Batman: Dark Tomorrow [Xbox/GCN] FAQ/Walkthrough Version 1.0 by "spyd3rgt" & chr(64) & "gmail" & chr(46) & "com" First Released February 28th, 2005 ******************************************************************************* *** Table Of Contents \___________________________________________________/ *** ******************************************************************************* A :: Introduction B :: Version History C :: Contact D :: Game Screen/Game Options D.01 :: Game Screen D.02 :: Game Options E :: Controls E.01 :: Xbox F :: Batgear G :: Characters H :: Items I :: Walkthrough I.01 :: Gotham City Rooftops I.02 :: Gotham City Alleyway I.03 :: Gazette Square I.04 :: Warehouse District I.05 :: Warehouse Interior I.06 :: Gotham Docks I.07 :: GCPD Rooftop I.08 :: Talbot Factory I.09 :: Underground Sewers I.10 :: Arkham Asylum I.10.01 :: Killer Croc I.10.02 :: Poison Ivy I.10.03 :: Mr. Freeze I.10.04 :: Mr. Zsasz I.10.05 :: The Joker I.11 :: Ra's al Ghul's Castle I.11.01 :: Main Area I.11.02 :: Worst Ending I.11.03 :: Bad Ending I.11.04 :: Not As Bad, Bad Ending I.11.05 :: Best Ending J :: Copyright ******************************************************************************* *** Introduction \______________________________________________/ Section A *** ******************************************************************************* This is a full FAQ/Walkthrough for the game Batman: Dark Tomorrow. Although the game really isn't very good, the cutscenes are rather enjoyable. This guide was written for the Xbox version, but should also be accurate for the GCN version. Despite any reports to the contrary, a PS2 version was never released. The GCN version of the game is definitely superior to the Xbox version, though I didn't know that when I bought it. The graphics are said to be quite a bit better on the GCN version. But, the biggest difference is that the GCN version contains a number of secret items to find. Apparently, there are CDs (unlock music) and Sketchbooks (unlock artwork) hidden throughout the GCN version of the game. Not having the GCN version of the game, there is no way for me to track these down. When reading this guide, I will often mention areas that appear to be completely empty, there for no reason. I suspect these places are often where a hidden item would be found in the GCN version of the game. In most cases, I have tried to describe the most stealth-oriented way through any given situation. But in reality, as long as you don't mind continuing now and then, you could quite easily run your way through the entire game. This is mainly due to the game's convenient Continue system. Whenever you die, you will restart at the last screen you entered that required a Loading screen upon entering. Dying usually isn't all that bad, as it will refill all your health, your Medical Kit, your Batarangs, and your Smoke Capsules, and you will continue very close to where you died. Whenever you continue, you have the option to change your equipment distribution. I suggest always selecting the option which provides the largest Medical Kit, the Defensive Mode gear deployment. This will come in particularly handy during boss fights. I would suggest saving the game after each Loading screen, as this indicates you have entered a new area. Note that any directions I have used in the game refer to the current orientation of the radar screen. What I call North isn't really North in the game, but it is "Up" on the radar screen. In order to most easily use this guide, I would suggest using your Find tool to search for the name of the section (for example, "About This Guide") or the section indicator (for example, "Section A") associated with whatever section you need to refer to. ******************************************************************************* *** Version History \___________________________________________/ Section B *** ******************************************************************************* Version 1.0 :: The very first version of this guide, and unless anyone has any 2005.02.28 :: corrections or additions to offer, probably the last. As far as :: I know, it is complete. Although, if I manage to get the GCN :: version of the game, or at least some more information about it, :: I might update the guide with information about that version. ******************************************************************************* *** Contact \___________________________________________________/ Section C *** ******************************************************************************* If you would like to contact me, you may feel free to do so. To contact me, combine 'spyd3rgt' and 'gmail.com' (making sure to insert an '@' symbol in the middle of those two parts), and fire off an electronic mail. I would be particularly interested in a listing of the hidden items in the GCN version of the game, though I would have no way of confirming them. ******************************************************************************* *** Game Screen/Game Options \__________________________________/ Section D *** ******************************************************************************* --- Game Screen \____________________________________________/ Section D.01 --- ------------------------------------------------------------------------------- Here is a layout of the screen you will be looking at while you play the game. Read below for a description of each aspect of the screen. ____________________________________________ | .--------. | | ()~~~~ | | |<-- Radar Batgear -->| ()~~~~ | | | Device Specific | ()~~~~ | | | Controls | ()~~~~ '--------' | | | | | | | | | | | |_____ | | \_____________ | Currently -->| \___________) <--. | Selected |_______/____________)___|___________________| Item ^ | | Health Cape Strength --- Game Screen Descriptions -------------------------------------------------- Batgear | This is where any Batgear specific controls will appear, while Specific | you are using that item. I believe, from seeing screenshots, Controls | that this information appears in the lower-right-hand corner of | the screen. ------------+------------------------------------------------------------------ Currently | This area displays whatever weapon or item you currently have Selected | selected. In the case of Batarangs, Smoke Capsules, and the Item | Medical Kit, the display will also indicate your current supply | of that item. ------------+------------------------------------------------------------------ Health | Displays Batman's stamina. Don't let it get to zero. ------------+------------------------------------------------------------------ Cape | From the manual: Batman's cape reduces the damage received by an Strength | opponent's attack. After receiving damage, the integrity of the | cape decreases, but thanks to Wayne Tech Technology, slowly | regenerates over time. The cape has never factored into the game | play for me, but if you are having trouble getting through an | area, try making sure that your cape is recharged. ------------+------------------------------------------------------------------ Radar | The radar displays the nearby area, indicating the position of Device | any nearby enemies. I recommend setting the Radar Range to 150ft | or 200ft in the Options, setting it back to 100ft when you get to | Arkham (due to the confined spaces there). You will lose the | help of the radar when you reach the last level. Information on | the various bits of color coding is as follows: | Enemy Indicators | RED - Enemy who has already noticed Batman. If an enemy is | red, you probably won't be able to hide from them. | YELLOW - Enemy who is on alert or defeated. If you avoid a | yellow enemy long enough, they will eventually go back | to green. | GREEN - Enemy who has not noticed anything yet. In later | levels especially, enemies become very sensitive to | noise and will turn to yellow quite easily. | Enemy's Field Of Vision | YELLOW GREEN - Field of view of an enemy who is on alert. | GREEN - View of an enemy who has not noticed anything. | When an enemy goes to RED, you can no longer see their field of | vision. The field of vision shown on the radar is not always | completely accurate, as they can see much farther away than the | cone may indicate. --- Game Options \___________________________________________/ Section D.02 --- ------------------------------------------------------------------------------- Here is a description of the various options available to you while you play. You can access the option menu while playing by pressing the START button and going to Game Options. You can also adjust the options before you start a game by going to Options from the main menu. --- Game Option Descriptions -------------------------------------------------- BGM Volume | The volume of the background music in the game. ------------+------------------------------------------------------------------ SE Volume | The volume of the sound effects in the game. ------------+------------------------------------------------------------------ Brightness | The screen brightness while playing. If you are having trouble | finding your way around, feel free to adjust the brightness. ------------+------------------------------------------------------------------ Status | This adjusts the transparency of the various bits of status Visibility | information in the lower-left-hand corner of the game screen. | ON sets the status info to completely solid, while the other | settings make it increasingly more transparent. ------------+------------------------------------------------------------------ Radar | This adjusts the transparency of the radar screen found in the Device | upper-right-hand corner of the game screen. OFF turns the radar | off altogether, while the other setting make it increasingly | less transparent. ------------+------------------------------------------------------------------ Radar Range | This adjusts how wide of an area you can see at one time on your | radar screen. I suggest using the maximum range of 200Ft, or at | least 150Ft for most of the game, switching to 100Ft or so when | you get into the smaller areas, like Arkham Asylum. It really is | helpful to see what is coming from as far away as possible. ------------+------------------------------------------------------------------ Vibration | Turns ON or OFF controller vibration. The controller vibrates to | at various points in the game. The most useful part of the | controller vibration is that it will vibrate when an enemy is | near. This can be very helpful at times. ------------+------------------------------------------------------------------ Button | Turns ON or OFF the Batgear-specific control information that Information | appears in the upper-left-hand corner when you use an item. ------------+------------------------------------------------------------------ Cutscene | Turns ON or OFF subtitles while you are watching the cutscenes. Text | ******************************************************************************* *** Controls \__________________________________________________/ Section E *** ******************************************************************************* The controls are generally considered to be this game's main failing. Let's face it, Batman is a bit hard to control. The horrible camera doesn't help any. The camera angles themselves aren't actually all that bad. It's the fact that whenever the camera angle switches, your controls go out of whack, and it's often hard to adjust, that's the real problem. The game usually does a good job of pointing out any Batgear specific controls while you are using that specific item, so pay attention to the control legend when it pops up on your screen. I don't actually have any information on the GameCube controls, so I cannot include them at this point --- Xbox \___________________________________________________/ Section E.01 --- ------------------------------------------------------------------------------- Left | Moves Batman. Like most games, the speed at which you walk/run Thumbstick | depends on how far you press the control stick. ------------+------------------------------------------------------------------ Right | While in Nightvisions mode you can use the Right Thumbstick to Thumbstick | look around. ------------+------------------------------------------------------------------ Right | Allows you to switch between the three modes of walking, Thumbstick | "Normal (walk/run)", "Stealthy Steps", and "Crouch". (Click) | ------------+------------------------------------------------------------------ Left/Right | Switches between various items, whether Batgear collected items. Directional | Pad | ------------+------------------------------------------------------------------ Up | Used to switch between your Batgear and any items you have Directional | collected. This is how you gain access to the items you can read Pad | and other collected items. ------------+------------------------------------------------------------------ Down | Switches to the Medical Kit. Directional | Pad | ------------+------------------------------------------------------------------ START | Pauses the game and gives access to the Main Menu. ------------+------------------------------------------------------------------ X Button | Kick. You can hold down the Left Trigger while pressing X | repeatedly to pull of a combo attack. When crouching, you will | perform a sweep. While running you can perform a stronger | running kick. Press X while jumping to perform a Jumping Spin | Kick. ------------+------------------------------------------------------------------ A Button | Punch. You can hold down the Left Trigger while pressing A | repeatedly to pull of a combo attack. When crouching you can | perform a lower punch. While running you can perform a stronger | running pucnh. Press A while jumping to perform a Jumping Spin | Kick. The A Button is also used to open doors, activate | switches, etc. ------------+------------------------------------------------------------------ Y Button | Uses whatever Item or piece of Batgear equipment you have | currently select. Use this button to read or use the items you | have collected. ------------+------------------------------------------------------------------ B Button | Jump. The height of your jump depends on how long you hold down | the B Button. When at the peak of a jump, press B again to | perform a double jump. The B Button is also used to roll while | you are crouching, and to swim to the surface when you are in | water. ------------+------------------------------------------------------------------ Left | Press the Left Trigger to lean flat against a wall. You can then Trigger | sneak along the wall and look around corners without being seen. | The Left Trigger is also used in combination with A and X Buttons | to perform combo attacks. Press the Left and Right Trigger | together to perform a back handspring, or when crouching, retreat | backwards. ------------+------------------------------------------------------------------ Right | When an enemy is knocked down, the Right Trigger acts as a Trigger | shortcut key for the Batcuffs. Also, you can press the Left and | Right Trigger together to perform a back handspring, or when | crouching, retreat backwards. ******************************************************************************* *** Batgear \___________________________________________________/ Section F *** ******************************************************************************* Whenever you Continue your game, after dying, you get the chance to change your gear deployment. I suggest choosing the middle option, as it provides a much larger Medical Kit. The Batarangs and Smoke Capsules are far less helpful than the Medical Kit, especially during a boss fight. The three possible gear deployment choices are: Offensive Mode :: Batarangs: 20 Smoke Capsules: 5 Medical Kit: 200 Defensive Mode :: Batarangs: 10 Smoke Capsules: 5 Medical Kit: 400 Stealth Mode :: Batarangs: 10 Smoke Capsules: 10 Medical Kit: 200 The descriptions for the following items are taken directly from the manual and/or game. --- Batgear Descriptions/Information ------------------------------------------ Batcuffs | Specially designed restraint devices that can only be broken with | a diamond-edged cutting tool. | Specially designed restraint devices which can be removed only | with a special diamond-edged cutting tool. | All enemies (except bosses) must be cuffed with the Batcuffs once | they are knocked down. Otherwise, they will continuously get up, | resuming their attack. The Right Trigger acts as a shortcut for | using the Batcuffs. ------------+------------------------------------------------------------------ Fingerlight | A compact and powerful light that fits over a fingertip. | A small device which emits a very powerful beam of light and can | be fastened to a finger. | Supposedly, you are supposed to use this item to illuminate dark | areas, but I have never used the item, once. There simply aren't | any dark areas in the game. Besides, you move painfully slow | while the item is in use. ------------+------------------------------------------------------------------ Nightvision | Installed inside Batman's cowl, this innovative device collects | and amplifies ambient light to penetrate dark areas. | Starlite Nightvision lenses are built into