through the broken part of the far wall.
Run through the pipe and end up in a small hallway. Run up a couple ramps and through a doorway into a large room. First, drop down to the floor. In the middle of the room is a health box. You will need it for this part. Second is a box of batarangs under the platform you started on. They come in handy, but aren't as crucial.
Once done, climb back up the ladder near where you came in. Run along the side of the room jumping from platform to platform. Once to the far side, climb the ladder. There's a guy here you either need to beat or run by. Once past him, jump over the vats and grab onto the next platform. In general you don't need to worry about the plants in the vats. Once again, another guy. Once again, get by him and make it to the next platform.
There's yet another guy here. Jump down from here and land on the catwalk or jump back across the vats and use the ladder. Head through the door There's a short cutscene of a distant figure pacing, then control is returned. This room is similar. Jump along the broken catwalk, beat the guy then jump the vats. There's a box of health just before you get to the vats that should be welcomed, but I always take this much health all at once as a bad sign.
Sure enough it is. Run towards the man you saw pacing. Suddenly you're attacked by the mummy looking dude who turns out to be an ugly looking green guy. This fight is a little tricky. The guy isn't hard to knock down, but he keeps getting back up.
The trick is to knock him off the ledge into the vat below. You can pretty much do it by kicking him a bunch. Also, there's a box of flashbombs across the gap. Once that's done, he drops the key to the sub-basement. Pick it up. You've earned two more points. There's a quick explanation by Batgirl that the plants are vulnerable to electricity and the main breaker is in the sub-basement surprise surprise. If you need health, go down the ladder on this level and follow the path.
Walk up to the door at the end, and Batman will use the Storage Area Key 2, and pass through the door. After the cutscene with Mr. Freeze, there will be three henchwomen after you.
Defeat them, and head up the large set of stairs in the back of the room. After the cutscene, you will notice that Mr. Freeze has frozen you to the ground. Wiggle your left analog stick left and right really fast to break free. Now, head through the large door in front of you for another cutscene. Refer to the Controls section of this FAQ if you do not know how to control it. Basically, avoid the objects in your way while zapping at Mr. Freeze's helicopter. Eventually the helicopter will go down in flames, and you will rescue Issac Evers.
Head around the wall in front of you, and out the bathroom door. Head forward and then go to your right. Head through the door, and there will be a short dialog between Batgirl and Batman. You now have fifteen minutes to solve the puzzles and get back out of the building. Proceed forward, and press Triangle. You will be presented with a puzzle. Your goal here is to connect the glowing blue wire to the darkened blue wire. It's fairly simple, so just play around with it until the wires light up.
You can now head out the door to your left. Walk up to the board which looks like the one in the last room and press Triangle. Here is puzzle number two. This time, just connect the yellow wires. This puzzle is also fairly simple, so just work it on out. Once it's completed, head through the door on your left. Once again, walk up to the board, press Triangle, and now puzzle number 3.
Connect the red wires. Once this is done. Head up the stairs to your left, and there will be a cut scene. Now, jump across the freezing tanks, until you reach a switch on a platform. Watch out for the blasts of icy air and the electricity in the water below.
Activate the switch, which will turn off the electricity in the water below. Now, head to the back corner of the room, avoiding the icy blasts, and activate the second switch. This will turn the icy blasts off. Now head out the door on the platform behind you. Head down this new hall, and through the door. In this room, you will need to defeat two of Mr.
Freeze's henchwomen. Once you're done, head down the hall, grabbing the bat box near the end, to the right, and head out the door. Head down this hall, and into another door. There will now be another cut scene between Batman and Batgirl. After this cut scene, head through the next door, and follow the icy hallway.
Break the ice that is blocking your way, and move on forward. Now, defeat Mr. Freeze's henchwoman and exit through the door. Now, break the ice in front of you, and proceed into the new room. Defeat the two henchwomen here, and proceed out the next doorway. Be sure to glide down so you don't incur any damage! Defeat the two henchwomen here, and Batman will be able to pick up the Laboratory Key. Head out of this room through the door on the right.
