Batman: Vengeance - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Batman: Vengeance - Strategy Guide (Page 02).
As soon as you go in, you get a cutscene of Batman scaring a mummy looking
dude away from Batgirl.
[10 of 10 points found in this section]
3.2.1
Now we get to drive the Batmobile. You have to chase this guy's car around
town shooting spikes at it. Occasionally he takes a corner. Whenever he
does, a couple green arrows will point that direction. Hit that shoulder
button to follow him. If you miss, you have to start over. You also have
to keep relatively close behind him. If you hit any other cars on the
street, use your boosters to catch up. Eventually Batman realizes he isn't
stopping. At that point you have to "Smoke him out" by shooting a smoke
bomb into his car. It's pretty easy, just line up your shot and as his car
goes past your target, fire.
If you manage to do all the above without losing any health, then you get 10
points. Otherwise you get 5. The secret is to get the car to the point
where it's ready to finish (outline in bottom right is black). Then miss
the turn at the end of the area with the roof, just before the bent ramp
where the scene loops over. You lose, but come back with all your health.
Shoot his car until black again. From now on he won't drop any more things
to hurt you. Just keep up, avoid the cars and hit him every now and again
and when you finish, you'll get all 10 points.
The view switches to a cutscene of the car crashing.
[10 of 10 points found in this section]
3.2.2
Once you have control again, glide down off the cliff and pick up the
flashing thing next to the flaming car.
Now we get treated to a cutscene discussing the apple you just picked up.
3.0.9
I know, I skipped back. So did the game. All that happens here is a
cutscene about Harley.
3.2.3
Now we get to infiltrate Gotham Industrial looking for Poison Ivy. The guys
in here are pretty ugly. They're green and have really long arms they can
beat you with. In general I would knock them down using a power move
whenever I could then break combat and run. I didn't get many points that
way, but I lived.
Anyway, run around the first corner and you'll find two of them. Once you
get past them run through the doorway and turn right. Up the short ramp and
around the corner to the right is another guy. Once past him, grapple
across to the far side of the room. Go around the first corner then
carefully look around the second.
You may actually recognize this scene, it's the first picture on the back of
the game case (at least, it's on my game case). To get by the vines is
simple. Just press your self to the opposite wall and slide by. You may
want to "trigger" the small pod at the beginning into releasing it's gas,
and wait for it to subside before you actually try. Go around the corner
and there's another set of plants exactly the same as the last. Get past
them and run down the ramp into the next room.
First of all don't step on the orange junk on the floor; it hurts. Second,
watch out for the little pods on the ground; they hurt too. Getting through
the room isn't complex, but can be frustrating. You need to grapple onto
the first and tallest mushroom. As soon as you get on it though, it begins
to tilt, and it's pretty slippery to boot. From there you need to jump and
glide to the left to land on the next mushroom. Then jump from that
mushroom to the next, then onto the small ledge where a box of health is
waiting. The trick to this is standing on one side of the mushroom for a
second, then running to the high edge and jumping off that. It gives you a
little more altitude and makes your landings a bit easier. Finally grapple
onto the last mushroom and jump to the shelf nearby for batarangs. Then
grapple to the stairs. Run up the small staircase into the room and through
the door.
There's a small cutscene of the mummy dude walking past a window, then
you've got control again.
The easiest way through this room is to hit the plant tendril waving in the
air with a batarang, then run by it and up the ladder. If you're out of
batarangs, you can make it by just running, but you have to make sure you
keep moving, otherwise it'll smack you for a fair amount of damage. Also
remember that you have to climb the ladder on the far side. Once up on the
ledge, go through the door near you.
Run to Batman's right (past the dripping pipe) and around the corner.
You'll slide down a slope and come to a gate. Open it.
3.2.4
This is kind of a pain. You're sliding down a slope and there's a gaping
hole in the middle of it. You need to jump that hole, but fall into the
second one. Walk over to the red corner of this area and you'll drop into a
red lit room. Here is "Secret Key 1" Pick it up and grapple back up the
pipe you fell through.