the cowl and can | illuminate any area that is not completely devoid of light by | collecting and focusing all ambient light. | Nightvision is most useful when you suspect there could be a | laser alarm system nearby. It is also helpful when you need to | get a better look around, as it is the most effective way to get | a first-person look. ------------+------------------------------------------------------------------ Universal | This highly functional and multipurpose device contains lock- Tool | picking tools, a lineman's kit, and can record and playback | various audiovisual signals. | A device for any electronics work, which contains a variety of | different tools, lockpicking devices, a full lineman's kit, and | can record and playback various audio signals. | The Universal Tool is used to open certain locked doors and to | access certain computer consoles. If you're stuck in a room, try | using the Universal Tool. ------------+------------------------------------------------------------------ Batgrapple | The device first a grappling hook and 200ft cable allowing the | user to ascend and descend. | This device fires a grappling hook and a cable (maximum 200 feet | in length), allowing the trained user to ascend or descend. | The Batgrapple fires a wire straight up, allowing you to climb up | to hire areas. The screen will show both the A and B Buttons as | the button to jump off (on Xbox), but only A Button will have you | jumping off. The B Button does the same as the X Button, just | disconnects you. Note that, although it isn't very helpful, you | can fire another Batgrapple line as soon as you jump off the | first, staying in the air. You can also use the Batgrapple to | disable overhead cameras by firing it straight up at them. ------------+------------------------------------------------------------------ Batcable | Attached to a standard Batarang, the cable can support up to | 400lbs. Once thrown, the Batcable can be used to swing across | otherwise impassable areas. | The cable (jumpline) can support 400 pounds of weight and is | frequently attached to Batarangs and the Batgrapple and used to | ascened, descend or swing. | The Batcable is similar to the Batgrapple in how it works, | including which buttons will have you jumping off, and which will | have you simply disconnecting. The Batcable will let you swing | across open spaces, and after you jump off the line, you can | immediately use it again to start a new swing. You can also use | it to get over some walls by standing in front of the wall, | latching on, and the quickly jumping off the cable, catching the | top of the wall and pulling yourself up. ------------+------------------------------------------------------------------ Batarang | A flat, round, ranged weapon designed to be thrown. | The Batarang is a flat, curved device that is thrown to subdue | villains. | When you use the Batarang, you will go into first-person mode to | aim it. However, if you are in the process of combating one or | more enemies, the item will be thrown directly at the enemies, | without having to go into aiming mode. All enemies (except | bosses) will go down with one hit from a Batarang. The Batarang | can also be used to disable certain laser alarms and security | cameras. If you use your Batarangs while in Nightvision mode, | you will still be able to see whatever you were able to see in | Nightvision. This is helpful when aiming at the laser alarms. | Note that you can often pick up Batarangs after they have been | thrown. ------------+------------------------------------------------------------------ Smoke | A shock-effect device that temporarily confuses and obscures Capsule | enemy vision. Suitable for offensive as well as defensive | situations. | These small capsules break upon impact and release a cloud of | smoke that obscures vision, creating a distraction or an | offensive and/or defense attack. | These work in a similar manner to the Batarangs, but I never | found an effective use for them. ------------+------------------------------------------------------------------ Medical Kit | Equipped with antibiotics and vaccines, this kit facilitates | recuperation in the field. | This kit allows for a quick response to many life threatening | emergencies and includes anti-toxins, antibiotics, and mission- | specific serums and remedies. | The key to using the Medical Kit is to always have it selected, | when you aren't using another Batgear item. The Kit is too hard | to use during a battle, but if you have it selected, your health | will automatically be refilled whenever you reach zero health. ******************************************************************************* *** Characters \________________________________________________/ Section G *** ******************************************************************************* This information is taken entirely from the game and/or manual, and arrange alphabetically. --- Alfred \______________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Alfred Pennyworth Height :: 6' Weight :: 160lbs. Eyes :: Blue Hair :: Black Base Of Operation :: Wayne Manor Occupation :: Butler --- Batgirl \_____________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Cassandra Cain Height :: 5'5" Weight :: 110lbs. Eyes :: Brown Hair :: Black Base Of Operation :: Gotham City Occupation :: Costume Adventurer --- Batman \______________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Bruce Wayne Height :: 6'2" Weight :: 210lbs. Eyes :: Blue Hair :: Black Base Of Operation :: Gotham City Occupation :: Industrialist/Philanthropist Description :: By day, Bruce Wayne is the billionaire industrialist head of Wayne Enterprises. By night, he is the Batman - a fearsome figure on a crusade against the criminal underworld of Gotham City. Considered an "urban legend" by the GCPD, the Dark Knight Detective maintains a close relationship with Police Commissioner James Gordon. These two men strive to clean up the mean streets of Gotham, from both sides of the law. --- Black Mask \__________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Roman Sionis Height :: 6'1" Weight :: 195lbs. Eyes :: Brown Hair :: Brown Base Of Operation :: Gotham City Occupation :: Crime Lord Encounter Loc. :: Gazette Square and the Warehouse District Description :: Roman Sionis, now known as crime box Black Mask, wears the ebony death mask carved from his father's own coffin. Controlling the False Face Society of Gotham, Black Mask and his men seek to rule the Gotham underworld. --- Commissioner Gordon \_________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: James W. Gordon Height :: 5'9" Weight :: 168lbs. Eyes :: Blue Hair :: Formerly Brown Now White Base Of Operation :: Gotham City Occupation :: Gotham City Police Commissioner --- Jeremiah Arkham \_____________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Jeremiah Arkham Height :: 5'9" Weight :: 140lbs. Eyes :: Brown Hair :: Gray/White Base Of Operation :: Gotham City Occupation :: Owner/Administrator, Arkham Asylum --- The Joker \___________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Unknown Height :: 6'5" Weight :: 192lbs. Eyes :: Green Hair :: Green Base Of Operation :: Gotham City Occupation :: Professional Criminal Encounter Loc. :: Arkham Asylum Description :: Unpredictable, manipulative and a ruthless psychopath, the Clown Prince of Crime follows his own logic. Although he is insanely dangerous, the Joker's off-the-wall, manic persona can at times be very amusing, and the lengths to which he will go for a laugh can be very surprising. --- Killer Croc \_________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Waylon Jones Height :: 6'5" Weight :: 268lbs. Eyes :: Red Hair :: None Base Of Operation :: Gotham City Occupation :: Former Alligator Wrestler Professional Criminal Encounter Loc. :: Arkham Asylum Description :: A unique skin disease and a misspent youth in criminal sideshows gave one-time wrestler Waylon Jones the nickname, "Killer Croc." In Gotham, Croc has earned a place in the criminal underworld by living up to his terrifying nickname. --- Lt. Bullock \_________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Harvey Bullock Height :: 5'10" Weight :: 250lbs. Eyes :: Brown Hair :: Brown Base Of Operation :: Gotham City Occupation :: Detective Lieutenant, GCPD --- Lt. Montoya \_________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Renee Montoya Height :: 5'6" Weight :: 125lbs. Eyes :: Brown Hair :: Brown Base Of Operation :: Gotham City Occupation :: Detective Lieutenant, GCPD --- Mr. Freeze \__________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Victor Fries Height :: 6' Weight :: 190lbs. Eyes :: Blue Hair :: White Base Of Operation :: Gotham City Occupation :: Professional Criminal Encounter Loc. :: Arkham Asylum Description :: In a failed attempt to cryogenically preserve his dying wife, Victor Fries accidentally modified his own metabolism. Now he lives within a specially designed refrigeration suit and dreams of the advent of the next Ice Age. --- Mr. Zsasz \___________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Victor Zsasz Height :: 5'10" Weight :: 155lbs. Eyes :: Blue Hair :: Blonde Base Of Operation :: Gotham City Occupation :: Professional Criminal Encounter Loc. :: Arkham Asylum Description :: Intelligent and cunning, Victor Zsasz is an indiscriminate serial killer whose body count is permanently carved into his skin. --- Oracle \______________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Barbara Gordon Height :: 5'11" Weight :: 126lbs. Eyes :: Blue Hair :: Red Base Of Operation :: Gotham City Occupation :: Information Broker Library Administrator, Gotham City Public Library Description :: Raised as the daughter of Police Commissioner Gordon, Barbara Gordon was secretly the original Batgirl until a bullet from the Joker's gun left her paralyzed from the waist down. Now acting as a computer hacker and information broker, and adopting the codemane, "Oracle," Barbara Gordon is an invaluable asset to Batman and his team in their fight against crime. --- Poison Ivy \__________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Pamela Lillian Isley Height :: 5'6" Weight :: 110lbs. Eyes :: Green Hair :: Chestnut Base Of Operation :: Gotham City Occupation :: Professional Criminal Encounter Loc. :: Arkham Asylum Description :: Alluring and seductive botanist Pamela Isley prefers the company of plant life to humankind. Armed with her poisonous kiss and the ability to grow fantastic plant monsters, encounters with Poison Ivy usually lead to fatal attractions. --- Ratcatcher \__________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Otis Flannegan Height :: 5'10" Weight :: 160lbs. Eyes :: Blue Hair :: Blonde Base Of Operation :: Sewers Below Gotham City Occupation :: Professional Criminal Encounter Loc. :: Gotham City Sewer System Description :: As the Ratcatcher, Otis Flannegan utilizes a brood of loyal rodents to do his bidding deep beneath the streets of Gotham. --- Robin \_______________________________________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Timothy Drake Height :: 5'1" Weight :: 115lbs. Eyes :: Blue Hair :: Black Base Of Operation :: Gotham City Occupation :: High School Student --- Scarface and the Ventriloquist _______________________________________/ --- ------------------------------------------------------------------------------- Real Name :: Arnold Wesker Height :: 5'7" Weight :: 142lbs. Eyes :: Unrevealed Hair :: Gray Base Of Operation :: Gotham City Occupation :: Crime Lord Encounter Loc. :: Gotham Docks Description :: Together, the puppet Scarface and the allegedly "unwilling" Ventriloquist, Arnold Wesker, carved out a significant niche in Gotham's underworld, though it remains unclear who's really pulling the strings in this bizarre relationship. ******************************************************************************* *** Items \_____________________________________________________/ Section H *** ******************************************************************************* This section is dedicated to the items you can find throughout the game. If they are a readable item, then I have listed the full text associated with that item. The items are listed in the order that you find them. Item names are written in all CAPS when they are mentioned in the walkthrough. The two items that I find most interesting are Ammunition Crate, and Ammunition Crate #3. I presume there is a second Crate, though I have not found it. I have no clue what their purpose is. --- Report: GC - Dept. of HUD \__________________________________________/ --- ------------------------------------------------------------------------------- GOTHAM CITY DEPARTMENT OF HOUSING AND URBAN DEVELOPMENT Annual Rooftop Inspection -- Including Electrical Systems EXTREME SAFETY HAZARD DANGER OF ELECTRIC SHOCK - Still awaiting structural improvements requested in last year's report. - Wiring on signs is frayed and outdated. May cause shorts and/or shocks. - The majority of the systems must be rewired. - Locks missing from housing and storage units. - Up-to-date safety precautions must be implemented ASAP. - Monthly maintenance requested for a minimum of the next 6 months. --- Gotham Gazette - Late City Edition \__________________________________/ --- ------------------------------------------------------------------------------- GANG WAR IMINENT IN GOTHAM! Late last nigh, a group of individuals wearing elaborate Halloween masks made a raid on Gotham First National Bank, stealing approximately $500,000 in cash. The men, who are believed to be a part of the False Face Society-a criminal gang run by Roman Sionis, aka "Black Mask"-are currently being sought by the GCPD. They are considered extremely dangerous, and must not be approached. Sources at the GCPD indicate that this robbery was likely committed to fund Black Mask's plan to take control of the crime syndicate in Gotham, which is currently run by Arnold Wesker, aka "the Ventriloquist." Wesker, who was recently paroled from Arkham Asylum, suffers from multiple personality disorders, which has in the past produced "Scarface," the crime-boss personality who runs the syndicate. The Ventriloquist and Scarface are believed to have ties to many Gotham businesses, particularly Gotham City Shipping, which is located and ran out of Dixon Docks. The GCPD has issued the following statement, ...... --- NewsTime Magazine \___________________________________________________/ --- ------------------------------------------------------------------------------- NewsTime Exclusive: "Police Commissioner James Gordon - The Interview" When I sat down to interview Gotham City Police Commissioner James Gordon, I found him to be the epitome of the tough, no-nonsense cop - a reputation that has surrounded him since his early days in the Chicago Police department. In fact, it was Gordon who asked that we skip all of the preliminary questions, and cut right to the chase. That being said, I immediately asked him about the crime that so obviously runs rampant on the streets of Gotham. According to Gordan: "Gotham, like every other city in the world, has its share of crime. The difference, is that our criminals tend to be a little more... extreme than your average mugger. However, the police are working hard to protect the citizens of Gotham, to keep the streets safe, and to reduce the overall crime rate." When I mentioned rumors of a terrifying "Batman" who brings the criminals of Gotham City to justice, and whether he was, in fact, real, or just an urban legend created by the police department to scare the criminal underworld, the Commissioner quickly issued a "no comment." When pressed further, Gordon went on to say... --- Inside Gotham Magazine \______________________________________________/ --- ------------------------------------------------------------------------------- "The Revolving Door of Arkham Asylum - Part One" For years Arkham Asylum has stood as a home for the criminally insane, an institution where Gotham's most deranged and demented criminals would go when they are deemed "insane" and not suitable for Blackgate Prison. Inside Arkham, the inmates are given the best psychological and medical treatment in hopes of rehabilitating them. But if that's the case, then why do so many criminals escape from the asylum, and why are even fewer inmates actually rehabilitated? The answer comes in Part One of our exclusive, undercover interview with one of the employees of Arkham Asylum. For safety reasons, the employee will be known simply as "Smith." IG: What is the current state of Arkham Asylum? SMITH: It's not good. Moral is down, and our fears are up. The inmates just seem to be getting worse and worse. On top of that, we're dangerously understaffed. IG: But what about reports from Administrator Jeremiah Arkham saying that he hired up to fifteen new nurses and doctors only two months ago? SMITH: Yeah, want to know why? Because the nurses and doctors freak out and split faster than the patients. You add up the number of workers, all the workers-the doctors, nurses, security guards-everyone, and we're still outnumbered by the inmates at 7 to 1. We're overcrowded with patients, and that makes Arkham a scary place to work. .... --- Ammunition Crate \____________________________________________________/ --- ------------------------------------------------------------------------------- ANALYSYS: