Home
About Us
!! Free PS Guide !!
Used Equipment
Share This Site
Site Search
What's New
PS1 Games Cheats
PS2 Games Cheats
PS3 Games Cheats
PSP Games Cheats
Playstation 1 Tips
Playstation 2 Tips
Playstation 3 Tips
PSP Tips
Hot Playstation News
Our Sitemap
Contact Us
Our Privacy Policy
Term Of Use

Enter your E-mail Address

Enter your First Name

Then

Don't worry -- your e-mail address is totally secure.
I promise to use it only to send you free copy of playstation games guide.

[?] Subscribe To This Site

XML RSS
Add to Google
Add to My Yahoo!
Add to My MSN
Subscribe with Bloglines

Batman Begins

"Looking for Insider Cheat Codes for Batman Begins ? "






1) CONTROLS

Batman Begins 1.1 Basic Controls

D-Pad UP/DOWN => Gadget Select D-Pad LEFT/RIGHT => Select Interactive Targets/Objects Right Control Stick => Camera Control

Left Control Stick => Move

L3 => Enter/Exit Stealth Mode

Triangle => Kick

Circle => Action

Square => Punch/Counter(While Holding R2)

More Batman Begins Tips: X => Jump/Double Jump/Glide

Batman Begins L1 => Use Equipped Gadget

L2 => Center Camera/Exit Combat

R1 => Use Batarang

R2 => Block(Hold)/Roll(Hold and Press the Left Analog Stick In the Direction You Want To Roll)

Start => Pause Game/Access Pause Menu

Select => Data Screen: View Mission Information, Notes and Controls

More Batman Begins Tips:

1.2 Batmobile Controls

D-Pad => Not Used

Right Control Stick => Not Used

Left Control Stick => Steering

L3 => Not Used

Triangle => Camera

Circle => Jump

Square => Brake/Reverse

X => Accelerate

L1 => Rear View

L2 => Weapons(Available only when indicated)

R1 => Boost

R2 => Not Used

Start => Pause

More Batman Begins Tips: Select => Data Screen

2) INTRODUCTION

"I am Vengeance, I am the Night, I am Batman"

As with the movie, this game follows the same events as in Batman: Year 1 byFrank Miller. Batman appears as a dark, menacing symbol of justice in a rottingcity of corrupted political leaders and dirty cops.

Batman works along sideone other man named Gordon as they work to cleanse the city.

Before Batman can become such a symbol he has to find himself. He goes off to Asia and Europe to find poverty at its worse and totally engross himself in it. It is here that he is found by Henri Ducard and is trained by the League of Shadows. When refusing to kill a prisoner Bruce flees the monastery and returnsto Gotham City.

More Batman Begins Tips: He then begins his plan to help the city. But he has to find a symbol of fearthat he can use. As a man he can be killed but as a symbol, as a symbol he would become invincible...

3) TUTORIAL

This section's purpose is to provide you with as much information about the following sub-sections.

3.1 HUD

More Batman Begins Tips:

The HUD or Heads Up Display is what you see on screen. On screen are the currently targeted enemy's name, heart rate, health, and weapon. It shows yourhealth, radar, area fear and reputation. And if available context-sensitivebutton options.

3.1.1 Enemy Info

Enemy's Name

More Batman Begins Tips:

This is obvious. It shows the name of the enemy you are currently targeting. If it is a specific person it will show their name. If its a common thug it will show a name like Crane Thug, as an example.

Heart Rate

More Batman Begins Tips:

The heart rate tells you how nervous the enemy you are targeting is. Sixty-one means they are calm and can aim properly or fight well. One hundredand up means they're scared out of their minds. This makes them vulnerable Scaring them is a good way to make their heart rate go up. Fighting will alsomake their heart rate go up, but it takes longer.

Health

More Batman Begins Tips:

This displays how much health the enemy you currently have targetted has left. The health is displayed in bar form. A full, yellow bar means that the currently targeted enemy has full health. While if the bar is red that means that the enemy is close to being defeated.

Weapon

More Batman Begins Tips:

Always know what type of weapon an enemy has before going into a fight. If they have a gun they're ten times dangerous then an unarmed enemy. Always make sure to see the weapon they have, it could either kill you or help you.

