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Retro Game Walkthroughs For
"Batman Vengeance"
(Gamecube)

This game is also available on GBA and Xbox.

Retro Game Walkthroughs for Batman Vengeance (Gamecube)
Submitted By: Samsy
Batman Vengeance


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

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

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

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

Couple of FMVs take place afterwards.

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

LEVEL 05 - THE BRIDGE
FMV with Batgirl. Pick-up Flash Bombs. Take care of the
baddie.
Ascend ladder and retrieve cheat B (glowing item on top of one
of the
crates) by creating some leeway then, gliding (tilt slightly to
the
left - Batman's vantage of ladder) to one crate and eventually
jumping
on to the box where it is situated. With a little patience and

practice, it's possible. Retrace your steps and descend other
ladder
or jump down. Disarm and immobilize a couple of bad guys. If
you need
to recharge, you'll find a first aid kit near the crane area.
Proceed
to the second truck (headlights off) and hug its van to secure
the
Batarangs and weave your way into the next area. FMV appears.
After
wiping out the anti-hero, check out the back of the crate near
the
strewn gas tanks and you'll find some handy BatCuffs. Grapple
your way
to the top of the bridge, cross planks, move up ladders and
dispose of
crime aids (a pair) you'll meet. There is also a first aid box

somewhere. Enter door and grapple to an area with two antennas
and
spotlights. Here, you'll do combat with the Joker (BTW, he's
carrying
Toby) swinging on a wrecking ball. Another strength energizer
and
Batarangs are available to tide you over. To finish off the
Joker,
stay close behind an antennae (first, determine Joker's
position).
When an opportunity arises where he hits it (instead of an open
area or
worst case, you), bombard him with Batarangs (don't pause) so he
won't
get another chance to swing. For his initial defeat, the Joker
gets
back at you by dropping Toby. Mary pleads you to save her child
from
apparent death. Here's where you get to use your talent in free

falling. Upon catching Toby, you find out that he's nothing
more than
a doll - a booby trap set up by Harley - disguised as Mary. The
Joker
and Harley have a little squabble over you. You have another
confrontation with the Joker (in spurts), this time
hand-to-hand. His
acid trick and other gadgets are small time compared to his
hands.
Moreover, watch out for his lock and grip move -- where he
keeps on
punching you while pinning you down. Should he succeed in
making this
annoying step, quickly move your left analog stick from left to
right
(use your all fingers, not just your thumb) to kick him out of
your
face. Utilize your power move to get rid of him much faster.
He'll
ask Harley for some assistance but, he'll be snubbed because of
their
earlier quarrel. Upon hurdling the third round, the Joker makes

another move but, Batman is quick to respond (just stay back and
relax,
the computer takes care of this round). It's deja vu afterwards
(per
the Joker). The Joker elects to die rather than get caught by
pulling
of another old trick (shocking handshake). Batman loses his
hold and
the Joker falls to his demise.
LEVEL 05 - THE BRIDGE 2
Harley is heartbroken at the turn of events and decides to
follow the
fate of her beloved "J." Another hangtime for Batman. After
pulling
out Quinn from disaster, she walks away and says that her days
as a
villain are over.

EPISODE 02 - In Cold Blood

LEVEL 06 - ISAAC EVERS
FMV of Mr. Freeze who gets upset over the content of a video
tape sent
to him. Batman heads to the Gotham Industrial Research via
Batwing.
Save the flash frozen guard (you'll hear him moan) by boxing (to
save
on Batarangs) the blocks. Chip your way to the next area (a
little to
your left after rescuing the first guard) using a few of your
jujitsu
moves. Drop down. First, cuff the ice maiden then, rescue the
sentry
to avoid unnecessary encounter. To your left, on the same side
you
came in, create space anew. Go up the ladder and replenish your