modified infantry anti-tank weapon. original model used in wwii. CAUTION: estimated increase in range and firepower by 115% due to recent modifications. --- Gotham Gazette - Late City Edition (2) \______________________________/ --- ------------------------------------------------------------------------------- Abandoned Factory Tagged by Street Gang According to sources at the GCPD, the Talbot Steelworks, which was shut down earlier this year, has been tagged by the street gang known as the Dregs. A once thriving factory and the source of income for more than 150 Gothamites, Talbot was permanently shut down when Maleva Steel arrived in Gotham and opened its state-of-the-art factory. It is believed that the Dregs, Gotham City's newest street gang, began marking the territory as theirs as early as two months ago. Corresponding reports confirm this information, and indicates that criminal activity has increased in this area by over 50 percent since this time. A spokesman for the GCPD issued the following statement: ..... --- Gotham City: Work Release Form 2A \__________________________________/ --- ------------------------------------------------------------------------------- WORK RELEASE FORM 2A Removal of Factory Equipment - All equipment less than 500lb has been loaded and transferred to the storage facility outside of Bludhaven - All equipment over 500lbs. is scheduled to be loaded and transferred between the hours of 8 am - 1 pm, Monday to Wednesday - Crews refuse to work without security past 3 pm due to recent gang activity --- Personal Notes, Re: Arkham Asylum \___________________________________/ --- ------------------------------------------------------------------------------- ThE DiAry Of E. L. RiNnNn WeLl, tHey'RE really CRAZY. aLL oF ThEm. AnD iT'S spreading, I - I'm GoiNG CRAZY, too. The MonKeyS in MY HeaD Used tO tell ME what To Do. ThE DoctORs Said That'S why I'm Here. BUT, I was NeVeR CRAZY. Not UNTil nOW... Now, I'M sEpArAtEd from my PETs. Alone. In hERE. In ThE DarK. WiTh tHeM. They'RE not JuSt Insane. They'RE MonSteRs. And I'M becoming one of THEM. --- Killer Croc's Cell Key \______________________________________________/ --- ------------------------------------------------------------------------------- --- Arkham Asylum Pass Key \______________________________________________/ --- ------------------------------------------------------------------------------- --- Diary Entry \_________________________________________________________/ --- ------------------------------------------------------------------------------- Day 14: I've hit the two-week mark, and so far so good! According to Valerie and Debra, most new nurses quit at the 10-day mark, and those who reach the end of their 2nd full week are usually here to stay! I'm learning more and more every day, and meeting new people, too. I had my first real interaction with Jeremiah Arkham yesterday, and it was ... interesting, to say the least. While he does his job well (I can't even imagine the stress of running this asylum!), and is-from what I've seen-a very good clinician and administrator, I did catch a bit of his dark side. The police brought in the Riddler-excuse me-Edward Nigma yesterday (they insist that we call the patients by their given names, and not their criminal names). Anyway, he was rambling on and on, one riddle after another, until the final riddle ended with "when the man is a bat." Well, Jeremiah turned bright red, marched right over to the Riddler, Edward, and mumbled something about the Batman being a "mentally disturbed vigilante" who was doing more harm than good (only he said it much more nasty way). Val said that it was normal behavior for Arkham, and that I'd get used to it, and even expect it. Anyway, it looks like my coffee break is over. Time to do rounds. I'll write more later ... --- Computer Email: Johnson@Arkham.Asylum \_______________________________/ --- ------------------------------------------------------------------------------- TO: ADMINISTRATOR@ARKHAM.ASYLUM FROM: JOHNSON@ARKHAM.ASYLUM SUBJECT: Re: Current Inmate Activity Jeremiah, Regarding your recent inquiry into the inmates' morale and activities, the observations from my security teams, as well as my own personal opinion, have lead to the following conclusion: Through fear and intimidation, "the Joker" is slowly amassing a larger following of inmates than originally expected. The numbers now total in the upper 30s, with the inmates spread throughout the entire asylum. The more disturbed inmates, from the maximum-security wing, have even taken to "decorating" their straitjackets so that no one will mistake them for being anything other than "the Joker's Men". Needless to say, the less problematic patients are now living in fear. They don't want to submit to the Joker's rule, but are afraid for their lives if they reject his offer. Obviously this is not the first time that such factions, controlled by "the Joker" or any other inmate (such as Harvey Dent or Jonathan Crane) have arisen inside Arkham. The key to controlling this problem will be detailed in my weekly report, though it is clear that an increase in well-trained security guards, as well as more experienced doctors and nurses, would certainly be the biggest help. Feel free to contact me if you have any questions, or if you'd like to discuss this matter one - on - one. Robert. --- Computer Email: Bodden@Arkham.Asylum \________________________________/ --- ------------------------------------------------------------------------------- TO: CARLYE@ARKHAM.ASYLUM FROM: BODDEN@ARKHAM.ASYLUM SUBJECT: Re: Hey... Hey Deb, Yeah, I was there yesterday when the cops brought Nigma in. And yes, Laura was there too, and I think it finally completed her picture of Jeremiah. Of course, Nigma had to mention Batman (which I think he does just to get a rise out of Arkham) and Jeremiah went ballistic. Laura wasn't close enough to really hear the whole thing, but it was good. Later, she came up to me and asked about Jeremiah, and why he overreacted when Eddie's riddle indirectly mentioned Batman. I told her flat - out that Jeremiah believes that half of the crazies who are in here wouldn't be here if there wasn't a Batman, and that he thinks that Bats is just as nutty as the rest of 'em. We just have to toughen her up a bit, but I think she'll do fine. Okay, I gotta go check on Mr. Tetch. Ol' Jervis has been complaining about everything lately. I told him before that he was just mad - lol! Talk to you later... Val --- Computer Email: Administrator@Arkham.Asylum \_________________________/ --- ------------------------------------------------------------------------------- TO: JOHNSON@ARKHAM.ASYLUM FROM: ADMINISTRATOR@ARKHAM.ASYLUM SUBJECT: Re: Re: Current Inmate Activity Robert, My suspicions have been confirmed by your email. The Joker's faction is rising, and will soon cause a ripple effect throughout the entire asylum. I will not abide this situation. I am currently reviewing the budget to see just how much room I have to work with. In the meantime, I hereby authorize you to hire five (5) more guards. Once I more accurately review the records, I can let you know how many more guards/doctors/nurses/etc. will be hired. The addition of these guards will allow us to pose more men around the maximum- security wing, and the inmates' recreation room. That being said, I want you to make sure that the new recruits have either a military or police background. I want these people to know what they're doing from the second that they walk through my door. Fill out the requisite paperwork and interoffice it to me immediately. I want these people here ASAP! Jeremiah. --- High-Access Security Clearance Card \_________________________________/ --- ------------------------------------------------------------------------------- --- Computer Email: Address Unknown \____________________________________/ --- ------------------------------------------------------------------------------- SUBJECT: Status Commander Helson: Long live the Demon's Head. The mission in Gotham City was a success. Team Alpha received the shipment, met with representatives from both sides, and supplied them with the necessary equipment. Team Beta handled the matter at police headquarters. Team Gamma made all of the necessary arrangements at Arkham Asylum. All three teams have regrouped at Checkpoint Seven-B, and are currently en route to Bunker Zero-Zero-One in the safe zone. Next report will be in six hours. Cpt. T. Baya --- Ammunition Crate #3 \_________________________________________________/ --- ------------------------------------------------------------------------------- ANALYSYS: modified infantry anti-tank weapon. original model used in wwii. CAUTION: estimated increase in range and firepower by 115% due to recent modifications. --- Computer Email: Address Unknown (2) \_________________________________/ --- ------------------------------------------------------------------------------- SUBJECT: Zeta Team Commander Smythe: Transmission received from Zeta team. At the Master's request, they have made the final checks of the detonators and incendiary devices located in Section Six-Five. All is ready and awaiting the Master's command. Zeta team has been repositioned at Station Three-A and will remain there until otherwise notified. Long live the Demon's Head. Cpt. H. Miller --- Personal Notes, Re: The Demon's Head \________________________________/ --- ------------------------------------------------------------------------------- I have finally encountered Talia, the Daughter of the Demon's Head himself. She is, as all rumors suggest, exquisite, and that makes the prospect of working for her father-and for her-all the more dangerous ... and profitable. While her physical presence is striking, her confidence and command over the men is that of a seasoned veteran. And despite all of the Master's previous plans, she seems particularly interested in this one - specifically, in our operatives surround Gotham City. Regarding Gotham, it should be noted that reports have her linked romantically to the Batman. While there may be a small medicum of truth in those reports, I cannot believe them entirely, for I am certain that there is no man who would be able to resist her. ******************************************************************************* *** Walkthrough \_______________________________________________/ Section I *** ******************************************************************************* Here is the walkthrough for the game. It is broken up by area, based upon the name given to the area when you save the game. So, if you are having a particularly hard time with an area, save the game and find out what area you are in. Then, search for that area in the walkthrough below. Each area is also listed in the Table Of Contents above. --- Gotham City Rooftops \___________________________________/ Section I.01 --- ------------------------------------------------------------------------------- After the opening cutscenes, you'll find yourself in an alley with three thugs. Take them out with a series of simple punches, and you'll be treated to another cutscene. You'll find yourself on a rooftop. Use this as a chance to get used to the controls and the camera. Be prepared to adjust your control whenever the camera angle switches. When you're ready, head over to the red building on your map, to the North. Use the directional pad to select the Batcable, then use it while facing the building to the North. Jump off the cable when you're over the building. Swing onto the next building highlighted on your map. The building you need to get onto know is actually higher than your current building. An effective way of getting across is to just swing into the side of the higher building, then jump off the Batcable. You should grab the edge of the building and be able to pull yourself up. After the short loading screen, you'll find yourself on the building, with a piece of paper lying nearby. Pick up the REPORT: GC - DEPT. OF HUD and read it. Basically, it is telling you to stay away from the sparks coming from the sign on the next building. Continue on to the building with the sign on it, using your Batgrapple to go straight up so you can get yourself on top of the sign building, if necessary. Or, you can simply climb the nearby ladder. When using the Batgrapple, you can ascend the rope, then jump off at the proper height. Keep swinging from roof to roof, across the greenhouse, onto the helicopter pad. Now might be a good time to mention that you can use the Batcable while you're in the air. So, after you swing and jump off the cable, use it again to start another swing. It is easiest to swing while in air if, instead of doing the flipping jump off of the cable, you do the softer release jump. You will need to do this for a few of the farther away buildings coming up. When you get to the small building with the table of stuff against the wall, jump up to the very top of the building, and then swing across to the next building from there. You will have to do a double-swing to make it across. Though, if you get good at the swinging, you can skip right over the wooden table building. Be careful not to walk off the edge of the current building, and swing across to the next. Continue on and you'll find yourself face-to- face with Commissioner Gordon. --- Gotham City Alleyway \___________________________________/ Section I.02 --- ------------------------------------------------------------------------------- After the cutscene, you'll continue on your quest. Be careful not to get jumped in the confusion as the innocents flee from the building. Behind those innocents are three enemies. Take them out, and while they're on the ground, use your Batcuffs on them. You don't actually kill enemies in this game. You cuff them so that they are incapacitated, otherwise they keep getting up. Continue down this path to the larger street. Here is a good place to look at your map and notice your enemies' cones of vision. A green cone means they haven't noticed anything yet. Yellow means they're on alert. Red means they've already seen you. Same goes for their icons on the map. One of the thugs will launch a rocket at you from the upper balcony, so make sure to stick close to the wall underneath him. Make your way to the pile of junk on top of the red/tan block. Jump up onto the upper floor of the building, through the window, double jumping when necessary, and take on the two enemies you'll find here. One will run off after you knock down the first. Before heading off in pursuit, check the dresser with the TV on it. On top you'll find GOTHAM GAZETTE - LATE CITY EDITION, for your reading enjoyment. When done with the paper, continue in the direction the thug headed. Go through the door with the red Exit sign above it, next to the small table at the end of the hall, to find yourself back on the streets. As you come out into the alley, you'll see the enemy you're chasing running off. Keep an eye on him on your map. You may not realize it, but you're actually on a catwalk. Drop down, and continue along. If the thug sees you coming, he'll call some buddies to help, so stay a little ways back. Basically, he's leading you toward where you need to go. Let him go around the corner after the canopies, before you leave the catwalk in pursuit. Once he rounds the corner, he'll slow down greatly. Stay back, and keep watching your radar to see where he is heading. Setting your radar to at least 150ft range is helpful. Be careful of the white car as you pass it, as it is rigged to explode. Also be careful as you go around the corner to the left, after the red canopies, as there is a bomb against the wall on the inside corner, where the steam is rising. If you go to the right, instead of to the left, following the thug, you'll find yourself facing off with a large number of enemies, with no apparent reward. If you try to hit the thug from behind, or if he hears or sees you, he'll call in some of his friends, so just continue to stay behind him. He'll pause before crossing the wide street, so wait behind him until he crosses, around the corner by the red canopies. Follow the thug through the narrow path to the right of the large fire (a firetruck on fire?), and you'll be treated to another cutscene. --- Gazette Square \_________________________________________/ Section I.03 --- ------------------------------------------------------------------------------- After the cutscene, you'll be face to face with three thugs. Take them out as quickly as possible. Two will stick around and the third will run off. It is best to cuff the enemies after you have knocked them all down, or else you'll get shot up while you're trying to put the cuffs on. As you head North up the street, two thugs will pop out, shortly after you pass the yellow car on the right. After you take them out, you can put your back up against the right wall and sneak toward the edge. Make it to the very edge, and you'll be able to look around the corner and scope out the situation. As you can see, there are two thugs standing guard. I suggest pop out around the corner, and luring one of the guys back to where you are. If you just run out and then back, one of the guys should follow. Take him out, then go after the other. Continue on past where they were standing. As you enter the next section, you'll see