Head down this small hallway, and exit through the next door. There will now be a cutscene. After the cut scene you will have to fight Mr. Freeze like he did to the Joker, though if you don't believe me, just give it a try. You'll need a new strategy. Notice the Bat Boxes that regenerate around the room? They contain remote charges.
Pick them up, then activate the Remote Charge gadget. Shoot at the Promethium tanks overhead. When Mr. Freeze is directly under the tank, activate the charge to drop the tank on his head. This battle is pretty easy, and is mostly long and drawn out.
As long as you realize the key is to avoid freeze and drop the tanks, you'll be fine. The easiest strategy is to stand on the opposite side of the large glass tank in the middle of the room from Mr.
Freeze, and shoot at the tanks on the other side over him. He can't shoot you, but you can easily hit him. After a rather cool cut scene, you will have completed this mission. Head forward through the door. Continue passing through each car, defeating the strange enemies. The easiest way to defeat them is to either stun them with the Flash Bombs, or use your Remote Charges on them. Electric Batarangs are especially effective against these enemies, so I would suggest using these first.
Either cuff them or just run past them, but they are quite strong. The objective in this area is to break all the speaker boxes, so you'll need to check every train car for one. If you find one, shoot it with Batarangs until it explodes. If you get really desperate, you can kick and punch it, but it will shock Batman when it finally breaks. Also, make sure to flip the switches to the right side of some doors.
Now, when you reach the train car with the gauge next to the door, break the speaker next to the gauge to unlock the door all four lights on the gauge should be green. If one of them is not, then you missed a speaker.
You can press A to jump while sliding. Elevator D-pad While on a lift, push up on the pad to go upwards. Push down to go downwards. Hook Ride A If a hook is in sight, jump onto it with A. Batman will ride along the hook and jump off automatically.
Toggle Items L Press L to toggle between your items. These levels challenge your thinking skills, and are displayed in an overhead view. Robin is armed with Batarangs, Health Bottles, and a Batcrawler. He needs to collect Card Keys and passwords to gain access to other places.
Robin really has just one attack. Walking is needed to go anywhere, don't you think? Push the D-pad in the direction you want to go. Punch A Push the A button to throw a jab. This will kill the few enemies Robin has to deal with. This will clear paths for Robin to advance forward. Toggle Items L To toggle between items, push L until the desired item appears. Password D-pad, A, B When you walk into certain locked doors, you'll be taken to a screen where you type the password to open the door.
Push the D-pad in the right directions and press A to confirm. You can press B to exit. Batcrawler D-pad As you activate the Batcrawler function inside a hole in the level, you can use the D-pad to navigate where the Batcrawler is going. You can speed up, slow down, and fire missiles from your Batmobile. You have to reach a destination within a set time limit in order to succeed.
Beware of roadblocks and other hazards that might slow you down! This should be held throughout the level. Steer D-pad To turn while driving, push the D-pad left or right to steer to that direction. Shoot R YAY! The Batmobile has an infinite supply of electric charges you can fire by pressing R. This will freeze some cars and break some obstacles. Your plane is very vulnerable to enemy fire, so be cautious on where to go.
The screen moves forward automatically in these stages, but you can control your position on the screen. You also have electric charges and shields to help fend off your many enemies.
Your somewhat limited array of moves while on the Batplane are listed below. Use Shield R You can use the shield to protect yourself from enemy fire for a few seconds using R. After your shield is used, a meter charges up so you can use it again. Shoot A Press the A button to fire a charge.
Freeze, and, of course, The Joker himself. Each boss requires a different strategy to beat, ranging from using Batarangs to tossing Promethium bottles at your foe. Batman has all of his standard moves, but his items may be toggled around somewhat. Here, you will replay all the levels again, but with a different goal: to find the 3 hidden data disks in the level before the timer elapses.