Batarangs. Climb a second set of stairs and work your way
through the
next entrance. On the center table is a box of Electric
Batarangs. On
your way to the door, you see Mr. Freeze on the video
surveillance
camera and a communication involving Batman and Batgirl occurs.
Enter
door. Disarm and disable the crime assistant. Free the
sentinel.
Straight ahead, you'll find some more BatCuffs. Proceed to the
large
(double) door/s (to your left, upon entering). This will lead
you to a
room with gigantic test tubes. Battle another one of the Frozen

Madman's henchwomen. Grapple. Glide down to the next glass
tube and
knockout cold another bad babe. Cross the bridge to the next
tube.
Ascend the ladder and glide to the cylinder opposite it. Move
up the
ladder once more. Cross to reach the next point and go up
again.
Restore your health if needed. Cross the other side and rescue
another

lookout and secure Storage Area Key 1. Glide to the opening.
Enter
door.
LEVEL 06 - ISAAC EVERS 2
Climb the ladder on your left side. Walk near the conveyor and
hitch a
ride. Drop down near the boxes, which is a higher portion of
the room.
Replace any loss in your strength and grab some Nets (a
substitute for
BatCuffs). Move further ahead. Ascend the stairs and free the
guard.
Get Storage Area Key 2. Attack a duo of dangerous damsels
below.
Proceed to the area behind the computers and rescue another
security
person. Get near the chunk of ice blocking the bridge to reach
it and
your destination. Upon entering door, a FMV develops. Mr.
Freeze
spots you and has his hired help (total of three) kill you.
Drop down
and get a box of BatCuffs. Incapacitate the trio first to
facilitate
your crime-fighting job. After defeating all three small time
antagonists, the Iceman cometh. Lunge at him and he stops you
on your
tracks by freezing your feet firmly on the floor. Squirm to
free
yourself from your semi-frozen form. Batman then calls on the
Batwing.

LEVEL 07 - FREEZECOPTER
Simulation has never been mine strong point so, I can't give you
much
in here. Simply avoid going head-on with the bridges, concrete
trees
and signages (during the tunnel and freeway chases). A few
bumps on
the wings won't do much damage. There's really not much need to
use
the booster as Mr. Freeze's chopper is rather slow. Nor are you

required to use the spin move at all. Just avoid the ice
blockades he
furnishes in-between buildings during the pursuit by firing
electrical
spikes. Sometime during the chase, he'll also be releasing some

hovering pests which fire at you. You may use the spikes to rid

yourself of these annoyances. To do damage to the FreezeCopter,
gun it
down using the electrical pods. When the crosshair turns red,
fire
away. However, you'll have to wait for it to recharge before
you can
give it another go (don't worry, charging time is quite short).
Watch
the FreezeCopter icon (on the lower-right hand corner of the
screen) as
it undergoes several changes: the shield turns crimson then,
disappears. From hereon, it will take just a few more blasts
before
you take Mr. Freeze's fly down. Dr. Evers is ejected but, the
Bat
comes to his aid. Dr. Evers denies he forwarded the Promethium

publicity tape to Mr. Freeze. During Batman's investigation, he
also
caught the good doctor lying -- by saying that his research was
being
funded by the Wayne Foundation.

LEVEL 08 - PROMETHIUM FIRE
Batman back in Gotham Industrial to find more about Dr. Isaac
Evers.
Exit WC. Head for the huge door. The door closes behind
Batman.
Conversation with Batgirl informs you to unlock the hubs to get
to Dr.
Evers files and unlock the door. You have a quarter of an hour
to
solve the puzzle. Go straight ahead (grey monitor) to activate
the
maze. The main objective here is to connect all the blue wires