some innocents running away. That usually means thugs are about. If you run to the end of the alley, you can probably take them out before they've had a real chance to get any shots off. Be careful of the fire as you round the corner, as it will hurt you. Also watch out for the flame thrower in the middle of the street, nearby the fires. It will torch you if you walk over it. As you pass the flame thrower, you'll see a white object on the ground, in the Southwest corner if you're looking at your radar. Pick it up to get the NEWSTIME MAGAZINE. You can pick stuff up the same way you open doors, using the punch button. Head North up the street, again watching out for the flamethrower in the middle of the street. As you pass the flamethrower, you'll see a thug run into a door. That's where you're heading. Another enemy will stock around. Take him out, but be careful, as three more are about to appear. If you do a running attack on a thug, it will take them down instantly. Be careful as you try to cuff these guys, as the flamethrowers will explode if you're too close to them. As you approach the brown door where the enemy ran off to, a thug in blue will may come out with a hostage. If that's the case, take him out as quickly as possible, and be careful as another may come up behind you. Before you enter this building, go through the double doors a little further down from this door. Inside, you'll find a number of small fires. Avoid the fire, and walk across to the white panel on the wall and punch it. This will cause the sprinklers to come on, extinguishing the fires. Although there is nothing in here in the Xbox version, there may be in the GCN version. When down, head back out to the streets and go through the brown door you passed up earlier. You'll find three enemies inside this building. Take them all down, then proceed to cuff them. If a thug starts to get up before you can cuff him, try to get behind him so you can knock him back down with one hit. On the table by the door you entered through is an INSIDE GOTHAM MAGAZINE. Pick it up, then proceed to back of the building, through the kitchen, out the door in the back. Ahh, the same thug just keeps running off, he must be scared of something, huh? --- Warehouse District \_____________________________________/ Section I.04 --- ------------------------------------------------------------------------------- Around the corner, where the thug ran to, you'll find a large number of enemies. Your goal here is to get on top of the brownish/yellowish car against the West wall, then double jump onto the chain fence, climbing over it onto the roof of the metal building. You can either take these guys out, going for the jumping on the car method, or turn around from where you enter this area, and make your way down the alley. Jump over the short fence, into the area between the two small fences. In this area, use your Batcable on the concrete wall nearby, quickly jumping off of the cable and grabbing the edge of the wall, pulling yourself over. Run down this small alley, until the alley narrows slightly. Now, go back to the grey wall, which should be on your left, and once again use your batcable to latch on and climb up to the edge. Once you're on the edge, go into Nightvision mode so you can use the first-person perspective. Walk North along the edge of the wall and then drop down onto the roof of the metal building. Or, instead of going on to the roof, skip the next paragraph, and try out those directions instead. I went for the taking them out route, once again luring a few away, then going back for the rest. Once you're on the roof of the building, look at your radar and notice the three patrolling guards. When the two closest to you have begun to walk away, jump down off of the roof. From here, you run toward the fence you just jumped over and hide between the fence and the building across from where you jumped down from, if necessary. Once you're ready, go after the guards. If possible, try to slip in and take out the one to the West first, as the Northern guard is less likely to see you that way. If you're spotted, they will most likely call in a third guard to help in the fight. For the last guard around the corner, in blue, try to wait until he has begun to walk away to the East, then run up behind him and take him down. As an alternative to jumping off the roof, you could instead jump over the Eastern wall while on the roof. You'll be in a sort of alley. Follow this alley all the way to the end, then use your bat cable to latch onto the wall on the left. Proceed to jump off of the cable, and grab onto the wall. Jump over and you'll be at the end of the blue guard's patrol route. This could a good way to go if you're looking for some stealth. You can simply run behind the blue guard while he is the farthest to the East that he goes, avoiding all three enemies. Note that the buildings in this area can all be entered by using the Universal Tool on the locked doors. The building closest the fence you had to jump over by jumping off of the car contains two enemies, and nothing more. The building underneath the roof you were standing on after climbing over the fence contains one enemy and on the table with the computer, AMMUNITION CRATE. The building closest to where the blue guard patrols contains two enemies and a copy of GOTHAM GAZETTE - LATE CITY EDITION (2), which is different from the one you found earlier, on a shelf. Once you're past the blue guard, continue North in between the buildings. The game will load for a bit, and you'll immediately find yourself fired upon. None of the guards firing at you at this point will chase after you. They simply stand their ground. If you're curious, these guards are not guarding anything, your only option is to go around them. You can take them out if you like, but you gain nothing from the act. As soon as you enter this screen, get behind the dumpster to the right. From here, head North, sticking to the right wall, until you're behind the large crates. Move East, pressing yourself up against the large container so you can look around the corner without being spotted, if you like. When the patrolling guard has walked away, make a run for the next container to the East. And slip in the corner formed by the two containers sitting next to each other. From here, wait until the closest guard has patrolled away, then run along the right wall, and get behind the L-shaped set of containers. Wait until all 3 nearby guards are on the move, then run up to the metal scaffolding, climbing the stairs to the top. Once here, use your bat cable on the wall next to the spinning fan, then jump off, landing on the metal scaffolding above you. Here you'll find a guard to take out. Do so, then enter the building through the window at the end of the walkway. Your other option is to pull the switch by the boxes near the bottom of the scaffolding. This will cause the spinning fan to turn off, allowing you to enter through that spot. But if you do this, an additional guard will appear behind you, the choice is yours. In the case that the guards see you, and they probably will, it shouldn't be too much trouble to take them out. --- Warehouse Interior \_____________________________________/ Section I.05 --- ------------------------------------------------------------------------------- Directly right of you is a switch which will turn off the nearby fan, pull it. Though why you should do that is beyond me. Walk down the nearby stairs onto the floor and take out the four guards. Before you kill the last guard, or shortly thereafter, use your medkit to refill your life bar, as you about to face your first boss, the Black Mask. If possible, try to take out the guard farthest to the West last. Then, hide behind the crates arranged in a sort of L-shape, letting the Black Mask come to you. It is too disorienting to try and run around after him, with the camera constantly shifting about. If he doesn't come to you, you can jump on the nearby crates and try to get the drop while he's walking away from you. Unfortunately, they take away your radar, and you can't press yourself up against walls to get a look around. It's best to stick to your punch combo on him, and try to leg sweep him as you're getting up. Try not to pound away on the attack buttons as you're getting up, though, as you'll just stand there swinging at the air, while he shoots you down. Wait until you're nearby. Hit him enough, and eventually he'll stop getting up. Enjoy your cinema. --- Gotham Docks \___________________________________________/ Section I.06 --- ------------------------------------------------------------------------------- Run up the left wall, stopping before you round the corner. Watch for the nearby guard to come close to the corner, then run out and take him down as quick as possible. Proceed to head back to where you dropped down from, hopefully avoiding the other nearby guards. If they did notice you, wait for them to go back to green mode, then come up and take them out as well. Once the coast is clear, proceed down the Western-leading path, being careful to wait to make your move until after the Westernmost guard has turned away. Be careful around the wooden crates leading North. Those silver boxes attached to them are explosives, triggered by your tripping the lasers they project. If you put on your Nightvision goggles, you can see the lasers. You actually have to kneel if you want to walk under them. The guards can set the explosions off as well, so be careful when they're around as well. Once you make to the Western containers, jump up on top of them and drop down on the guard here, while his back is turned. Then proceed through the fence, and head North to the next area. Continue North up this alley, and through the door in the fence, directly across from the fence is a container you can hide behind while you scope out the situation. You'll notice the guards here don't move much, staying in their fixed position. Go into the sneaking walk mode and they won't be able to hear you as you approach. If you're walking as normal, they'll hear you coming. Note that actually seem to walk faster in the fully kneeled down position, than you do just hunched over. When you take out the first guy, the other will hear you, but will not pursue. You'll have to go to him. Now might be a good time to use your Batarangs. They will take the enemies down instantly and silently when you use them with their back turned like this. Just make sure to get good and close before using them, as you still have to cuff the creeps, and you won't be able to get to them very quickly while hunched. Once you've taken the two guards out, proceed East, to the L-shaped container. From here, head North, up behind the closest guard, with your back to you. Position yourself so that you can barely see the other guard behind him, then use your Batarangs to take them both down, staring with the one closest to you. Come out of sneak mode and run up to them to get them cuffed, then quickly go back into sneak. The other guards aren't so likely to see you as they are to hear you. It's actually to your advantage if the other guards come after you, as you will have to take out any guards that are left in order to make it to the Northern end of this area. The rest you can pretty much take out how you like. You can use some more Batarangs, or simply charge in. When done, head North through the fence. Cutscene time. Time for good ol' Scarface. The yellow dots on your radar are enemies on the ground, while the red dots are enemies operating the cranes. Which they'll be swinging around, attempting to knock you out. If you hide behind the crates where you start for a bit, the yellow guards will all go green rather quickly. The first thing you should do is run to the base of the red crane to the North of your starting position, and climb the ladder, taking out the guard up top. Jump down from the crane and head North, along the Easternmost edge of the screen, and get behind the guard behind the crate. He will probably hear you coming and go yellow. But if you go into sneak mode before coming out from behind the crate, you should be able to sneak up behind him. From here, head West, around a few crates, and make a run for the ladder at the base of the other crane. Climb up and take the guard out. If any other guards have noticed you, you can crouch at the top of the crane, and wait for their attention to go elsewhere. When you're ready, jump on top of the crane's cab, then up onto the highest portion of the crane. From here, jump towards Scarface to the Northwest, and you're all done. --- GCPD Rooftop \___________________________________________/ Section I.07 --- ------------------------------------------------------------------------------- Time to find your good buddy Commissioner Gordon. Your goal here is to go down a few levels and enter the Commissioner's office. To do so, simply walk off the edge to the West (left). Now, walk off to the right. Left, then right again. Now, walk along this edge to the North, until you find the open window, and enjoy the cutscene. --- Talbot Factory \_________________________________________/ Section I.08 --- ------------------------------------------------------------------------------- Well, no avoiding these thugs. Put your combo work to good use and take them all out. Don't try to cuff them until all four are down. If you are having a hard time, you can run back behind the walkways, behind where you start. That way, they won't all be able to get to you at once. The other two guards, to the North, actually won't attack you unless you come very close to them. So take them out at your leisure, then enter the building through the blue door. Once inside, head to the East, and take out the two enemies who will pop up behind the yellow barrels. Head back to the center of the room, and take out the thug who will pop up from behind the four yellow barrels in the center of the room. Ahead of you is a set of three archways. Notice the sparks coming from the boxes there. Avoid those as they will harm you. If you try to walk through the arches, a thug will drop a barrel on you. Instead, climb the ladder to the right of the left arch, and take out the thug there. Another enemy will pop up on the other side of the yellow railing. You can actually take him out from where you are, then jump over the fence and cuff him. Jump down and continue South, to the office. Here, two enemies will come after you. Let them come to you, as the game will load when you jump into the office. Head to the East, and another thug will pop up. You can enter the office by jumping in through the window or by opening the blue door. Inside you will find GOTHAM CITY: WORK RELEASE FORM 2A, on the table across from the blue door. Grab it. The blue door inside the office leads to another blue door, which is locked, so you're going to have to find another way to go. Exit the office, and go to the broken apart ventilation shaft against the Western wall. Jump up on the fallen shaft, and position yourself so the game gives you a directly overhead view of Batman. Turn toward the ventilation shaft, and jump toward it. You'll immediately be confronted by two thugs. Cuff 'em and proceed to use your Universal Tool (for the first time!) on the blue door to unlock it. In the next room, head toward the Western corner of the room, toward a ladder leading down, and you'll be greeted with another cutscene. --- Underground Sewers \_____________________________________/ Section I.09 --- ------------------------------------------------------------------------------- Here we are in the sewers. You're not going to be able to sneak past most of the enemies here, so be prepared to get those Batcuffs out. Head North toward the T-intersection on your radar. Once you get close, two guards will appear and come after you. Although they first show up on the radar as facing away from you, they'll hear you coming no matter what, even if you're sneaking. Once they spot you, try to take them on as far North as possible, as two more guards will come up behind you from the South to join in the fray. Once you've taken them all out, you can head East (right) at the intersection. As you head East, keep going past the L-shaped inlet to the North on your radar, as if you walk across the left part of that inlet, an object will fall from above, and sap most of your health (if not outright kill you). You can usually spot the location of these falling rocks by the light grey rock lying on the ground. Take the path that heads to the North shortly after the L- shaped alcove to continue on. If you continue East instead, you'll find two more thugs, another falling rock, and a puddle you can drown yourself in if you like, but nothing of any real interest. Ahead of you you'll see an electrified wire, lying in the water. If you touch the water, you'll be electrocuted and lose about 45 health. To get across, jump across the middle platform on the left side, then do a running double jump from there. If you fall in the water, it's not that big of a deal, as long as you have at least 45 health, and once you're shocked, the wire deactivates, so you do not need to worry about it any more. Once you're across, fill in your health if necessary, then head to the left. In the next area, you'll find five enemies waiting for you. There isn't much you can do except take them all