3.1.2 Personal Info

Health

More Batman Begins Tips:

The bat-icon that appears in the top center of the screen also doubles as your health bar. When it is depleted, game over. To refill it use medical kits. Always check your health before going into a fight.

Radar

More Batman Begins Tips:

This is an essential to look at. This will show enemies and objectives. Enemies that are unarmed(not carrying guns, but can still carry knives, crowbars, etc) appear green, while enemies carrying guns appear red.

The cone emmited from the dot is their line of vision(similar to Metal Gear Solid). The dot in the middle is you. If you jump or run you will emit a red pulse. Any enemies within reach of this pulse will hear you. Yellow circles and yellow X's are your targets.

A circle means that is close by while an X meansits far away. More Batman Begins Tips:

Area Fear

This is the overall heart rate of all enemies in the room. If it is empty then all enemies in the room are calm. By causing events that would scare the enemies will make the area fear bar rise. The higher it is the more likely enemies will be scared of you and not fight.

Reputation

More Batman Begins Tips:

This indicates how much fear you will inflict upon an enemy. By doing things that would scare an enemy the bar will rise and the area fear will also. Reputation will help you become a symbol of fear to enemies by the actions perform.

An example of a situation that would rise your reputation would be grabbing an enemy while hanging from a pipe.

More Batman Begins Tips: 3.2 Attacks

This sub-section will go over Batman's different attacks. Including his simpleattacks as well as his special attacks.

3.2.1 Attack Basics

More Batman Begins Tips:

Punch

A basic punch. While rolling and pressing SQUARE you will roll and then puncha nearby enemy. Press SQUARE to punch. The most basic of attacks in any game.Not as powerful as kicking but gets the job done.

Kick

More Batman Begins Tips:

A basic kick. You will kick a nearby enemy. Kick is more powerful in dealing out damage to enemies then punch is. Press TRIANGLE to kick. Another video game basic attack. Not as fast as punching but makes up for it in strenghth.

Block

More Batman Begins Tips:

By press om R2 you can block enemy attacks. This will allow you to not take any damage when an enemy is attacking you. When low on health be sure to relyheavily on block. Enemies will still be able to hit you from behind and the side.

3.2.2 Complex Attacks

Counter

More Batman Begins Tips:

This is performed by holding R2 or Block and then pressing SQUARE. Counter attacking requires timing because you must press SQUARE as soon as the enemy attacks. A short cinema will play if an enemy's attack is successfully countered.

Jump Attack

This is fairly simple to perform. While in midair press SQUARE to punch downwards. Thus hitting any enemies below you. This makes you a lot harder tohit by enemies because you will be out of their reach or moving to quickly tobe hit.

More Batman Begins Tips: Defense Break

Enemies can also perform a block move. But Batman can break this block. When an enemy begins to block a note will appear on the right side of the screen saying Defense Break CIRCLE. Pressing CIRCLE will make Batman pull his arm back and then break through the enemies defense.

Be careful when doing this because it takes a long time to break an enemies block, making yourself open to any nearby enemy attacks. More Batman Begins Tips:

Multiple Attack

When Batman becomes surrounded by multiple enemies he can push them back. On the right side of the screen a note will appear saying Multiple Attack CIRCLE. Batman will then jump and do a roundhouse kick. Thus knocking all nearby enemies back and onto the ground.

More Batman Begins Tips:

Ground Attack

If Batman should get knocked down onto his back and enemies have already begun to surround him you can perform a ground attack when a note appears on the right side of the screen saying Ground Attack CIRCLE.

Batman will then kick out any surrounding enemies. Making them fall on the back and giving youenough time to get up and away.

More Batman Begins Tips: Final Attack

When an enemies health is low you can perform the Final Attack. Batman will perform a melee attack on the enemy that will totally knock him out. This is a combination of kicks and punches.

Finishing Move

More Batman Begins Tips:

When an enemy has been scared badly enough he will give up. You can then grabhim when the note Grab CIRCLE appears on the right side of the screen, This defeats the enemy in one move.