Jump back up onto the slippery slope and continue sliding. Be very careful
when you get near the bottom that you don't fall into the next hole. For
me, this was the hardest part of the game... until I realized the right hand
side isn't slippery ;-). Once you're firm footed, skirt the hole on the
left side by pressing against the wall.
Go through the first doorway on that wall and incapacitate the guy in here.
On the floor is the third cheat envelope, worth five points. Go back out
the door.
Run by the open area of the room and go through the broken part of the far
wall. Run through the pipe and end up in a small hallway. Run up a couple
ramps and through a doorway into a large room.
First, drop down to the floor. In the middle of the room is a health box.
You will need it for this part. Second is a box of batarangs under the
platform you started on. They come in handy, but aren't as crucial. Once
done, climb back up the ladder near where you came in. Run along the side
of the room jumping from platform to platform. Once to the far side, climb
the ladder.
There's a guy here you either need to beat or run by. Once past him, jump
over the vats and grab onto the next platform. In general you don't need to
worry about the plants in the vats. Once again, another guy. Once again,
get by him and make it to the next platform. There's yet another guy here.
make it by him and jump over the vats and you're rewarded with a large box
of health. Jump down from here and land on the catwalk (or jump back across
the vats and use the ladder). Head through the door
There's a short cutscene of a distant figure pacing, then control is
returned.
This room is similar. Jump along the broken catwalk, beat the guy then jump
the vats. There's a box of health just before you get to the vats that
should be welcomed, but I always take this much health all at once as a bad
sign. Sure enough it is. Run towards the man you saw pacing.
3.2.5
You've finally caught up to Mayor Hill who tells you about the worms in a
cutscene.
Suddenly you're attacked by the mummy looking dude who turns out to be an
ugly looking green guy. This fight is a little tricky. The guy isn't hard
to knock down, but he keeps getting back up. The trick is to knock him off
the ledge into the vat below. You can pretty much do it by kicking him a
bunch. Also, there's a box of flashbombs across the gap. Once that's done,
he drops the key to the sub-basement. Pick it up. You've earned two more
points.
There's a quick explanation by Batgirl that the plants are vulnerable to
electricity and the main breaker is in the sub-basement (surprise surprise).
If you need health, go down the ladder on this level and follow the path.
Behind some plants is a large box of health. Go through the door you passed
on your way to Mayor Hill and enter it. Go down the flights of stairs until
you get to a door and go inside.
The cutscene here shows Mayor Hill unsuccessfully trying to buy his freedom.
Ivy sets her pet on you.
This boss isn't very hard at all. On your small ledge are two boxes of
batarangs. Use them to hit the creatures arms to either side. Once he lets
go in pain, shoot the valves on the pipes where his hands where holding on.
Steam will come out hurting the monster and he won't grab that point any
more. Once he can't grab onto either side, hit his final arm to drop him in
the sludge. Quickly, before he recovers grapple across to the other side of
the room and flip the switch there. Three points.
The battle is over. There's a cutscene of all the plants dying
[10 of 10 points found in this section]
3.3 Fool's Grave
3.3.0
After a cutscene, you're searching for the Joker once again. He's probably
not dead, these guys never are. Our first goal is to turn off the three big
pipes of industrial waste. To get to the first one, follow the path around
a couple corners until you see a ladder. At the top are two thugs worth a
point each, a box of batcuffs, and a wheel connected to a pipe. Turn that
wheel and the first pipe gets blocked.
Go through the door up here and follow the path down. Run along these
catwalks (avoiding the falling piece). You may want to disarm the thug up
here with a batarang before you get to him. Once you're past him, there's
another wheel to turn behind some boxes, blocking the middle pipe.
Look around at the lower floor from up here and you'll see three doors, two
on one side, one on the other. The two doors lead back to the two catwalks
in the first room (where you went up the ladder). Instead, you want to go
through the single door opposite them. Run through the doorway, down the
short ramp and through the door.