on. Once one sees you, they'll all come running. If you want to try sniping a few with your Batarangs first, you can. If you go for the Batarangs, first thing you should do is go into sneak mode, as they'll hear you as soon as you start walking, otherwise. Try to use the batarang's lock-on feature to hit a few of the farther away thugs first. This should get the enemies running around in different directions. Hit a close enemy and try to run up and cuff him before anyone knows what is going on. You should then be able to take out the rest a little bit easier as they won't all come running up to you at once. Run to the end of this room, around the corner, and walk through the crack in the wall next to the grate. You'll notice an enemy on your radar screen. It is in your best interest to make as much noise as possible right where you are. This will cause him to come running to you. Take him out, then continue to where he was standing. As soon as you get close, two more thugs will appear. The ensuing ruckus will cause another to come straggling along. Take them all out and continue East. Be careful of the falling debris in the water as you come close to the water- filled hole in the ground. Time for your first excursion into the adventure that is swimming, if you can call it that. Walk into the water, and you'll begin sinking down. Head around the corner underwater, to the North (left). Once you get to the wall leading up toward the Northern path, press the "swim up" button repeatedly to get up and onto the ground. Continue North and the camera angle will switch to showcase a hole in the wall on the left side. Walk through it to proceed. Head East into the large room. When you get into the room, nearby the small waterfall, go North and climb the ladder up onto the ledge. Here you will find three levers. Pull just the first and third lever, this will open up the grate to the South blocking the way in which you must go. If you pull the middle lever, three crocodiles will come and join you in the pool, and they can be a bit of a nuisance. Proceed through the Southern gate. Follow the bends until you come to a door in the left wall, leading East. Open the door, and get ready to put those Nightvision lenses to use. The game is suggesting that you use your Nightvision lenses during this sequence, but it really isn't necessary for most of it. Once the cutscene is over you'll be wearing your Nightvision lenses and facing an electrical box. As you can probably tell, the water is electrified and will take away about 75 health upon entering. You'll also see a door to the right of the box. You can only see this door when wearing the Nightvision lenses, but you cannot use it for now. First, turn to your left, and head through the door leading West. Walk to down the steps and at the bottom you will find two doors. If you wish to restock your equipment, follow the directions listed in the rest of this paragraph. Otherwise, you can just head through the left door and skip to the next paragraph. Go through the door on the right and you'll find a large pipe with a valve on it. Turn the valve and this will drain the water from the room above you. Head back up the steps to the room with the bats and put on your Nightvision lenses. Don't worry about the electricity, as it can no longer hurt you. Although you can actually use the door now without your lenses on, it will be easier to find in Nightvision. What you have found is the restocking room the game hinted at earlier on. Why you would need this is beyond me. Go back to the bat room, back down the steps to the two doors, and take the door on the left this time. Here you'll find another door leading out into the sewers again. You should be able to see a circular room to the West on your radar. Head in that direction and jump down into the circle. Swim to the South, towards a pyramid like platform with a ladder on it. If you approach from the South, you should be able to jump up onto the platform and then climb the ladder. From here you have to use the Batcable to swing across to the other side of the room. First, go into Nightvision mode so that you can line yourself up perfectly with the path leading to the North. Then, use your Batcable. At the end of your swing, use the punch button to do the flipping off jump. As soon as you do that, begin pounding the button that will shoot off another Batcable. You will have a much smaller swing now, but continue to repeat this process over and over, slowly making your way across. Do not release from the Batcable until you're sure you're over the ledge on the other side. The key to this is to really press the button to use the Batcable again as quickly as possible so that you latch onto the ceiling again before you fall into the water. It will probably take a few tries, but once you're across, head down the tunnel and take the path leading West through the hole in the wall. Almost directly across from you is another hole leading North. Proceed through into the square room, and three large rats will attack you. It might be easier for you to take them out if you go into crouch mode and use leg sweeps on them. If you just keep sweeping as they come close, you can usually hit them pretty easily. Two hits and they stay down. Once that's done, go through the door to the North, around the corner, and through the next door. Here you will find four more rats. Incapacitate them and go through the next door. Go around the turns and through the door at the top of the stairs. Walk toward the boulders and say hello to Ratcatcher. Here you must face to Giant Rats. Once again, try to go in crouch mode as soon as possible, and sweep them when they come close. If they knock you down, try to him them with your sweep as you get up. If you're crouched, they can't knock you down. When you knock one down, use that as an opportunity to use your Medical Kit. The rats will come and go through the tunnels on the sides. When they reappear, let them come to you and sweep once they're close. This fight shouldn't be too much of a problem once you get into a good pattern. After the fight and ensuing cutscene, you'll find yourself back in the sewers. Head through the nearby door. Follow the path, up the stairs, and through the next door. You'll quickly come to a large metal door. Approach it and prepare for Arkham Asylum. --- Arkham Asylum - Killer Croc \_________________________/ Section I.10.01 --- ------------------------------------------------------------------------------- Despite Oracle's worries during the cutscene, your radar still seems to work as well as ever. It might be helpful to adjust your radar to a lower range for the Asylum, as you can't really avoid most enemies, and the corridors are short and cramped. This area is filled with a large number of enemies, all of whom seem to think they are Batman, and you have no choice but to knock them all out. Get them to notice you while you're still on the safe side of the metal fence, and you'll soon find them all congregating around the doorway. They're not very good at making it through to you, so usually only one at a time will come after you. This is good. Try to take them all out one at a time this way. Also notice that you can hit and cuff them through the fence if they're close enough. If you get low on health, run away and use your Medical Kit. No need to skimp on it, as you can get refilled simply by saving and reloading or by dying and continuing. After you've taken out the loonies, head down the corridor. Turn down the path to the right, right after the blue electrical box. Head down the path to the left here, then make another left. On the ground, nearby the fire extinguishers, you'll find PERSONAL NOTES, RE: ARKHAM ASYLUM. Pick it up and read it if you like. Head back to the electrical box, and continue down the corridor, and through the metal gate to the next area. As you come into this area, go into sneak mode, and go around the corner. You'll find two crazies facing away from you. You can either take them down like normal, or whip out the Batarangs and use this opportunity to blindside them. Two more enemies further down will probably see you, but since they're so slow, you should be able to cuff the first two by the time they get to you. You can then take them out as you like. Through the brown metal door by where the first two enemies were standing you'll find three more enemies, and nothing else. Head down to the end of corridor, past the blue doors (behind which you can see enemies on your radar). Use your Universal Tool on the door at the end of the corridor. Once inside, press the switch against the back wall, and go back out into the corridor. Head back to the blue door closest to you, and head through it. Save the other blue door, the one closer to the brown metal door for later. Here you'll find one enemy, take him out how you like and continue on to the next screen. Make sure you have full health before continuing out into the flooded corridor. Walk right by the two blue doors, as they have nothing of interest in them. Shortly past the second door, a cutscene will take over. Killer Croc is a tough opponent. The water makes it particularly hard to maneuver. Running attacks and sweeps are particularly effective against him, so try to get a few of those in. Mostly, just try to get close and pound away on him with combos. He usually isn't able to retaliate while you're attacking. His one devastating move is the drowning attack. He holds you under the water until you suffocate. To break free, wiggle or rotate the analog control stick. Once you break free, try to get as far away from him as possible, or else he'll immediately grab you again before you can regain your breath, and you won't have time to break away before you die. Your breath does not come back instantly when come up from under the water. It regenerates like your bat cape. You just can't tell how much has regenerated. Keep attacking the Croc, making sure to have your Medical Kit selected so that it will automatically fill in your health when you reach 0, and you should eventually knock him out. --- Arkham Asylum - Poison Ivy \__________________________/ Section I.10.02 --- ------------------------------------------------------------------------------- Search Killer Croc's body to get KILLER CROC'S CELL KEY. If you search his body after you've taken the key, Batman will say, "Still unconscious. Good." Head away from Croc, toward the screen, and down the corridor. Go through the second open doorway on the left side of the screen. At the end of the hall you can see the doctor waiting in Killer Croc's cell. Let her free and she'll give you ARKHAM ASYLUM PASS KEY. Talk to the doctor twice after the cutscene to hear two different conversations out of her. Head out of this flooded area, back through the steel bar door, back to the area with the sliding blue door. Once you get back into the main corridor, by the brown metal door, two new enemies will have shown up. Take them out, then proceed through the other blue sliding door, the once which you skipped earlier. There will be one looney waiting for you on the other side of the door. Take him down and continue on. The next screen has three more enemies. One will be viewable immediately upon entering, most likely. The other two are waiting around the corner to the left, so be careful as you can easily be blindsided upon rounding the corner. Past those two enemies, at the end of the corridor, there is an unlocked door on the left side. Inside this room is two enemies, and a lever you can pull against the back wall. Go ahead and pull it, though I have yet to figure out what it does. Go back out into the hall, and go the other way, to the locked blue door. Use your new Pass Key on it and climb the two sets of stairs found inside. At the top of the stairs, you'll hear a nurse screaming out for help. Go around the corner and through the blue door. Inside you'll find two crazies and two nurses. Take out the crazies (not the nurses). Talk to the nurses and you'll tell them to go stay with the doctor you saved earlier. Note that you have to crouch in order to talk to them. You can't leave the room until you talk to them. If you come back to this room later, they will be gone. On the desk you will find DIARY ENTRY. Read it, note the foreshadowing, then go on through the blue door opposite the nurses. Around the corner in front of you awaits another enemy. Take him out and continue on around the bends to the next area. Immediately in front of you is an enemy. Take him out quick before the others come along. They're slow, so you don't need to worry too much. Round the corner and you'll see three more enemies at the end of the hall, past the four blue doors. Head down their way and take them out. Use some Batarangs along the way, if you like. The four blue doors contain nothing of interest, so you can freely skip them. The first door on the left (closest to where you entered this screen) contains two enemies. The door across from it contains three. The second door on the left has three enemies, one of which falls from the ceiling. Be careful not to let him land on you as it will knock you down. The final door contains just two red heads with bats. Continue to the next area when ready. You'll find yourself practically on top of two enemies, and just around the corner you'll find two more. Take them all down. The blue door here contains nothing but a suspicious looking vent (suspicious _looking_, only). The path heading to the left leads to a set of stairs you can climb. Do so, use your Pass Key on the brown door and head on through. Immediately upon entering this area, you should have a pretty good idea as to what is to come. Head through the doorway in front of you and enjoy the cutscene. Take out the two nearby enemies and continue through the next doorway. Head to the South, but be careful as spores will fall from the ceiling. Their green mist will take away a good 40 health or so if you touch it, so allow it to dissipate before continuing on. It will drop consistently as you walk, it does not seem to fall in set positions. Make your way around the corner and through the brown door. Inside you'll find a guard being held captive by a plant, which it so happens, is also blocking the path. You can't go that way, so go through the grey door close to the brown door you entered through. Head down the stairs inside, toward the red dot on your radar. The red dot just so happens to be the source of the guard's troubles, a deadly plant. The only advice I can really give for this fight is to get as close as possible and wail away with combos. Make sure to have your Medical Kit selected so you will be revived upon running out of health. Unfortunately, there's no way to tell how much you hurt it, but it shouldn't take too long before it goes down. Once defeated, head back up the stairs to the guard, and another cutscene. You'll find yourself standing on the other side of the path previously blocked by the plant, next to COMPUTER EMAIL: JOHNSON@ARKHAM.ASYLUM. Pick it up off the floor and give it a once over for an idea of what is to come, then continue through the grey door in front of you. Walking your way are two loonies. Use your Batarangs for an early jump on them, or just wait until they're close and pound them down. At the end of the hall you will find another enemy, just past the red barrels. You can use your Batgrapple to get up onto the balcony, but you won't find anything there. Find your way through the foliage mess, and continue to the North, once again being careful of falling spores. As you make your way North, you'll find a door to the right, in a small alcove. If you continue North, past the door, you'll find two enemies waiting at the end of the hall, and another the door. Inside that door you'll find three more enemies, one of whom drops from the ceiling, and that's it. So, you can skip all of that, and instead, duck inside the door in the alcove. Inside, you'll be confronted by eight crazies, at once. Try to just keep pounding away. If you die, good, you could probably use a refill of your Medical Kit anyway. When you knock a few down, try to cuff them while the others are standing around. You can often get one cuffed before another is able to interrupt you. Note that spores will fall from the ceiling in the long hall leading West, so avoid that area during the fight. The door to the South leads to a set of stairs leading down to an enemy, in a room with falling spores, and nothing else, so no need to head that way. Instead, head down the hall leading to the East and around the corner. In the next area, head through the metal bars, into the hallway. You'll find one enemy just past the bars waiting to be taken out. Once again, spores will be falling in this area. There are six small cells, three on each side, in this hall. Nothing is in them, except a few enemies (as you can see on your radar). A few of the rooms have what appears to be a mountain-climbing magazine named Vertical Reach lying around, though you can't pick them up, but nothing else of interest, so easily skipped. Toward the end of the hall, before the metal bars, there is an unlocked door on the left wall. Past this door, through the metal bars is another area with four enemies, a suspicious view of the other side of a set of bars, and that's all, so just go through the door on your left and walk through to the small