together (they'll light up when you make the correct pattern).
Sorry,
I can't give you the exact turns that you have to perform. It's
more
of a hit-and-miss affair. When you're done with the blue wires,
enter
the next room and do the same with the yellow wires. When
successful,
proceed to the next chamber and finish the red ones. If you
don't have
the patience for this type of puzzle, you may also just while
the time
away (you will, however, miss a couple of points). (When the
clock
runs out,) (T)here'll be a rocking explosion, afterwards.
Batgirl
checks on your situation and informs you that Dr. Evers is "out
of the
icebox and into the Arctic (in cold storage, carrying a disk)."
To get
to Dr. Evers, glide (towards your right) through the "ice
coffins"
(while avoiding the steam from above) to reach the control box
at the
other end (left side). This will turn off the electric current
thereby
enabling you to wade through the knee-deep water. Next, turn
off the
other switch (just beside your starting point) that controls the
line
of steam. Enter a couple of doors and get rid of a couple of
cool
chicks. Before entering the large door on the far end, you'll
find a
strength enhancer on a small opening to your right. Turn left,
then
enter next door. Batgirl tells you of her discovery that Dr.
Evers
lost support from the Federal Funding brought about by the
dangers of
Promethium. On the other hand, Dr. Evers got to continue with
his
project following a successful bank heist by the Joker.
Logically, the
Clown Prince of Crime is behind the funding of Dr. Evers
Promethium
research. Enter door. Go straight ahead and produce an
entrance.
Turn right and create another opening. Thaw another female
thug.
Climb ladder to get Batarangs. Find another girl gangster near
the
next door. Again, get rid of that ice barricade to proceed.
Defeat
another pair of dangerous dames. Look for a ladder somewhere
ahead
(right side). Trek the other end of the walkway and discover a
number
of Bat-treasures: Batarangs (normal and electric types),
BatCuffs,
Stunners, Remote Charges, Nets, Strength Potion and Flash bombs
abound!
Go down the opening (left side) and encounter two more sensitive

toughies. After knocking down the last one, secure laboratory
key.
There's also a box of BatCuffs in this area. Enter the door
(lighter
shade) on the right side. FMV where Mr. Freeze surprises Batman
as he
picks up the disk left by Dr. Evers. Run around from end to
end. Pick
up Remote Charges along the way. Your objective is to target
the
moving glass containers on top with the Remote Charges and time
the
release so that these fall directly on Mr. Freeze. You have to
switch
>from first to third person view every so often. This is really

frustrating since you have to press so many buttons in order to
sweep
the boss. You need around seven to eleven hits (depending on
the
amount of damage) before he burns. Mr. Freeze gets a dose of
his own
cold medicine when Batman saves (and traps, at the same time)
him.

EPISODE 03 - Plant Food

LEVEL 09 - SAVING BATGIRL
Somebody provides Ivy with a vial of green chemical. When she
tests it
on one of her plants, it turns into a carnivore. Batgirl
informs
Batman that the transmitter given to Harley has been tagged on
Mayor
Hamilton Hill. Batgirl follows, is caught and calls for
back-up. In
this level, you have to constantly keep track of Batgirl's
health bar
as well or it's game over. Here's the fastest and most sensible
way to
tackle this: Climb ladder, drop down, get Electric Batarangs in

between cars 1 and 2. Ascend ladder and defeat alien thug.
Enter door
3, electrify green goon and Exit. Pick up Remote Charges in
between
cars. Go up car 4. Nip Poison Ivy's "bud" guy. Move up car 5
and
pluck out weedman. Climb car 6 and enter car 7. There are two
vile
henchmen in here. Get Electric Batarangs. Ascend ladder on car
8 and
get rid of plantman. Go up car 9, burn the alien thug and
again, move
up car 10. Singe the green goon and grab the Electric
Batarangs.
Enter car 11. Scorch the last two botanical bad guys. Pull
lever
(which would activate all four electronic switches on the last
car)
then, hurry outside. While several more switches can be found
inside
the other coaches, they're too far off (eventually, they would
bog down
and you can no longer make use of the rest). Enter final
destination
and the Dark Knight rescues the damsel in distress. Trench-Coat
hies
off as soon as he sees Batman.