Run down the pair of short ramps and grapple when you can. Otherwise a
couple guys start shooting you. Beat up the first guy on this upper level.
Then run and jump the gap in the catwalks and beat up the second guy. Here
is the final wheel to turn off the sewage pipes. Also, if you need them
there's a box of batcuffs on the grey box, just to the right of where you
came in. You can get to it by jumping down from here.
In this room is cheat envelope D. However, you should fully expect to die
while trying to get it, so I advise finishing the section and coming back
here. You need to jump into the large sewage pipe with crates floating in
it. You can see it from the upper level, but it is far easier to jump into
from the lower level. You need to jump and land on the first block, then
jump to each block to get to the envelope at the very end of the tunnel. I
found that it takes a jump followed by a short glide to make it. Also,
don't stop too long on each box as they crumble and disappear pretty
quickly. Once you get this envelope, you net yourself 3 points. Once done
with this, get back to that upper level in the previous room. If you can
make it back along the boxes, you can grapple out.
On this same level, back along the catwalk there's a doorway. Jump across
to it and enter the room. Avoid the jack-in-the-box, but grab the batarangs
here if you need them, and glide down on top of the large pipe. From there
glide to the ledges around the room. Work your way all the way down to the
bottom, grab the little bit of health and go through the door. This is
where those three pipes are. The room is also crawling with three
obnoxiously placed henchmen.
First knock out the little jack in the box with a batarang. That gives you
a little space to work. Next disarm the three guards. One directly across
from you, one to the right of him, and one on a platform above the whole
room on the near wall. Then go beat that first guard up. Make sure that
second guard hasn't found his gun and jump across to his ledge. If he has
found it, he'll shoot at you and you'll fall. Get past him and go through
the door
There's two jack in the boxes right here and an armed guard around the
corner. Get past all of them however you like. Run up the ramp and through
the door.
This is a huge room, but for now run the only direction you can and watch
the cutscene.
Once you have control again, beat up the goon and flip the switch in that
room. Go through the opposite door and follow the platform until you can
grapple to that grapple point. Grapple up and deal with the guard there.
Go into the small room to your right and flip the switch. Run back along
the platform and you come to a point where you can see two grapple points.
Grapple to the one above you, not across from you. There should be a
jack-in-the-box, a goon and some health. Once these have all been dealt
with in whatever fashion, go into the room and flip the third switch.
Batgirl reiterates that you need to turn the flywheels to get the water
running. Exit the room and jump down to the level just below you (I did it
by gliding across a corner. You can grapple down from a couple points
though). Now grapple up to the point across from you, where I told you not
to go last time. Walk up to the wheels and use them.
This is really really simple. Turn each wheel until green matches green.
Use the control stick to move from wheel to wheel and use the Y button to
turn it. They really could have made this more difficult by making each
slowly return to it's old position or something, but they didn't and it's
easy.
Enough editorial commentary. There's a short cutscene, then a guy across
from you kicks a door open.
Disarm him first, then jump across and beat him up. I used a power move on
him and ducked inside the room to give me some more room to work. Once
inside, pull the lever, the water starts pumping and everything stops
shaking. Then walk up to the heap on the floor for the last 2 points.
There's a cutscene. We find out that Isaac Evers was behind everything.....
OR WAS HE???
[10 of 10 points found in this section]
3.3.1
This is an interesting cutscene. Batman turns Evers in. However, someone
hits Commissioner Gordon with a Batarang, framing Batman. You grapple to
safety, but have to run from the law.
3.3.2
Batman tells Batgirl to bring the Batmobile. However, you have to meet her.
This whole section is pretty fast paced. You need to run and jump across
a lot of rooftops to get where you're going. In general try not to hit the
cops. If you make it all the way through without knocking a single cop
down, you get three points.
Run around the small building you're on and jump up to the next roof. Run
around to the left from there and grapple to the next roof. Up here is a
cop with a stun gun. There's a second guard on this rooftop, then you'll
find a grapple point. Grapple from there into the next building.