office inside. On the desk, lying on the printer's out tray, you'll find COMPUTER EMAIL: BODDEN@ARKHAM.ASYLUM. Give it a read and then grab the red bottle off of the left side of the desk. Do it in this order, as you'll be swept up into a cutscene as soon as you grab the bottle. Poison Ivy may seem like a tough fight at first, but it's actually rather easy. Simply spray your defoliant, anywhere really, then run up to the plant and wail away with combos. If you spray the defoliant two or three times, it should give you a good opening to make it in to the body. Just remember to switch to your Medical Kit if you start to get hurt. If the plant knocks you down, that is a good opportunity to switch to the defoliant again, before you get up, as the plant won't really hurt you while you're lying down. --- Arkham Asylum - Mr. Freeze \__________________________/ Section I.10.03 --- ------------------------------------------------------------------------------- After the battle, you'll find yourself standing next to a brown door. If you like, you can go inside and see what Poison Ivy has to say now that she's tied up. The two doors in the room with Poison Ivy simply lead back to the hall with you came from, one of them was simply locked before. Once you're satisfied, head back out to the hall where you were standing after the fight with Ivy. If you're, understandably, having a hard time finding the door behind the dead plant, switch to Nightvision mode to get a first-person view of the door. Continue along the bends, up the stairs and through the door (use your Pass Key on it). Once again, you don't have to be a genius to know who your next enemy will be. Walk straight ahead to the intersection. Here you'll find this area's trap, a spray of frozen air, which takes away about 35 health per hit. The door opposite from the freeze spray, to the South, leads back to the balcony in the Poison Ivy area. The place you were able to Batgrapple up to earlier. The door was blocked by plants at the time. Head past the freeze spray, letting it freeze twice before running past. Approach the corner, and as you get close you'll see a continuous freeze spray. Jump over it and go through the reddish door on the other side. Within you will find three doors. Through the door on the left you will find COMPUTER EMAIL: ADMINISTRATOR@ARKHAM.ASYLUM. You may be interested in this item, as it is a reply to the Johnson email found earlier. The door to the right, marked as "Authorized Personnel Only", is locked, so head through the top door, leading West, when ready to continue. Around the corner you will find another freeze spray. Wait for it to stop, then run past. If it does hit you, it will wait a while before spraying again, so use that opportunity. Past the first spray, you will find a continuous spray you need to jump over, on the other side of which is a timed spray. Wait until the timed spray has stopped, then jump over the continuous spray and head through the door. Directly in front of you are two time sprays, wait for both to stop then run through. Just around the corner is a continuous spray to jump over, followed by a timed spray. Make sure to have your Medical Kit selected in case you run out of health. Note that if you crouch, you can usually walk under the timed sprays, near the sprayer. Rolling while crouched is also pretty effective. Head through the door, and run down the long L-shaped hall. As you approach the sliding door at the end, a cutscene will take over. Time to take out Mr. Freeze. You're probably all out of your Medical Kit, so don't worry too much about dying at first as it will give you an opportunity to get it refilled. If he freezes you in a block of ice, repeatedly wiggle your control stick to break free. There are lots of times where you cannot hurt Victor. When he is getting up from having been knocked down, and when he is performing some close attacks. The best strategy is to run in, pull off a combo, hopefully knocking him down, then running away. Repeat this process until he is defeated. He will probably freeze you repeatedly as you try to get close, but it doesn't hurt much anyway. The main thing you need to worry about is his close attacks where you can't hurt him. --- Arkham Asylum - Mr. Zsasz \___________________________/ Section I.10.04 --- ------------------------------------------------------------------------------- After dealing with ornery old Jeremiah, you'll be "given" the HIGH-ACCESS SECURITY CLEARANCE CARD and find yourself in the office where you found the Administrator email earlier. Talk to Jeremiah twice to hear all he has to say, and the other reachable doctor just once. Exit the office. If you like you can head back toward where you fought Mr. Freeze and see what he has to say now. Oddly enough, the game cuts off his vocals before he is finished speaking. Once you're done with that, or if you decide to skip it, go through the door opposite the office where Jeremiah is staying. You know have the access card needed to unlock it, so use it. Inside you'll find a lone guard, around the corner. Either run up and take him out, or sneak up behind him while he is patrolling away and use a batarang. Either way, continue past him once he's down and up the stairs. The small office before the stairs contains nothing of interest. Continue down the long hallways. The corner office here is also empty. As you approach the last corner, three enemies will show up on your radar. Head around the corner and through the door underneath the "Restricted Area" sign. As soon as you go through the door, you will find that there are actually four Joker loonies waiting for you, not the two your radar detected. These guys are like juiced- up versions of the crazies you fought before. They are much quicker to attack, and run instead of just walk along. As you may have read about earlier, they have all marked their straighjackets with Joker faces. At the end of the hall to the East, you will find one rather obese crazy in a small room, and that's it. Continue North, and through the door at up the stairs at the end of the hall. After the cutscene, you'll find yourself, quite unexpectedly, needing to take out Mr. Zsasz (his first name is also Victor!). He is capable of blocking just like Mr. Freeze was. If you can get in a few running attacks, do so. Otherwise, just run in and try to get a complete combo off so that he is knocked down. Be careful as he gets up as he is able to sweep just like you. His most devastating attack is his diving knife lunge, so try to avoid that if possible. He will probably only use if you're far away, so try to stay close. Sadly, you don't get a chance to talk to Zsasz, as after the fight, you'll be taken straight to... --- Arkham Asylum - The Joker \___________________________/ Section I.10.05 --- ------------------------------------------------------------------------------- The Joker. Well, you don't actually get to fight him yet, but you don't get to take out some more Joker loonies. Though they show you four enemies in the cutscene, you will find only two nearby as you regain control. They can hurt Gordon, so try to stop them before they do. Once they're down and cuffed, head up the staircase. You can talk to Gordon if you like, though he has nothing to say. When you climb the stairs, two more loonies will jump down to Gordon, if they haven't already. Quickly jump down after them and take them out. When you head back up the stairs, another may jump down as well. If so, follow him and take him out, then continue back up the stairs, and up the next set of stairs. At the top of this set are two more enemies to take out. Do so, then continue around the corner for another cutscene, and the revelation of your true enemy. --- Ra's al Ghul's Castle - Main Area \___________________/ Section I.11.01 --- ------------------------------------------------------------------------------- Time for what may be one of the trickier bits of this game, hang gliding. There really isn't much help that I can give you here. Some people have had problems with this part, but I didn't. I have read that if you are being blown out of control by wind, to press down on your analog stick to regain control, but I had no such problem. Simply fly along until you get to what looks like a solid wall. As you approach the game will take over and you'll find yourself on the ground. Run straight ahead, up the narrow path, and double-jump across the chasm. Continue along, being careful not to walk off the edge, until you get to a wider portion leading off into the distance. Head that way until you come to the next area. Walk forward and you find a road. There is a guard by the large steel door, who you can take out if you want, and another guard in the opposite direction. It's been a while since you fought enemies with guns, so be prepared to run in quick. If you like, you can try to sneak past the guards in this area, but it will be pretty hard since you have no radar. Follow the road along, and be careful not to run off the edge in the open area. Past the metal tower you will find three more enemies. On top of the tower there is one enemy, but you can't get to him without him shooting you down as you try to climb up the ladder. Run toward the building past the tower and enter the door. As you do, you will be shot at from above, so keep moving. Once inside, you'll immediately be attacked by two enemies. When you take them out, the ruckus will probably attract another from the doorway across from where you entered, so take him out if necessary. Then head through the closed door next to the tipped over orange chair, taking out the guard standing behind the door. Now, I'm not sure what effect the alarms have in this game, but an alarm is never good. So, once you enter this room, switch to your Batarangs and use them to deflect the security camera straight across from the door. If it sees you, an alarm will go off. Head around the corner, up the short stairs, and down the other side. As you round this corner, you will see a security camera up above, but you can't hit it. Instead, run along the left wall, away from the direction is aiming, up the steps, and through the door at the end. Take out the enemy inside and continue up the steps, through the door at top. You'll be able to hear a couple more enemies as you approach. Open the door, then run back through to where you were and let them come to you. Continue on, up the next set of steps, and through the door at top. Take out the enemy here, run up the steps, open the door, and once again, run back out, letting the two guards come to you. Head through the next door and back outside. Don't stick around long, as they will staring firing rockets at you. You'll find five ground-level enemies, in the immediate area, around the central drawbridge. Two to the left of the drawbridge, two in front, and one straggler who will come up from the right. There will also be enemies firing at you from up on the castle. Take out these initial five. To the left of the drawbridge, you'll find two more enemies in front of a large gate, whom you can avoid by just not heading in that direction. Instead, head to the right, to the next area. As the guard comes running toward you, duck into the corner against the left wall, and get him as he rounds it. Continue around the corner, and as you do, notice how the camera angle switches to showcase the gun turret at the top of the screen. If you continue past this area, you will find three enemies in front of another door that you can't enter. Instead, stand underneath the gun turret and fire your Batgrapple straight up, then ascend until you cannot go any further. Turn toward the castle, then do the flipping jump off, grabbing onto the ledge as you flip up from below, and entering the castle through the open door. Once inside, you can punch the gun turret, causing it to roll off the ledge. It will no longer be there when you go outside, either. When you're done having your fun, continue through the closed wooden door. As you enter this area, you will see a guard walking away from, and a security camera in the same direction. This area you are in is a large square, surround the inner courtyard, your goal. Instead of following the guard, head in the other direction. As you go around the corner, make sure to stick to the inner wall, as there is a security camera aimed against the outer wall. Run along the inner wall, and climb the ladder at the end. Once up top, make some noise so the guard below can hear you. Cross to the other side of this platform, to the other ladder, and as you get close the camera angle will switch to an overhead view. Try to jump down off the ledge so that you land on top of the investigating guard, knocking him down for an easy cuff. Round the corner, into the next screen, and a guard will come running in your direction. Once he gets close, two more will come up from behind you. So, try to get to him quickly so you can cuff him before they arrive. As you are fighting the other two, two more will come from the direction the first came from. Hopefully they will keep their distance, firing at you, for a while, so you can get all of the first three enemies cuffed. The two (hopefully) distant enemies will be standing almost directly underneath a security camera, so be careful while you take them out. Once they're all down, stand back a ways and hit the camera with a batarang, though you can actually just walk by it, if you like. Shortly past the camera, you will find a wooden door against the inner wall. Walk on through, down the steps, to the metal door. Pass through to a cutscene. Poor, poor Talia. Anyway, you now find yourself back outside. I believe this area may be a bit trickier on the GameCube, though I'm not sure. Basically, there is a closed down to the left of your starting position, in the alcove past the front of the truck. This is where you need to go. Anyway, first thing I suggest you do is go into sneak walking mode, and sneak up to the guard to your right. Use your Batarangs on him, then cuff him. By this time another guard will have come up from the right. Again, try to use your Batarangs on him, and wait for another to come running up from the open area. Now, hopefully, the guards off in the distance haven't seen or heard any of this. If they have seen you, you will probably have to fight them all, and many more guards will come along to help. It will be a tough fight, but once they're all down, you will be able to go through the open door. Try to take on the initial three guards in the area behind the truck, preferably with the very quick batarang, so that you can remain undetected. If you are still undetected, go into full crouch mode, and walk along the left wall, in front of the truck you start by. Walk into the alcove, past the closed door, and press yourself against the wall past the garage door. Sneak to the edge and look out. You should be able to see two guards in the distance from here. Use your Batarangs while in this view to snipe them both. Walk back to the garage door, stil crouching, and hide in the indent for the garage door. After a short wait, this sniping will cause another guard to come walking out, leaving the door open. This is your chance to slip in. After the cutscene, switch to your Batarangs and take out the camera at the end of the hall, directly in front of you. If you run around in this area, nearby guards will hear you, but they won't come through the doors. The room directly to the right of where you were standing after the cutscene contains your batwing. Enter the room, and put on your Nightvision lenses. As you can see, the truck is surrounded by lasers. If you break the lasers, an alarm will sound and four demon-head enemies will come running in. Walk along the wall to the right (while in first-person mode), and use the electrical box against the back wall. This will turn off the lasers. You can now climb the truck bed and refill your supplies from your batwing (as if that is necessary). The other door in this truck room leads to a small storage room. The door in here leads back out into the main hall with the security camera. The door you watched the guard walk through, opposite the door leading to the batwing, contains three enemies and a computer. If you use the computer (after taking out the guards, of course), you will print a copy of COMPUTER EMAIL: ADDRESS UNKNOWN, which will give you a little more information on past events in the game. At the end of the hall with the security camera, there are two more doors. First go through the door to the right. Inside you will find a demon- head. Hopefully his back is to you, as you will then be able to knock him out easily. On top of a nearby crate you will find AMMUNITION CRATE #3. After a quick uplink to the bat computer, you will get a little more information about the item you just picked up. Back in the main hall, head through the other door nearby the security camera. Walk forward and you'll see a set of stairs. On top of these stairs, three demon-heads await. If you let them come down to you, they will most likely hit an alarm switch against the wall cross from the staircases, so go after them. Although there is a security camera on the upper level, all security cameras are currently deactivated, thanks to Talia. You will also find that the security cameras from this point on cannot be harmed by your Batarangs. There are a number of