You will need to do this on all the non-boss and non-flying levels. On the Batplane levels levels 5, 13, 21 , you need to destroy all of The Joker's Pyro Toys and complete the level within the time limit.
Below are all the characters and the levels they appear at. As Batman, he is called upon to save Gotham City from the deadly schemes of a host of super villains. Though still in training, Robin is an invaluable aide to Batman's war against crime. Now Batgirl fights alongside the Dark Knight, utilizing both her knowledge of computers and her surperior gymnastic skills. While usually a loner, Nightwing is always available to assist his mentor. He emerged from the chemicals with is features forever distorted into a hideous clown-face Now the Clown Prince of Crime lives for but one thing: to use his madness to bedevil his arch-enemy Batman.
She will follow the Joker anywhere and do anything he asks Now, as Poison Ivy, she turned that power to the cause of ecological terrorism Freeze Levels Featured: 10 Rendered unable to live outside of sub-freezing temperatures by exposure to cryogenic chemicals, the scientist Victor Fries lost his mind These are essential to your quest!
The Meter goes down if Batman is hit, and goes up when a Health Bottle is used. When it is empty, you die. Maintain your health at a safe level! Batarang: The Batarang is a disk that will fly across the screen when used. It will do the same damage to an enemy as a regular punch would, but the range aspect makes it a great weapon. Batman can collect up to 9 of these goodies in barrels, and he starts off with 5.
Batgrapple: This is called the Grapple Hook in my walkthrough. This hook can be stretched onto metal surfaces on higher platforms. Usually, a Grapple icon appears on the bottom right of the screen when the hook can be used. This useful item can be used infinitely.
Smoke Pellets: These are called Smoke Bombs in my guide. These will be thrown when used, and result in a big cloud of smoke when it lands. A smoke Bomb will kill all enemies that touch the smoke instantly. Use this powerful gadget sparingly, as it's very rare to find in barrels. Batman only starts with one Smoke Bomb. Only one bomb can be on the screen at a time. Since these bottles can't be found in barrels, use them only when Batman's health is low.
The Dark Knight starts out with 3 of these in each level. The Meter goes down if Robin is hit, and goes up when a Health Bottle is used.
Maintain your health at a safe level, because Robin will die if the Meter's empty! It will do the same damage to an enemy as a regular punch would, but the range aspect makes it a decent weapon. Robin can collect up to 9 of these goodies in barrels, and he starts off with 5. The uses for the Batarang are limited in the Puzzle Stages, because Robin has less enemies to deal with.
Card Key: Robin needs a Card Key to open all doors locked with green rays. These keys are found in barrels hidden throughout the level. Since these bottles can't be found in barrels, use them only when Robin's health is low.
The Dark Knight's sidekick starts out with 3 of these in each level. Batcrawler: The Batcrawler is a unique item that can work only inside mazes in some little holes in the wall. Control these to the end of the maze, and you will get a hidden password made up of arrows from a computer. Type the password into the locked door, and the door will open, gaining you access to a further section of the level.
This can be used infinitely. The Meter goes down if the Batplane is hit by enemy fire or a wall of a building. Unfortunately, the plane's health cannot go up because you can't use Health Bottles in Batplane Stages. Maintain your health at a safe level, or you will crash and burn! Use these to kill those pesky enemies. These charges are great weapons, since there isn't an ammunition limit. Shield: The Shield, when activated, will protect the Batplane from enemy fire for about three seconds.
After the shield is used, a small meter located under your Health Meter will start charging. When the meter is full, you can use the Shield again. This should be used smartly when you're surrounded by enemies, because the charging of the meter will take a long time.
These charges will kill many obstacles, like small cars or Electric Charge: An infinite amount of Electric Charges can be fired from the Batplane. It's a reliable weapon, since there's no ammunition limit.