In here there is one guy on the floor and one at the top of a ladder on the
far side. Get past both and go through the door at the top of the ladder.
Run along this corridor until you go through a chain link fence and are
standing on a helicopter pad. Grapple from here to the next rooftop.
There are two guards up here. Get past both and follow the edge of the roof
until you find a grapple point. Grapple up the next building. Run towards
the billboard and you'll see four windows underneath it. Jump on top of the
first one and make your way up each one until you can climb on top of the
building. Up here is a small box of health. Slide down the slope on the
far side and jump across to the next building.
Climb the pair of ladders to get onto the roof. Up here are electric
batarangs and stun charges. Jump down onto the next building. There are
two guards here and a locked door (red light above it). Hit the box next to
it with one of those electric batarangs and it will unlock. Incidentally,
if you are out of electric batarangs, I think a punch will unlock these as
well, but only if you are out. Grab the batarangs in here and head through
the next door.
Run through this hallway. The helicopter will start strafing you.
Fortunately the pilot is an idiot and doesn't know how to lead a target.
Once to the far end head through the door. From now on the chopper will
occasionally strafe you. Head to the far side of the roof and grapple up.
This isn't a fun part. Avoid the steam jets as best you can, but keep
moving. Go straight until you reach the far ledge. Then run along it to
the right, behind the boxes. This avoids most of the jets. Jump up on the
big box in your path and from there jump onto the corner of the next
building. Creep along the ledge to the left until you fall off into the
garden below. From here, run and jump through the gap in the fence and land
on the small ledge.
Enter and you're in an elevator shaft. Stand on top of the elevator all the
way down and get off. Grab the elevator shaft key and the batarangs, then
jump down into the shaft beneath the elevator. Hit the control box with a
batarang in first person mode (trust me it's there). Now get out of the
area beneath the elevator by climbing the ladders. That box opened the door
across from you. Once the elevator is out of the way again, jump across to
it. On a table is Secret Key 2. Leave this room the way you came, then get
back on top of the elevator. Now ride it all the way up. You want to get
off on the ledge just above the one you came in on. However, if you stay on
the elevator too long, you die. Enter the doorway (not the tunnel) to find
the final cheat envelope, E for two points. Exit the door then go through
the tunnel leading off from here and up the ladder.
Exit this room be either one of the doors. Run counter-clockwise around
this room until you see the ladder (it's hard to see if you run the other
way). Climb it then turn right. Run all the way around the roof until you
find a grapple point (a little ways further is a box of health). Grapple up
to the next roof.
Run across this roof dealing with the cop and jump down to the next one. Go
across this roof and jump up to the next one. Then across this roof and
across to the next one. Run to the right and jump across to the building
with the ladder on it. You have five long ladders to climb here. Try to
get the chopper to fire at you before you climb each one so it doesn't knock
you off. Finally at the top, climb the short ladder then enter the locked
door by breaking the lock.
Go through a pair of doors and run along a hallway. Run through another
pair of doors.
There's a quick cutscene where the chopper finally catches up to you.
Now you have to battle the chopper. It's not that hard. On the ground are
some remote charges. You need to detonate one on each of the lit areas of
the chopper. Your targeting reticule will turn red over each one of them.
Once you've done the first three, two on the back light up and the chopper
starts using missiles against you. Also, be careful not to fall off the
edge of the roof as there are no ledges to hold you in. Finally you beat it
and it crashes in a heap of burning metal. This nets you five points.
[10 of 10 points found in this section]
3.3.3
Theres a short cutscene here of Batgirl picking you up.
3.0.10
Batman and Batgirl decide Harley is in on everything and Batman decides to
go exploring in a disguise.
3.3.4
So now Batman is wearing a really really bad disguise. There a short scene
of him entering a chain link door.
Run to your right and follow the fence behind the trucks. Make sure you
don't step in any spotlights by staying behind the trucks. There's a truck
in your way, so go around that. Behind the last truck is a clown statue.