doors to go through here. First, go through the door between the two staircases, on the lower level. The cameras in here are not yet activated. Go around the corners, through the metal door. On the other side, go into Nightvision mode. Almost directly in front of you, you should see a laser alarm system blocking in a doorway. Switch to your Batarangs, and use one to hit one of the boxes the laser emanates from. Be careful, as you tend to lunge forward while using the Batarangs in Nightvision mode, and could trip the line. Continue on past the security camera, to a T-shaped intersection. When the camera angle switches, head away from the camera, and used your Universal Tool on a door on the right wall. COMPUTER EMAIL: ADDRESS UNKNOWN (2) is lying on the chair farthest away from the door in this room. Head back out of this room and go the other direction. Use your Universal Tool on the door at the other end of the hallway. Inside, take out the one guard (don't let him hit the alarm), then use your Universal Tool on the computer against the right wall. Now, head back out of this area to the room with the two staircases. There are three doors left back in the main staircase room. The door on the end of the upper balcony, to the right, leads to PERSONAL NOTES, RE: THE DEMON'S HEAD. If you do not wish to get this item, you can skip to the next paragraph. Once in the next area, run forward as fast as can, around the corners. You'll come to a demon-head. Take him out quickly, or else he will sound an alarm. If he makes it to the alarm, you have a few seconds before he is able to press it, so keep up with him. After he is down, continue on, through the metal door. As you round the corner, you'll come to another door. Inside you'll find a sleeping guard and your item. If you like, go into sneak mode before entering the room, and you will be able to sneak right past the guard and take the item off the bed next to him. Otherwise, just take him out when he gets up. The other two rooms in this area are empty, so you may head back to the staircase room. The next area leads to a boiler room, where you can overload a boiler, though I see no purpose to it, as all it seems to do is set off an alarm. If you wish to go ahead with this, read ahead, otherwise, skip to the next paragraph. Head past the two staircases, to the back of the staircase room, down the stairs there, and through the door at the bottom. Continue along, through the next door. The next room has two doors, go through the door to the right. Head down the stairs, and through the Boiler Room door. Near the back you will find a valve below a flashing green light. Turn it and an alarm will go off. Also, two demon heads will appear back by where you came in through this room. Head back that way and take them out. There is another way out of this room, but it just leads to an engine room of sorts with four enemies in it, and back out through the other door you skipped when you came into this boiler room area. Head back up the small stairs and out of this area. Back in the main area, you'll be confronted by two more enemies. One of them will try to sound an alarm, so stop them if at all possible, then head back to the main staircase room. Now, in the main staircase room, go through the center door on the upper balcony. Quickly run through the hallway and take out the nearby guard so he can't sound an alarm. Then, take out the other guard he has probably come to see what is going on. If he hasn't, you'll find him around the corner, in the middle of a long hallway with a series of alcoves. Either way, once they're both down, run down that corridor, but before you get to the end, switch to Nightvision. You'll see that there is another laser alarm. Once again, use your Batarangs to take out one of the junction boxes. You may have to aim slightly to the left of the box to hit it. Once that's done, you can run up the stairs and through the door. Head up another set of steps, to a rather fancy area of the castle. I would suggest sneaking up the steps, then as you come to the next corner, get ready to whip out your Batarangs as there are two enemies at the end of the hall, guarding a door. Once they're down, head through the door and watch the cutscene. Note that, after you head through these double doors, all security cameras will be reactivated, even the ones in previous areas. Now, I strongly suggest you SAVE the game here. What you do from this point on will determine what ending you get, as there are three possible endings. Walk around the corner and you will come out of a demon's head. Here you will find four more demon heads, in a circle. The first one (going clockwise from the one you enter through) leads to the Lazarus Pit, and nothing else of interest, though there may be an extra of some sort there on the GameCube version. If you do not wish to view them, and I would suggest you don't as you will most likely set off alarms in the process, skip to the next paragraph. Walk through the first demon head and you'll find yourself next to two security cameras. Get out your Batgrapple and stand directly underneath the first camera, the one above the suspicious looking patch of ground. Shoot your Batgrapple and you should turn the camera away. Repeat the process with the other camera, but be extra careful as it is very easy to go out to far, and actually find yourself slightly in front of the camera (setting off the alarm). While you're doing this, try to be quiet, as the guards further on can hear you if you make to much noise. If they do come running up, try to take them out behind the cameras, so as to not set off the alarms. Now, even though this camera is turned away, it is still operational, so be sure to avoid the wall it is aiming for, lest you set off the alarms. If you are spotted by these security cameras, or trip the laser alarm a little further on, two guards will come up behind you, through the mouth you just entered from. There will also be three more enemies further on, at the bottom of the steps past the cameras. Stick near the entrance and take out the first two enemies, then head toward the steps and take out the rest. About that laser alarm I mentioned...there is a laser alarm shortly after the cameras, before the steps. Put on your Nightvision lenses and you should be able to see it. You cannot crawl underneath it, nor can you deactivate it. Your only option is to jump over it. Unfortunately this will probably make enough noise to cause the three guards waiting at the bottom of the steps to come running. What has worked pretty well for me is to sneak up to the laser in Nightvision mode, until you're good and close, then quickly jump over it, run down the steps, and take out the guards before they can even think about setting off an alarm. So, once you're all done with the alarms and guards, head down to the end of the grey corridor and use your Universal Tool on the barred gate you'll find there. And there you go, The Lazarus Pit, as Batman is so nice to point out. Now, just make your way back to the central room with the four demon heads. The laser alarm should be deactivated now, I believe it is turned off when you unlock the gate, so just be careful of the more dangerous of the two security cameras. Really hug that wall. Time for mouth number two. Once again, this does not lead to anything in the Xbox version of the game, but may with the GameCube version, so feel free to skip to the next paragraph. Head through the second mouth. There are no alarms here to worry about, at least none that you can set off. Head forward and you'll see a set of stairs. Unfortunately, there isn't really a way to get down stairs quietly, so your best bet is to run down them as fast as you can and take out the enemy near the bottom of the stairs. Then continue on and take out the other enemy a little further down. Make sure to take them both down before you start cuffing, as the second enemy is standing right next to an alarm switch. Continue through the corridors and you'll find yourself upon a door with a green keypad. Use your Universal Tool on it and you'll find yourself in, what looks like, the security camera monitoring room, as seen in the previous cutscenes. Oh, and there will also be six demon-heads waiting for you. I sometimes count seven, but I've only ended up cuffing six, so I'm not fully sure on the number. Just keep attacking as much as you can, and make sure to put that sweep to the best use possible when you get up. It can easily take out a whole group of enemies if timed right. Try to start cuffing whenever you can, hopefully getting a few cuffed here and there before others start to get up. Once you have them all down at once, you should be able to get a good number cuffed before the rest get up. As usual, make sure to have that Medical Kit equipped. Go back out into the hall, and continue on toward the dark back wall. Just to the right of that wall there is a door leading to a small storage room. Which, it just so happens, is empty. Notice the vent in this room. You can gain access to this room, through the vent, from the fourth demon-head mouth area, though there is not clear advantage to doing so as you still have to get out the same way I just lead you in. You may now head back up to the room with the four demon-head mouths. --- Ra's al Ghul's Castle - Worst Ending \________________/ Section I.11.02 --- ------------------------------------------------------------------------------- I'm not real sure if you can call this an ending, but...simply head into the third mouth. Directly ahead of you, a demon-head is in the process of walking away. Run up behind him, quickly as possible, and take him down. Or, use a batarang, whatever you like. Head toward the steps, but make sure you to put on your Nightvision lenses first. In front of the wooden door you will find a laser alarm system. Nicely, this is the type you can disable with a well- placed batarang. Send one in the direction of one of the junction boxes, and you should be able to deactivate the trap. Just remember to aim slightly to the left, if necessary. Head through the wooden doors and you'll find yourself confronted by two Elite Soldiers, mini-bosses, really. The best method I have found for beating them is to try to get one down as quickly as possible, a running attack works nicely. While he's down, quickly run to the other and put him down with a running attack or a combo. As he goes down, the first will probably just be getting up. Run over to him and knock him down, repeating this process until they're both down for the count. I was able to beat both without getting hit this way. If you let them stick together they will start to double-team you, and even pull off some teamwork moves, like throwing their partner at you. Once they're both down, a cutscene will take over, and you'll be faced with a slightly more formidable opponent in Ubu. Stick to the tried and true method of running in with an attack and a combo, then running away to avoid the sweep, and you really shouldn't have too much of a problem. He does block attacks, similar to previous bosses. If he starts blocking, try to get away so you don't get hit up with a counter move. If he gets you into a hold, in an attempt to pull off a more complex move, a combination of control stick wiggling and button mashing will usually break you free. Try to get in your attacks just as he is getting up so he doesn't have a chance to block. If he misses you with an attack, make sure to use that opportunity to really pummel him. Once he's been defeated, head through the wooden doors, and another cutscene. To get the "Worst Ending", simply allow yourself to be defeated at the hands of Ra's al Ghul. --- Ra's al Ghul's Castle - Bad Ending \__________________/ Section I.11.03 --- ------------------------------------------------------------------------------- If you have just finished getting the "Worst Ending", then you are in a perfect position to get the "Bad Ending". Simply continue after having been defeated by Ra's al Ghul and skip to the end of this section to get some tips on defeating him. If you are not already at Ra's al Ghul, then read ahead for directions on making it to him. Go through the third demon mouth. Directly ahead of you, a demon-head is in the process of walking away. Run up behind him, quickly as possible, and take him down. Or, use a batarang, whatever you like. Head toward the steps, but make sure you to put on your Nightvision lenses first. In front of the wooden door you will find a laser alarm system. Nicely, this is the type you can disable with a well-placed batarang. Send one in the direction of one of the junction boxes, and you should be able to deactivate the trap. Just remember to aim slightly to the left, if necessary. Head through the wooden doors and you'll find yourself confronted by two Elite Soldiers, mini-bosses, really. The best method I have found for beating them is to try to get one down as quickly as possible, a running attack works nicely. While he's down, quickly run to the other and put him down with a running attack or a combo. As he goes down, the first will probably just be getting up. Run over to him and knock him down, repeating this process until they're both down for the count. I was able to beat both without getting hit this way. If you let them stick together they will start to double-team you, and even pull off some teamwork moves, like throwing their partner at you. Once they're both down, a cutscene will take over, and you'll be faced with a slightly more formidable opponent in Ubu. Stick to the tried and true method of running in with an attack and a combo, then running away to avoid the sweep, and you really shouldn't have too much of a problem. He does block attacks, similar to previous bosses. If he starts blocking, try to get away so you don't get hit up with a counter move. If he gets you into a hold, in an attempt to pull off a more complex move, a combination of control stick wiggling and button mashing will usually break you free. Try to get in your attacks just as he is getting up so he doesn't have a chance to block. If he misses you with an attack, make sure to use that opportunity to really pummel him. Once he's been defeated, head through the wooden doors, and another cutscene. To get the "Bad Ending", defeat Ra's al Ghul. As you can probably see, you are now equipped with a sword. This fight may take a few tries to win. If you die, you will be able get your Medical Kit refilled, so it might actually be advantageous to die on purpose, at least the first time. His blows are quite damaging. Jump kicks tend to be effective in knocking him down, but weak, so if you the patience, you can probably defeat him that way. Though kicks tend to connect well, they usually don't knock him down, so he is able to counterattack with one of his more damaging moves. Punch attacks are the best as they will knock him down. The best strategy seems to be similar to prior strategies. Run in with an attack, knock him down, and run away again. Except this time, don't attempt any combos as he will simply counterattack. Also, allow him to get up and start moving first, as he will almost always connect if you're close as he gets up. The key is to always get in your swing first, as if you both swing at the same time, you're the one who will go down. Remember that your swing takes a bit of room to pull off, so swing while you're still a little ways away from him, as you come running up. If you get too close before swinging, he'll just pull off an attack first. Other than your getting-up sweep, don't try to attack him after you first get up. Instead, run away, then come running back in. You can also try to use Batarangs on him, if you can get far enough away to get some off before he closes in, they can be pretty effective. Of course, if he swings at the air, quickly get in with an attack of your own as he is most vulnerable at this point. This will be a slow and tedious fight, as the damage you are enacting is pretty minimal, though it is effective. Try to stage this fight near the throne, so you have a consistent camera angle. If you can, lure him behind the throne, then come up behind him and hit him in the back. As it turns out, the bad ending is, well, bad. Read on for the "Not As Bad, Bad Ending" and the "Best Ending". --- Ra's al Ghul's Castle - Not As Bad, Bad Ending \______/ Section I.11.04 --- ------------------------------------------------------------------------------- To get the "Not As Bad, Bad Ending", you must first deactivate the doomsday device before combating Ra's al Ghul. To do so, head through the fourth demon mouth (versus the third, which leads to Ra's al Ghul). Upon entering this area, you will see a demon-head walking away. Wait for him to go away then come back before you start moving. Once he has come all the way back, as close to you as he comes, and has started to turn away. Sneak toward the wall that is opposite the direction he is walking, so don't follow him, walk away from him. On the ceiling against this wall there is a security camera. Feel free to use Nightvision while you're by the entrance to get an idea of where it is. Position yourself underneath it and use your Batgrapple to turn it aside. You'll be able to tell if you connected as your Batgrapple will not latch onto the ceiling as it normally does. Once this camera is out of the way, you can sneak back to the