These foes range from missile-bearing humans to toxic plants. Here is a list of all the enemies in this game not excluding bosses, section 5. These enemies do not have official names as far as I know about , and thus are named by me from their attacks and characteristics. Batman has 10 energy points when he is at full health. The damage recieved is about how much energy points Batman loses from an attack.
When Batman's remaining energy points are equal to or lower than 0, he dies. The name inside the parentheses state that this enemy may be referred to this name in the guide. Since he only punches, you can low kick him without any fear of getting hurt. One jump kick will kill him. So, jump over his missile and give him a jump kick. Weapons, like Batarangs and Smoke Balls, can also be used to defeat him effectively from afar. Gliding is a good technique for jumping over pits, since it adds more distance to your jump.
There are many variations of these enemies, and you can jump over all of them. Follow it up with a punch. This enemy is similar to the Missile Enemies; they can't hit you when you crouch. The easiest way to kill him is to use the Batarang, but jump kicking him works quite well, too. This man can kick you even when you're crouching, so be wary. From where you landed, head left, then up the alleyway until you see a ladder on your right side the game will tell you how to climb ladders, so this will be a good indication that you reached it.
At the top of the ladder, turn left and glide across to the next rooftop. Now turn and glide across to the rooftop to your right. Head upward till you reach the edge of this rooftop, and glide down.
On the other side of a chain link fence will be a screaming woman and the bomb you saw in the cutscene. Move forward and open the gate in the fence press the Triangle Button to open doors. Move through the gate, and head towards the woman. There will be a cutscene, after which you will be carrying the woman.
Run past the bomb over the yellow striped area and drop down. Head left and follow this path until you reach a sloped roof. At this point, another cutscene will take over, and Batman will slide down the roof on his own, with a massive explosion following him. This is a letter from the Joker press Triangle to pick up objects when you see a sparkling spot.
When you regain control of Batman, head right, down a short ramp, then head down a little bit and find the next ramp. Follow it up to the large steel doors. Open them, pass through, then open the next set of steel doors.
Alfred will be explaining what to do here. With your Batgrapple active, aim up at the yellow Batgrapple symbol on the bridge overhead. When your aiming crosshair turns red, fire the Batgrapple, and you will find yourself up on the platform. Move forward to pick up some Batcuffs. Jump off and glide down to the platform below, which has a box of Batarangs on it. Now, jump and glide down to the ground level. Now, switch to your Batarangs, aim, and throw them at the red targets on the posts in the training room.
Now, punch and kick the next post until it is destroyed. The next lesson is a lesson in stealth. Head into the other training room, by going through the door behind you. Now, head straight across the room to the other wall. Face the wall, and press the Triangle Button.
Batman will lean up against the wall, and you can maneuver him by pressing left and right. Hold left until he walks all the way around the circle created by the beam, from the post. When you reach the wall with the blinking button on it, press the Triangle Button again to move away from the wall.
Now, activate the switch, and the training will move on. From the doorway, walk forward on the left side of the room until you find a small platform. Batman will automatically run out and jump off of the platform. While freefalling, use the left analog stick to move, the triangle button to speed up, and the square button to slow down. Your goal is to grab the item that is falling below you, before you hit the water. Once you grab the item, Batman will automatically shoot the Batgrapple and pull himself up.
This will complete your training. There will now be a cutscene between Batman and Batgirl. When you regain control of Batman, head forward and glide over to the next rooftop. Head to the right, and follow the rooftop around. Now, beat up the thug and handcuff him. Now, use the Batgrapple to pull yourself up to the next roof. Throw a Batarang at the thug here to knock the gun out of his hand, then beat him up and handcuff him. Now, move forward across the roof, and there will be large pipes with wire platforms on top.
Jump out on the first one, then jump down between the pipes and glide down. There will be an item here. Pick it up, and locate the ladder on the wall. Climb up and now make your way across the pipes to the other side. Head up the ramp and towards the edge of the roof, and a cutscene will play out.
Now, use the Batgrapple to cross over to the next roof.
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