LEVEL 10 - BATMOBILE CHASE
Trench-Coat leaves via a stolen car. Enter Batmobile. This
level is
similar to the chopper chase with Mr. Freeze. It's a repetitive
one
(about three rounds). Important things to remember are: keep
sight of
the getaway vehicle; time your turns; lastly, make sure that you

constantly hit the car (icon should turn red by the second
round).
Avoid bumping into traffic (this slows you down considerably)
and veer
away from the mines. When you've done enough damage, a FMV
takes
place. Batman tells Batgirl to bombard the car with smoke
bombs. Make
sure you get this right or you'll have to go through another
round of
the chase if you don't hit Trench-Coat's getaway car. The
technique is
to keep on firing away (of course, you have to make sure that
you're
hitting your target -- just keep moving your analog stick and
ensure
that the crosshair/target appears). This should take only a few

seconds then, the next FMV appears with the vehicle careening
towards a
cliff and getting ready for...

LEVEL 11 - THE CRASH
Glide to the crash scene and pick up an apple. FMV at the
BatCave
where the duo are stumped (as to Harley's involvement). Batgirl

discovers something in the apple. Something that Mayor Hill may

have..."oh, gross!"

LEVEL 12 - PLANT ELECTROCUTION
Batman proceeds to Gotham Chemical Plant to check on the poor
mayor.
Jump down. Open the door to your right to discover some
Electric
Batarangs. Follow the path. Careful now as there are two of
Poison
Ivy's minions. Knock them down with the Electric Batarangs.
Enter the
opening. Go straight ahead as there are poison-spewing plants
on both
sides of the entrance. Turn left to flame another alien thug.
Turn
right. Grapple to the other side. Again, follow the path.
However,
don't just go running ahead as there are vines that will
strangle you.
First, paralyze Poison Ivy's poisonous plant pet (the one on the

ground) with a dose of Batarangs. Hug the wall and proceed. If
ever
you're caught by any of the vicious vines, frantically move your
left
analog stick left and right. Upon reaching the fungus room,
grapple.
Make sure you step away from the yellow slime oozing on the
floor (they
sap you of your strength). Quickly glide (left) onto the next
couple
of mushrooms before they tilt you back to the ground. On the
third
toadstool, glide towards the ledge and grab the health box.
Grapple
and glide to the other part of the ledge for extra Batarangs
(there's
another set on the corner below, in case you're interested).
Grapple
to reach the top of the blocked steel staircase. Climb a few
more
steps and enter door to find Trench-Coat sneaking away. Hurl a

Batarang on that single deadly vine below. Go down and grab the
Remote
Charges. Go up the ladder on the upper left corner. Enter.
Turn
right and slide. Open steel gate.

LEVEL 12 - PLANT ELECTROCUTION 2
Continue sliding. Avoid the first gap. Allow yourself to fall
down
the second cavity. Drop. Get Secret Key 1. Grapple, jump and
carry
on. Glide to stay clear of the final crack. Before going
straight
ahead, open the door to your left (right after the opening).
Defeat
the lone guard to get Cheat C. Exit and electrocute a couple of
vines.
Turn right, follow the path and get some Nets. Retrace your
steps and
proceed to the tunnel. When you reach the room full of chemical
vats,
electrify the vine in front of you. If you need some more
Batarangs,
there's a box directly below the plank and one in-between vats 3
and 4.
Glide to the next three ledges to reach the corner. Climb
ladder. If
you still have some Electric Batarangs left, life would be much
easier
as you can take care of the three thugs at this point. Cross
and glide
>from point to point (there are three in all). After the second