Vault Attack

If you jump over an enemy's head with X and press CIRCLE when a note appears on the right side of the screen saying Vault Attack CIRCLE when you land behind the enemy a short cinema will play where you kick the enemy in the back. More Batman Begins Tips:

3.3 Fear

The stongest weapon at Batman's disposal. Using fear against those who prey onthe fearful Batman becomes very powerful. For this section I'll go into moredepth of how fear works in this game and some different ways to strike fearinto those who would wish you harm. More Batman Begins Tips:

3.3.1 Concept of Fear

As stated above, Batman uses fear as a weapon. Doing simple things such as fighting an enemy will cause fear to those watching and being fought. But inorder to really scare your enemies you must think big. By interacting withthe enviorment itself you can truly scare your enemies.

3.3.2 How Scaring Enemies Is Beneficial

More Batman Begins Tips:

By scaring enemies you gain a control over them. Fear is a weakness the Batmanwas able to master and manipulate to his using. He can then use it on enemies.Some of the effects of scaring enemies are sloppy fighting techniques, poor aim when using a weapon, dropping a weapon all together, or cringing in fear. More Batman Begins Tips:

As an enemy becomes scared they won't fight as well as they would had they a normal pulse. This leaves them open for hits and their attacks will be easilyevaded. Enemies won't be able to hit you as well with weapons and won't be ableto aim correctly.

More Batman Begins Tips: Enemies will also drop their gun all together if striken with enough fear. Justappearing to them isn't enough. You'll have to use the enviorment to your advantage to put the fear of the bat in them. And if you can strike enough terror enemies will cringe before you and even see you as a demon.

3.3.3 Examples of Scaring Enemies

More Batman Begins Tips:

Although fighting and defeating enemies will cause fear you will need to do something big inorder to make enemies drop weapons. In some levels you find outabout what a main character fears the most through interrogations and then useit.

An example of this is from the Docks level. When you find out that the Consigliere is claustrophobic Batman used it to his advantage while interrogating him. Interrogations themselves will cause fear in enemies. Alwayslook for ways that you can scare enemies. By doing so you'll gain power.

3.3.4 Area Fear and Reputation

More Batman Begins Tips:

Area Fear is the summary of the heart rate of enemies in one room. Empty meansthat everyone is calm. Full means everyone is scared senseless.

Reputation is how much fear you will induce when you scare an enemy,

More Batman Begins Tips: These both effect one another. By having a lot of reputation you will be ableto scare enemies easier, thus filling the area fear meter quicker. Then enemieswon't react well and cringe before you. This will make getting through areasmuch more easier.

3.4 Interrogations

3.4.1 What's an Interrogation?

More Batman Begins Tips:

Interrogations are short cutscenes that play after grabbing a guard. Some shortdialogue will be tossed back and forth between Batman and the person whom isbeing interrogated. This is a vital to how successful your mission is becausecertain information or keys can only be received in interrogations.

The dialogue in interrogations ranges from funny to just straight out badass.Some thugs don't act scared of Batman and actually say some funny things whenasked a question. While a majority thugs are just plain scared senseless. I tend to favor the latter. More Batman Begins Tips:

3.4.2How/Who can I Interrogate?

Sneak up behind an enemy and if the option Grab is available do so, it will always be CIRCLE to grab, and then you can interrogate, it will always be SQUARE to interrogate. Some enemies can't be interrogated. You will know if they can or can't by if the option to Grab is present.

In some missions it's an objective for you to interrogate someone so alwayslook for their name in the Enemy Information for if you need to Grab them.While for most it will be unknown to you unless a key or passphrase is required.

More Batman Begins Tips:

3.5 Driving

To add a bit of fast paced action to the game, there are driving levels shapedafter the racing game series, Burnout. The driving is very fast paced and thecontrols react very well in taking turns. The controls, listed in the CONTROLSsection, are easy to get use to and very simple. More Batman Begins Tips:

In the driving missions there is no health pick ups. Your health, or armor, isdisplayed in the top left corner of the screen. You lose armor when enemies crash into you and if you crash into walls. Be very careful when driving orelse your car will be destroyed.

More Batman Begins Tips: The only pick ups available on the road are nitro pick ups. The bar at the bottom right corner of the screen displays how much nitro you have left. Youwill deplete nitro by press R1 and using boosters to allow you to go 100 mphand up. This is very helpful when chasing down targets or on a time limit.