He will either be holding his eyes, ears, or mouth ("See no evil, hear no
evil, speak no evil"). It will also have a number on it. Mine was holding
his eyes and had the number "1" on it. (this is worth two points).
Return to the beginning of the level and follow the fence the other way.
When you get to the small building enter it via the door facing the
spotlight. Inside is another clown worth two more points. Mine was holding
his ears with the number "6".
Exit the room then continue around the building until you find some boxes.
Jump on the boxes and get on the roof of that house. Up here are some flash
bombs. Use your bat scope to look above the light at the final clown for
two more points. Mine was holding his mouth with the number "9".
Now go to the edge of the building facing the main warehouse. Underneath
and to the left of the spotlight is a small tan and green box. Take a good
look at it and memorize the order or eye, ear and mouth. When you get
there, you need to put each number in the appropriate slot, but you have to
do it before the spotlight sees you. My order was ear, eye, mouth. Go to
the box right after the spotlight leaves it and put in the combination using
left/right to select the wheel and up/down to change it. Once the
combination is right, you get 4 points and enter the warehouse.
[10 of 10 points found in this section]
3.3.5 Funnibones
There's a quick cutscene of you entering the building.
Once you have control, head to the right along the wall. When you get to
the corner of the building, jump onto the low crate in the wall of crates.
Jump up to the crate against the wall, then jump along the wall to the next
crate. Work your way up onto the rafter and get the big box of health up
there. You're safe and can take a look around. You need to make your way
over to the ladder. There's a ton of routes. I tended to hug the right
side up the building. Just remember that you can't climb onto the brighter
colored boxes. There's a wall of boxes that goes across the room between
you and the ladder. At the very top against the right wall is another box
of health. I actually grabbed it and jumped from there onto the catwalk
instead of using the ladder.
Drop down from the catwalk and go up the set of stairs. Two guys pop out
who you need to incapacitate. (You may notice that while your fighting one,
the other will taunt you with things like "bat-coward" even though you're
disguised as someone else) On some of the boxes is a set of batcuffs to use
on them for your first two points. In the far left corner is a ladder on
top of some boxes. Jump on top of them, climb the ladder and go through the
door.
In here is a pair of batcuffs, but right around the corner is a thug. You
need to cuff him to keep him out of the way and a point. In here are a
number of switches and lights. First pull the switch under the clown
portrait. That opens one of the doors. Inside is a thug. Cuff him too.
By now you should have four points. Hidden in a corner you'll find some
flash bombs and another switch. Flip that one and quickly run out of the
room, across the hall and into the next room. Yet another thug awaits you.
Follow the train tracks for some health once you cuff him and get his point.
Now comes the fast part. Flip this switch and run out of the room. Go all
the way down the hall and hit that switch. Go back down the hall through
the door you just came through. Now dart through here to the other door
(just to the left of the switch) and go through it. If you made it fast
enough, you'll be in a new room (of course, with a thug). Either beat him
and cuff him if you need the point, or run past him. Run past the screens
to the wooden cabinet and open it for the other 5 points.
Inside the cabinet is Toby's penknife. Batman picks it up.
Next was one of my favorite cutscenes. Batman recalls Joker's death and
remembers the penknife being in the Joker's mouth as he (quote) died (end
quote).
[10 of 10 points found in this section]
3.3.6
Batman informs Batgirl that the Joker is still alive
3.0.11
Back at the Batcave, Batgirl informs Batman that the Joker's blimp is over
Gotham Gasworks
3.4 Infernal Jest
3.4.0
There's a short cutscene of the blimp hanging in the sky, then you get
control.
Run along this path and grab the flash bombs, then through the chain link
door. Don't go near the smoking door yet. First go pick up the Batcuffs in
the far corner. Now go to the smoking door.
Joker blasts through and explains the whole plot (It's so handy when the bad
guys do that). He sets two guys on you. Stay away from them until you get
the packs of their backs. Otherwise they blast you with flame which hurts a
lot. Use an electric batarang to disarm them, then fight them like normal.
I let them charge at me. They let off two punches and then add an uppercut.