installment, you may opt to go down straight towards the door or

recuperate if need be (there's a health kit on the other end of
the
broken bridge). After going to a series of entrances, you'll
come
across a room similar to the one with the vats. Only this time,
you
have to glide towards your left side. Subdue a solitary crime
creature. Grab first aid kit. Cross the bridge and come face
to face
with Mayor Hill (you might want to go down the stairs first if
you're
down on your health bar as there is a first aid box on the
opposite
end, hidden between plants). Mayor Hill relates to you that
Poison Ivy
put some thing in their (politicians, businessmen) stomachs.
She was
blackmailing them for money and power in exchange for plant food
that
would sate the hunger of what's inside them -- for if not, they
become
them. That's the reason why he met with Trench-Coat -- to make
a
payment. Enter Trench-Coat. He removes his disguise. It's a
frustrating battle since he just won't seem to go down even if
he's
already out of health. Just keep on punching him near the edge
and
watch him drop down the vat. Pick up the sub-basement key he'll
leave
behind. Batgirl contacts Batman for a lead. According to her,
Harley
admitted putting the trace on Poison Ivy because she was afraid
of her
after she turned down Ivy's proposal. She knows too much and
shares
her knowledge. She squeals that electricity is the waterloo of
Poison
Ivy's creation. Your next mission is to locate and operate the
main
power breaker located at the sub-basement.

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

EPISODE 04 - Fool's Grave

LEVEL 13 - GASWORKS
This level stinks. Anyways, proceed to your right, avoiding the
jester
box. Move a bit forward then, turn left. Look for the ladder
and
climb. Go right and near the boxes you'll find some BatCuffs
and Flash
Bombs (evade the gunfire in the process). Slug it out with the
two
thugs (stay away from their bear hugs). On the path to your
left is a
strength energizer. Near the boxes where you got your gadgets
is a
wheel that will close the pipes. Turn it and enter door. Run
down and
glide towards the second steel support as the first one serves
as a
trap. Follow this path until you reach the end where the mime
man is.
Knock him down and turn the wheel beside the stack of crates.
Glide
down (watch out where you land). Careful that you don't step on
the
weak floor boards. Behind the covered boxes are a set of
Batarangs
(just ignore the jacks-in-the-boxes). Enter the opening where
the
fire-breathing clowns roam (where there is a huge crack on the
floor).
Enter door and run down the hallway. Before proceeding ahead,
disable
the two hoodlums (one each above and below). Go straight,
avoiding the
two gaps on the floor. Subdue the first goon. Grapple and do
the same
on the toughie here. Glide from rail to rail (note: you'll
find some
cuffs on the boxes below and a strength enhancer behind it).
Turn the
last wheel (near the crate) after defeating the second villain
on the
top level (another note: see the grapple icon near the railing,
the
one you can't seem to access from below? Glide from there to
see a
sewer passage with a total of nine boxes all lined up. Land on
one
crate and jump until you reach the end. Cheat D is definitely
here.
Your best bet in nailing this one to the ground is to watch the

movement of the crates. They bobble up and down so, time your
jump
when it's in lower position for you to land safe and sound.
Sure, the
boxes do break if you don't move fast enough but, believe me,
ten
seconds is an eternity here. Going back (from above), glide to
the
opening. When you reach the area where there is a grapple icon
and a
couple of clowns, it's gliding most of the way. The trick is to
stay
as close as possible to the wall and away from the gushing
liquid.
Cross the ledge you would chance upon then, glide once more.
Before
entering the opening, turn left to replenish your strength bar.
Switch
to first person view and get rid of the clown box. Go straight
ahead
and exchange blows with the first henchman. Once down, disarm
the
other one before gliding or you'll never make it across. Enter
door on
your left. Ignore the two mechanical-musical menace as they'll