With every enemy you hit, it adds to your reputation. Hit enough civillian carsand your reputation will drop. Reputation is really pointless. It only adds toyour score at the end of the level. But still be careful about hitting civillian cars because you'll lose armor.

More Batman Begins Tips: 4) WALKTHROUGH

4.1 Prologue

4.1.1 Setting : Gotham City- Narrows Island 4 A.M.

More Batman Begins Tips:

4.1.2 Enemies : Crane Thug, Manic Inmates

4.1.3 Objectives :

-> Email Icon ( The Email icon indicates a new mission objective or note has been added.)

-> Find Dr. Crane ( Search the burning building to find Dr. Crane )

More Batman Begins Tips:

The game begins with a cinema of a man being thrown through a window then followed by the Dark Knight himself, Batman. A fight now occurs between the thugs and Batman. This will teach you the basics of fighting. Follow the onscreen instructions until all enemies have been defeated.

4.1.4 Attacking Enemies

To punch press SQUARE, to kick press TRIANGLE. This are the most essential buttons when taking on enemies because how else will you inflict damage?

More Batman Begins Tips: When all enemies are defeated another cinema plays where an enemy breaks intothe room and fires aimlessly. This then causes an explosion knocking the enemy unconsious. Exit out of the room into the hallway from where the enemyhad recently came from.

More Batman Begins Tips: In the next room, you enter just in time to see an enemy sent through a windowas an explosion goes off behind him. Go down the hallway to the left. At the end of the hall the ceiling crashes down seperating you from an enemy. Returndown the hall to the room where the enemy broke through the window.

More Batman Begins Tips: The hallway to the right has now been cleared of the fiery debris. Run down thehall to the end. While going down the hall you may target some debris blockinga door. Refer to the Tips and Hints box for more info. But anyways continue down the hallway to the end.

4.1.5 Breaking Objects

Destroy objects by pressing SQUARE or TRIANGLE. This comes in handy in clearing pathways to other rooms or secrets.

More Batman Begins Tips: At the end of the hall you can go left or right. To the right is a fiery room.To the left is an elevator. Approach the button and press circle to call theelevator down. The elevator comes crashing down with two thugs on it. They thentalk about making a run for safety from the firey inferno.

4.1.6 Interactive Objects

More Batman Begins Tips:

Interact with objects by pressing CIRCLE. Anything that can be targeted and is not an enemy is useable with CIRCLE or can be destroyed. Some of the things that are interactive are grapple spots(Spots where you can use your grappling hook on), computers, buttons, doors, etc.

Walk unto the roof of the elevator and approach the ladder. Use it to climbto the top floor. At the top is a empty room with a door across from where youclimbed up from. Before you open the door you will have to press SELECT to view you mission objectives.

More Batman Begins Tips:

4.1.7 Ladders

Climb ladders by walking close or jumping onto them. Its not just ladders youcan climb but ropes and chains as well. Press up on the analog stick to climbupwards while down to slide downwards.

Press LEFT on the D-PAD to view the Notes and Controls screens. By first pressing SELECT it opens up your current set of objectives in case you forgetwhat to do. You can also view any important data or clues you've collected aswell as refresh your memory of the controls. More Batman Begins Tips:

Approach the door when ready and you're given the option of open the door withCIRCLE or first view whats in the next room by using an optic cable by pressingSQUARE. It is always a good idea to check what is behind a door before runninginto a room unprepared. 4.1.8 Optic Cable

More Batman Begins Tips:

When approaching a door press SQUARE to use an optic cable to look into the next room. This is very helpful to work out a plan on how to take down enemies.

In the next room you find two thugs debating whether to leave one of Crane's traumatized victims. Batman will throw his Batarang at the victim's chains freeing him to attack the thugs. Run down the stairs to the right to see thevictim jump out the window. Leaving you to fight the two thugs.

More Batman Begins Tips: Defeat both thugs and then jump out the same window as the manic victim had just jumped through. You find him slumped against the wall. Go to the right and jump over the gap. On the other side climb the pipe to the top. At the hop onto the platform on the left to see two thugs in the next room.

4.1.9 Vertical Pipes

More Batman Begins Tips:

Climb vertical pipes by walking close or jumping onto them. This is the same as using ladders.