Once all three attacks are blocked, I fight back. Try not to let them
double-team you either. Cuff both and talk to Batgirl about shutting off
the gasworks.
Run through the flaming door. Just inside is some health. Grab it and drop
to the ground below. Ahead of you are some flaming pipes. They've got a
really tricky timing sequence and it's hard to get through unscathed.
Instead, jump onto the pipes and creep along them.
In the next room are three guards. I personally ran by them, but if you're
gutsy enough to fight, there are some batcuffs in a corner to restrain them
with. Opposite those are some electric batarangs. Go through the corner
opposite the one you came in and run up the ramp, along the path and through
the chain link door.
There a cutscene here showing your path blocked by "about 500 pounds of
clown and twice that in explosives."
Once you get control, run directly away from the clown and through the chain
link door there. There a shaft through a doorway for you to jump down.
There's a single guy in here you can wear down with electric batarangs
before you fight. Beyond him is a box of health and a door. Go through and
up to a set of wheels like at the end of 3.3.0, except now you have to line
red up to red (ooh, tricky). Now run through the second door in this room.
Run up the short ramp and climb the ladder where two guards are waiting for
you. Since one has a flame thrower and the room is small, I just ran past
and out the door.
Joker is peeved because you ruined his plan. He sets Harley and "Fatty" on
you.
Fatty is the hardest boss in the game, but that's not saying much. The
trick is to run around the room collecting batarangs, then use them to hit
one of his rockets near him (preferably still in the tube). After each hit,
two more launchers pop out of his back which launch seeking missiles. Once
the four main launchers are gone, those top two stay out. Destroy those and
you're home free. The hard part is watching out for the bombs he launches
upwards, because those can really surprise and damage you. Also, if you get
too close, he uses flame throwers on you.
He dies, crushing Harley. Batman grapples to the blimp.
3.4.1
You're in the blimp and there are a number of blue lasers around the room.
They hurt, so avoid them.
_______
/ 3 \ U - Where You Start
| U| O - Pillar
| B | I,A,B,C - Lasers
| O | 1,2,3 - Switches
|1 I X | X - Crate
| | L - Ladder
| IOA |
| X |
|2 I |
|L CO |
| I |
\X______/
That's roughly the shape of it. There are some holes in the floor too.
Basically, use switch 1 to turn off laser A, switch 2 to turn off laser B
and switch 3 to turn off laser C. You need all your health, so if you get
hurt, start over. Then climb the ladder.
There's a cutscene of Joker claiming that it's too late, then he attacks.
First run out into the room (avoiding the stream of fire from the doorway)
and grab the box on the left for some electric batarangs. As Joker shoots,
he destroys boxes, most of which have jack in the boxes in them. Destroy
those with the batarangs (the batarangs reappear). Once all the jack in the
boxes are gone, strafe across the doorway using batarangs on Joker until he
drop his gun. Quickly run in and punch him. This fight is pretty easy.
Use a power move on him and he'll go down in no time.
Once beaten, Joker drops the key to the cockpit. Grab it and go inside.
There's a cutscene of the auto pilot engaged.
Go over and try to disengage it and a puzzle pops out. This one is no
harder than the others. You have to mix the gasses so they make his two
favorite colors. What are you his two favorite colors you ask? Look at the
piping around the puzzle. It's purple and green. So add red, then add
blue. Then mix and the gas will move to the right. Now add blue and add
yellow. Ta da. Green and Purple. Batman turns off the auto-pilot,
presumably saving Gotham (yay).
3.4.2
Joker dives off the deck of the blimp trying to commit suicide. You dive
after him.
Here you have to fall and catch up to Joker several times. It's difficult
because he launches balloons at you when you're far away, bombs at you when
your closer and the machine gun when closest. Just keep moving avoiding
everything and catch up to him four times and you've won.
Batman grapples to safety via his trusty Batplane. He then proceeds to blow
up the blimp (which it should be noted is still full of Promethium and Joker
Gas) over the city. Presumably Gotham is still safe. Also, Batman flew
through the blimp. Normal pilots would actually avoid the explosion.