malfunction the moment they fall down from the platform. Defeat
the
villain sidekick and grab the Remote Charges behind one of the
posts.
Proceed to the inclined plane and open the door. You discover
that the
firebomb toys are being loaded in the sewer pipes which trace to
the
entire Gotham system. Fight the baddie inside the room from
your
position (you'll be giving him a great advantage if you go
inside since
there are three clown boxes that would hound you). When you've
floored
him, pull down the lever inside the room to turn the pipes.
Exit the
door where you came from for a much easier grapple. Pin down
the bad
guy and proceed to the far end and enter another room with a
switch.
Exit. Grapple again, this time to the topmost ledge where there
is
another mime plus a strength potion. Floor the guy and enter
the
switch room (final link that would connect the gas and water
lines).
Batgirl will inform you to open the main valve. Go outside and
to the
far end of the ledge where there is a Little Johnny Pyro toy.
Glide to
the opposite area (or grapple should you drop) where there are
three
sets of flywheels. Align the green portion of each wheel to the
green
indicator to open the flow of water and rid Gotham of the
firebomb
toys. However, you find out that the water valve at the
pressure
station has been closed anew. A crime aid barges in the
opposite door
and starts shooting. Unarm him before gliding to make sure you
don't
fall prey to his bullets. Punch and kick him soon as you reach
his
side to push him inside the room and give you space to maneuver.
After
putting him to sleep, get the box of Batarangs and move the
lever that
will drown the nefarious clown gadgets. You find out the nasty
little
secret that Dr. Evers (he's behind the plot to burn down the
Gotham
Industrial Plant to serve as an insurance scam) has been keeping
all
along. And the twist (the Joker's men he hired for the job
turned
their backs on him) that came with it.

LEVEL 14 - SWAT CHASE
As Batman is all set to deliver Dr. Evers behind Stonegate, he
finds
Commissioner Gordon and half the GCPD unit outside. In a wink
of an
eye, a Batarang from nowhere knocks down the Commissioner and
the
police are after the Dark Knight. He grapples to a helicopter,
heads
to the rooftops and calls on Batgirl to deliver the Batmobile.
Just
move forward then, grapple. Use Stunners, Nets to hold them or
better
yet, simply ignore the SWAT team (they're on the right side of
the law,
remember?). Climb the roof of the third room and grab some Nets
and a
health box. Grapple. Inside are two more policemen.
Disregard. Just
find the ladder, ascend and exit the door. Follow the path
until you
reach the helipad. Grab some Flash Bombs and health kit (look
at the
corners) then, grapple. Avoid the sentries, move towards the
left side
and grab some Stunners. Continue moving forward until you see a

grapple icon. Avoid one sentinel and grab Stunners in the
center part
of the area. Move forward (VROOM billboard) until you reach the
edge.
Glide towards the lowest room (left side) and move your way up.
When
you've reached the top, glide to the next building. Go up
ladders.
Get Batarang near the antennae. Drop to your left and find some

Stunners and Electric Batarangs. Glide to the next edifice.
Stay away
>from the two guards manning the area. Look for the door with a
red
light on top (just straight ahead). Beside it is a control
panel.
Throw a Batarang to activate the door. A box of Electric
Batarangs
await. Exit the next door. The police helicopter starts firing
stun
as you cross the connecting bridge. Batman gets impatient and
calls
Batgirl. Exit and look for the grapple section. Before doing
so, you
might want to grab some Nets on top of a box near the drums. Go