doorway, and wait for the guard to come back, taking him out at your leisure. A little further on, in the direction the guard was patrolling (at the top of the stairs leading down), you'll spot another security camera and a laser alarm. Use your Nightvision to locate the alarm, if necessary. You can take out this alarm with a well-placed batarang, flung toward one of the junction boxes. As for the security camera, stick to the left wall, and once again, use your Batgrapple while underneath the camera to take it out. Head down the stairs, but before you round the corner and walk down the next set, press yourself up against the inner wall and take a look around the corner. Wait a bit and you should be able to see a guard patrolling. Wait until he has begun to walk away to make your move. Stick to the left wall, and move up along the angled wall toward his position. Due to the angles of the walls, you won't be able to get a very good lock around. But if you sit near the edge of the angled wall, no one should spot you. If you look out toward the larger room, you should see a laser alarm (use Nightvision if necessary) and a guard who patrols up and down a small corridor nearby the alarm. Sneak out a little further and you should also see a guard a little further down the corridor. Now, if the guards spot you right now, it can actually be a blessing in disguise, as four guards will run up to your current position and you will be able to take them out. The alarms should then go off after a short bit. I've actually decided to recommend that course of action, as it really is the most convenient method of getting through this area. After the guards are down, disable the laser alarm with a batarang so you don't accidentally trip it later. Toward the end of the room, by the grey double doors, you will find another laser alarm which you can disable. After all four enemies are down, and both alarms are deactivated, you should be pretty safe in this room. Although, there is probably one more enemy lingering up near the entrance to this area, but you can deal with him later. The stone obelisks in this room do not seem to serve any purpose. There is a vent against the wall farthest to the left, the wall where the first of the two laser alarms is attached to. This leads to the small storage room in the second demon's mouth (mentioned in directions above), so you can avoid it. There are two grey doors against the far right wall. The first leads to a large, impassable chasm. The second (closest to the double doors) is actually your exit out of the double-doors area. So, you actually have two methods of getting to the doomsday device. The first method is to head into this room near the double doors and jump down the steps. As you get out to the flat area, be careful as you will quickly come upon a chasm. You are able to double jump over this chasm. You can also try using your Batcable, though I didn't have much luck with this method. Once across, crouch to enter the vent, and make your way through the door in this grey room. This will take you to the doomsday device's controls. Use your Universal Tool on the computer station with the red light to hack into it. Say yes to the various options, then leave through the same door you came in through. Head through the vent and double jump over the chasm, then head back up to the room with the four demon head doors. The alternate way of getting to the doomsday device can be found in this paragraph. If you are not interested in this, please skip to the next paragraph. Approach the double doors and they will open. As they do, a guard will come running your way. Let him come to you as there is a laser alarm in the middle of the corridor. Once he's down, switch to Nightvision mode, approach the laser alarm, and take it out in the same manner as the others, using your Batarangs. As you round the corner ahead, you will find another guard stationed outside a door. Take him out, sneaking up on him if you like. Once down, head through the door and you'll find yourself in a large room. There are four blue-uniformed guards standing on the brown platform in the middle of the room. Take them out, luring them up to the more open grey area if possible. Once they're down, jump down the whole in the center of the room and use your Universal Tool on the console with the flashing red light to hack into the device. Say yes to the prompts, then leave through the nearby door. Crouch to head through the vent in this small room, then double jump across the chasm. Head up the stairs, out the door, and back up to the room with the four demon head mouths. Go through the third demon mouth. Directly ahead of you, a demon-head is in the process of walking away. Run up behind him, quickly as possible, and take him down. Or, use a batarang, whatever you like. Head toward the steps, but make sure you to put on your Nightvision lenses first. In front of the wooden door you will find a laser alarm system. Nicely, this is the type you can disable with a well-placed batarang. Send one in the direction of one of the junction boxes, and you should be able to deactivate the trap. Just remember to aim slightly to the left, if necessary. Head through the wooden doors and you'll find yourself confronted by two Elite Soldiers, mini-bosses, really. The best method I have found for beating them is to try to get one down as quickly as possible, a running attack works nicely. While he's down, quickly run to the other and put him down with a running attack or a combo. As he goes down, the first will probably just be getting up. Run over to him and knock him down, repeating this process until they're both down for the count. I was able to beat both without getting hit this way. If you let them stick together they will start to double-team you, and even pull off some teamwork moves, like throwing their partner at you. Once they're both down, a cutscene will take over, and you'll be faced with a slightly more formidable opponent in Ubu. Stick to the tried and true method of running in with an attack and a combo, then running away to avoid the sweep, and you really shouldn't have too much of a problem. He does block attacks, similar to previous bosses. If he starts blocking, try to get away so you don't get hit up with a counter move. If he gets you into a hold, in an attempt to pull off a more complex move, a combination of control stick wiggling and button mashing will usually break you free. Try to get in your attacks just as he is getting up so he doesn't have a chance to block. If he misses you with an attack, make sure to use that opportunity to really pummel him. Once he's been defeated, head through the wooden doors, and another cutscene. To get the "Not As Bad, Bad Ending", simply lose to Ra's al Ghul after having deactivated the doomsday machine. At least the world has 17 hours! Now that you lose, you are in the perfect position to continue and get the "Best Ending". Skip to the end of the next section for help on Beating Ra's al Ghul. --- Ra's al Ghul's Castle - Best Ending \_________________/ Section I.11.05 --- ------------------------------------------------------------------------------- If you have just come off of getting the "Not As Bad, Bad Ending", simply continue and skip to the end of this section for tips on beating Ra's al Ghul. Otherwise, read on. To get the "Best Ending", you must first deactivate the doomsday device before combating Ra's al Ghul. To do so, head through the fourth demon mouth (versus the third, which leads to Ra's al Ghul). Upon entering this area, you will see a demon-head walking away. Wait for him to go away then come back before you start moving. Once he has come all the way back, as close to you as he comes, and has started to turn away. Sneak toward the wall that is opposite the direction he is walking, so don't follow him, walk away from him. On the ceiling against this wall there is a security camera. Feel free to use Nightvision while you're by the entrance to get an idea of where it is. Position yourself underneath it and use your Batgrapple to turn it aside. You'll be able to tell if you connected as your Batgrapple will not latch onto the ceiling as it normally does. Once this camera is out of the way, you can sneak back to the doorway, and wait for the guard to come back, taking him out at your leisure. A little further on, in the direction the guard was patrolling (at the top of the stairs leading down), you'll spot another security camera and a laser alarm. Use your Nightvision to locate the alarm, if necessary. You can take out this alarm with a well-placed batarang, flung toward one of the junction boxes. As for the security camera, stick to the left wall, and once again, use your Batgrapple while underneath the camera to take it out. Head down the stairs, but before you round the corner and walk down the next set, press yourself up against the inner wall and take a look around the corner. Wait a bit and you should be able to see a guard patrolling. Wait until he has begun to walk away to make your move. Stick to the left wall, and move up along the angled wall toward his position. Due to the angles of the walls, you won't be able to get a very good lock around. But if you sit near the edge of the angled wall, no one should spot you. If you look out toward the larger room, you should see a laser alarm (use Nightvision if necessary) and a guard who patrols up and down a small corridor nearby the alarm. Sneak out a little further and you should also see a guard a little further down the corridor. Now, if the guards spot you right now, it can actually be a blessing in disguise, as four guards will run up to your current position and you will be able to take them out. The alarms should then go off after a short bit. I've actually decided to recommend that course of action, as it really is the most convenient method of getting through this area. After the guards are down, disable the laser alarm with a batarang so you don't accidentally trip it later. Toward the end of the room, by the grey double doors, you will find another laser alarm which you can disable. After all four enemies are down, and both alarms are deactivated, you should be pretty safe in this room. Although, there is probably one more enemy lingering up near the entrance to this area, but you can deal with him later. The stone obelisks in this room do not seem to serve any purpose. There is a vent against the wall farthest to the left, the wall where the first of the two laser alarms is attached to. This leads to the small storage room in the second demon's mouth (mentioned in directions above), so you can avoid it. There are two grey doors against the far right wall. The first leads to a large, impassable chasm. The second (closest to the double doors) is actually your exit out of the double-doors area. So, you actually have two methods of getting to the doomsday device. The first method is to head into this room near the double doors and jump down the steps. As you get out to the flat area, be careful as you will quickly come upon a chasm. You are able to double jump over this chasm. You can also try using your Batcable, though I didn't have much luck with this method. Once across, crouch to enter the vent, and make your way through the door in this grey room. This will take you to the doomsday device's controls. Use your Universal Tool on the computer station with the red light to hack into it. Say yes to the various options, then leave through the same door you came in through. Head through the vent and double jump over the chasm, then head back up to the room with the four demon head doors. The alternate way of getting to the doomsday device can be found in this paragraph. If you are not interested in this, please skip to the next paragraph. Approach the double doors and they will open. As they do, a guard will come running your way. Let him come to you as there is a laser alarm in the middle of the corridor. Once he's down, switch to Nightvision mode, approach the laser alarm, and take it out in the same manner as the others, using your Batarangs. As you round the corner ahead, you will find another guard stationed outside a door. Take him out, sneaking up on him if you like. Once down, head through the door and you'll find yourself in a large room. There are four blue-uniformed guards standing on the brown platform in the middle of the room. Take them out, luring them up to the more open grey area if possible. Once they're down, jump down the whole in the center of the room and use your Universal Tool on the console with the flashing red light to hack into the device. Say yes to the prompts, then leave through the nearby door. Crouch to head through the vent in this small room, then double jump across the chasm. Head up the stairs, out the door, and back up to the room with the four demon head mouths. Go through the third demon mouth. Directly ahead of you, a demon-head is in the process of walking away. Run up behind him, quickly as possible, and take him down. Or, use a batarang, whatever you like. Head toward the steps, but make sure you to put on your Nightvision lenses first. In front of the wooden door you will find a laser alarm system. Nicely, this is the type you can disable with a well-placed batarang. Send one in the direction of one of the junction boxes, and you should be able to deactivate the trap. Just remember to aim slightly to the left, if necessary. Head through the wooden doors and you'll find yourself confronted by two Elite Soldiers, mini-bosses, really. The best method I have found for beating them is to try to get one down as quickly as possible, a running attack works nicely. While he's down, quickly run to the other and put him down with a running attack or a combo. As he goes down, the first will probably just be getting up. Run over to him and knock him down, repeating this process until they're both down for the count. I was able to beat both without getting hit this way. If you let them stick together they will start to double-team you, and even pull off some teamwork moves, like throwing their partner at you. Once they're both down, a cutscene will take over, and you'll be faced with a slightly more formidable opponent in Ubu. Stick to the tried and true method of running in with an attack and a combo, then running away to avoid the sweep, and you really shouldn't have too much of a problem. He does block attacks, similar to previous bosses. If he starts blocking, try to get away so you don't get hit up with a counter move. If he gets you into a hold, in an attempt to pull off a more complex move, a combination of control stick wiggling and button mashing will usually break you free. Try to get in your attacks just as he is getting up so he doesn't have a chance to block. If he misses you with an attack, make sure to use that opportunity to really pummel him. Once he's been defeated, head through the wooden doors, and another cutscene. To finally get the "Best Ending", defeat Ra's al Ghul. If you lose, you will get the "Not As Bad, Bad Ending". As you can probably see, you are now equipped with a sword. This fight may take a few tries to win. If you die, you will be able get your Medical Kit refilled, so it might actually be advantageous to die on purpose, at least the first time. His blows are quite damaging. Jump kicks tend to be effective in knocking him down, but weak, so if you the patience, you can probably defeat him that way. Though kicks tend to connect well, they usually don't knock him down, so he is able to counterattack with one of his more damaging moves. Punch attacks are the best as they will knock him down. The best strategy seems to be similar to prior strategies. Run in with an attack, knock him down, and run away again. Except this time, don't attempt any combos as he will simply counterattack. Also, allow him to get up and start moving first, as he will almost always connect if you're close as he gets up. The key is to always get in your swing first, as if you both swing at the same time, you're the one who will go down. Remember that your swing takes a bit of room to pull off, so swing while you're still a little ways away from him, as you come running up. If you get too close before swinging, he'll just pull off an attack first. Other than your getting-up sweep, don't try to attack him after you first get up. Instead, run away, then come running back in. You can also try to use Batarangs on him, if you can get far enough away to get some off before he closes in, they can be pretty effective. Of course, if he swings at the air, quickly get in with an attack of your own as he is most vulnerable at this point. This will be a slow and tedious fight, as the damage you are enacting is pretty minimal, though it is effective. Try to stage this fight near the throne, so you have a consistent camera angle. If you can, lure him behind the throne, then come up behind him and hit him in the back. Defeat Ra's al Ghul and congratulations, you have received the "Best Ending" to this oh-so-wonderful game. Give yourself a pat on the back, really. ******************************************************************************* *** Copyright \_________________________________________________/ Section J *** ******************************************************************************* This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2005 spyd3rgt (Spyd3rGT).