3.4.3
This is an interesting cutscene of each person you beat looking peeved.
Finally, Joker is portrayed hanging Batman in effigy. (awww, cute. I want
my own little Batman effigy doll)
3.4.4
Just a cutscene about the commissioner forgiving you.
One last cutscene where you have the typical hero pose.
There's a screen to review your points and inform you which cheats you
found.
Game credits role and it's over.
---------------------------------------------------------------------
4.0 Points
Points serve two purposes. First, they give you extra Power Moves. The
higher a Power Move's required points, the more powerful it is. They
usually get cooler too. Secondly, points give Batman extra life. If you
get to the end of the game and you only have 20 points, it's going to be a
lot harder than if you have 90 points.
In general, you get points for 3 reasons:
- Cuffing underlings (usually the first five cough up points)
- Cuffing or beating bosses (usually a few points)
- Doing something specific
That last one is kinda vague, but entering a room or an area, seeing
something, or doing some specific action (such as thawing all the guards)
can net you some bonus points. In general what's easiest for me is to start
the level, and cuff all the underlings I can find until I'm out of cuffs.
Then I let someone kill me and do it again. Then, I don't worry about
cuffing people. I cuff them if I have cuffs, but if I don't, I don't
stress.
You shouldn't ever HAVE to do that. There are at least two boxes of cuffs
in every level. I may not have listed them, especially if I didn't find
them, but they are there.
Section(s) Total Found
------------------------------------------------------------------
3.0.4 10 / 10 (5) First five guys you cuff (1 each)
(2) Mini Boss
(3) Cheat Envelope A
3.0.6 - 3.0.7 10 / 10 (5) First five guys you cuff (1 each)
(2) Catching Harley
(3) Cheat Envelope B
3.1.0 - 3.1.1 10 / 10 (5) First five babes you cuff (1 each)
(3) Thawing all guards
(2) Freeing yourself from ice
3.1.2 10 / 10 (5) Destroying Freeze's Chopper
(5) ???
3.1.4 10 / 10 (2) Solving Puzzles
(5) First five babes you cuff (1 each)
(1) Secret area full of items
(2) Beating Freeze
3.2.0 10 / 10 (5) Saving Batgirl
(5) Using last switch to do it
3.2.1 10 / 10 (5) Destroying Stolen Car
(5) Not losing any health
3.2.4 - 3.2.5 10 / 10 (5) Cheat Envelope C
(2) Beating Ugly Greenie
(3) Turning on the power
3.3.0 10 / 10 (5) First five thugs you cuff (1 each)
(3) Cheat Envelope D
(2) Finding Isaac
3.3.2 10 / 10 (3) Not hitting any cops
(2) Cheat Envelope E
(5) Beating Police Chopper
3.3.4 10 / 10 (6) Looking at each clown statue (2 each)
(4) Entering combination correctly
3.3.5 10 / 10 (5) First five thugs you cuff (1 each)
(5) Finding Toby's Penknife
------------------------------------------------------------------
Total 120 / 120
There are also five cheat envelopes in the game. Most are worth 3 points
(the third is worth 5 and the last one is only worth 2). They also give you
extra goodies, namely:
- Infinite Items
- Infinite Power Move Bar
- Infinite Health
- Double Damage
- Invisibility
You get them in that order, regardless of the order you got the envelopes.
Unfortunately, you don't get to use any of these until after you've beaten
the game. However, they can really help with the more difficult points.
---------------------------------------------------------------------
5.0 Revision History
Version 1.2 - January 9th, 2002
All 120 points found and listed (Thanks to a lot of people)
Solved cube puzzle
Version 1.1 - December 2nd, 2001
Added Enemy listing
60 points found and listed (42 points found, not listed)
Cheats A, B, D, E found and listed
Version 1.0 - November 28th, 2001
Wrote majority of walkthrough.
49 points found and listed (42 points found, not listed)
Cheat C found and listed
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