straight ahead then, turn right while avoiding the steam. In
front of
you is a structure with a flagpole bearing what resembles a
shrimp and
what seems like a greenhouse on top. You need to be on that
tower. To
get there, jump on the steam box to reach the upper box with the
lamp
on it. By the way, in case you're low on health, there is a
first aid
kit on the next turn, some distance from the water tank. Glide
towards
the ledge of the next building. Hug the wall and use the
catwalk to
reach the terrace. Towards the middle (in-between the two
trees),
jump, look for the fence break and glide. Drop down the
elevator
shaft. When you reach the bottom floor, get off and take the
Batarangs. As soon as the elevator goes up, descend and disable
to
controls to open the elevator door. When done, climb the stairs
then,
glide to get inside. Pick up Secret Key 2. Wait for the
elevator
shaft and ride it on your way up. Make sure you get off before
the
platform kisses the ceiling (count four ledges then, jump). Get
the
Elevator Shaft Key. Continue moving forward to find a room
where Cheat
E can be found. Leave room. Proceed inside the tunnel and
ascend the
ladder. To your right is a first aid box. You may choose to
exit from
either doors. Locate the ladder (look out for the guard) and go
up.
Turn right and follow the entire length of the ledge. When you
reach a
cul-de-sac, there's a strength energizer and a grapple point.
Move
forward and glide from building to building while avoiding the
authorities. When you've reached the second edifice (it has a
box of
Stunners) from your where you last grappled, proceed to the
rightmost
side (you'll find a box of Batarangs on one corner). Glide to
the
neighboring structure and climb a series of ladders. When
you've
reached the last one you'll find another electric door. Again,
destroy
the control panel to activate. Exit other end and go straight.
Enter
machine room and exit using the other door. Batman contacts
Batgirl
anew and is told that she's closing in. The chopper catches up
with
Batman. Pick up the Remote Charges scattered all over and hit
the
fly's lights with it. Hit it thrice and they start firing
rockets
instead of stun ray. Hit it two more times and down she goes.

Finally, Batgirl arrives. Back at the BatCave, Batman deduces
that
Harley is the missing link to the circumstances that are
certainly not
coincidental (stolen blimp, the gasworks, being framed with Dr.
Evers
and Promethium in the middle). He decides to give her a little

visit...in disguise (since he's on the most wanted list by the
men in
blue).

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

Operate the lock. Using the clues you gathered (eyes 1, ears 6
and
mouth 9), turn the dials appropriately. This unlocks the door.
Enter
Funnibone Warehouse.

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

character in the dressing room. Open the cabinet and get
"Toby's"
penknife (FMV flashback) -- a clear indication that the Joker is
alive
and well to wreak carnage and havoc.

EPISODE 05 - Infernal Jest

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

LEVEL 18 - THE JOKER'S BLIMP
Batman manages to catch up with the Joker's blimp. Avoid the
lasers at
all costs. Stay away from the gaping holes as well. Go to your
left
and jump on the box. Glide to the switch in front of you (this
weakens
the laser position of the switch near the ladder). Return to
the
crate. Move towards the center steel post. Proceed to the
switch
slightly behind the crate (this turns off the laser roaming
around the
other panel). Go to the third switch well beyond your starting
point
(to your right) and deactivate. Proceed to the ladder. Ah, the
much
awaited battle with the Joker. Watch out for his gunfire and do
watch
your back, at least until after you have decapitated five
jacks-in-the-
boxes. They go scot-free from their hiding place every time the

Joker's bullets hit the crates. Now, you're ready. Strafe and
look
for a suitable position (try one step away from where the
Batarangs
near the door appear) where your crossfire turns red. When it
does,
maintain this position as you keep on throwing Batarangs at
Joker (wait
for the gunfire to subside before doing so). As soon as you
catch a
glimpse of him dropping his weapon, charge! Do not hesitate or
he'll
get the opportunity to pick up his tommy gun and start his
trigger
happy ways again. The thing to avoid is his grip. The style is
to
keep on moving. When he squirts you with acid, go near him and
knock
him with a power move. Three advanced moves on him and he'll be

counting stars. Take the Blimp Cockpit Key. Jump on the
platform near
the entrance of the pilot room and go inside. Proceed to the
control
area. Defuse the bomb by mixing the gases to produce Purple
(Blue and
Red) and Green (Blue and Yellow), the Joker's color motif.
First
select then, inject the right colors. After combining the first
two
colors, mix tube to begin with the next phase. Again, select
and
inject and everything will fall into place. The Joker, however,
wants
to have the last laugh so he chooses to commit suicide (again)
by
jumping off the blimp. But, not without bringing his machine
gun along
(as an insurance). As expected, Batman wants him in Arkham
Asylum,
instead of being six feet under the ground.

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

THE END

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