Stand between the two windows where there is solid ground to listen in on thethugs talking about Batman and the fire. The windows will then blow out froman explosion. Run to the end of the platform and jump up and grab onto the horizontal pipe.

More Batman Begins Tips:

4.1.10 Horizontal Pipes

You can jump onto and hang from horizontal pipes. This allows you to shimmy to the left or right to reach far away platforms.

Follow the pipe around the corner of the building. On the other side of the building drop down with SQUARE when you are above a platform. Once on the platform you have reached a CHECKPOINT. Break down the boards over the windowand enter into the room.

More Batman Begins Tips:

Directly across from the window you enter through is a medical kit. This is used to restore any health you may lose in combat. Go down the hallway. When you reach the end where there is a huge fire there will be a door on the rightside. Go through it into the next room.

4.1.11 Medical Kits

More Batman Begins Tips:

Medical Kits will replenish your health. These are extremely vital to your survival. Whenever you are low on health always stop to look for one of thesehanging on a wall. Only use it when you do need health.

In the next room you find Crane destroying some of his evidence. He will thenrelease two Manic Imates on you. Defeat them and follow Crane through the door.Around the corner you find Crane as the Scarecrow. He will infect Batman withhis fear drug then run off.

More Batman Begins Tips:

4.1.12 Special Attacks

Batman can perform special attacks during combat. They will appear in the topright corner of the screen when available. Some exaples of these special attacks are multiple enemies, vault attack and midair attacks.

More Batman Begins Tips: Go down the hall while avoiding the flames. You will start to hear Rachel screaming for help. Continue down the hall and another explosion will occur.This time hitting you and setting you on fire. It won't do any damge so continue down the hall. You will see Scarecrow and and lunge at him.

4.2 Himalayan Monastery

More Batman Begins Tips:

4.2.1 Setting: 1 Year Earlier - The Himalayans - The League of Shadows Monastery

4.2.2 Enemies: League Member, League Ninja, Ra's al Ghul

4.2.3 Objectives: The Trials More Batman Begins Tips:

Complete the trials and become a member of the League of Shadows .You start in a long, dark hall. Run out into the open area and run across to the other side to reach Ducard. Follow him down another dark hall. In the next open area Ducard instructs you for your next task. You must enter the next room and take down the armed ninja.

Climg the ladder and enter into the room with the ninjas. You must enter stealth mode to sneak up on the armed ninja and take him down. To enter stealthmode press L3(Push in the LEFT ANALOG STICK). Move into the room and your radarwill appear. The red dot is the armed ninja while green is unarmed.

More Batman Begins Tips: 4.2.4 Stealth

Press the L3 button to enter and exit stealth mode. Stealth mode will allow you to move without making a sound. This is essential in taking down enemies without the risk of losing life. Become an expert at stealth and you can takeout a room of enemies without take damage.

4.2.5 Radar

More Batman Begins Tips:

Enemies with guns will appear as red on your radar. Enemies without guns willappear as green. Always take out the enemy with the gun first. Enemies with guns do the most damage and can attack from a distance making them the most dangerous. Take them down first and the rest will follow.

More Batman Begins Tips:

Move towards the red dot on your radar to sneak up behind the ninja. Once behind him a small note will appear at the top right corner that says Stealth CICLE. Pressing CIRCLE will allow you to do a stealth move on the enemy takinghim out quietly.

4.2.6 Stealth Attack

If you approach silently behind an unaware enemy you can perform a Stealth Attack by pressing CIRCLE. This technique will prove to be most helpful. It allows you to take down an enemy in one hit.

More Batman Begins Tips:

With the armed ninja down your first task is done. Follow Ducard through the door into the next room. At the end of the long hall you enter into a largetwo story room. Ducard is in a doorway. Approach him and a wall of spikes willsperate you from him.

You will need to find another way into the next room. Lanterns will drop downfrom the ceiling. Tunr around from the doorway and climb up the ramp to the top. Then jump to the lantern. Jump from lantern to lantern to reach the platform on the other side.

More Batman Begins Tips:

4.2.7 Double Jump

Press X twice to double jump. Double jump is helpful in reaching high up ledges and other high up platforms.

4.2.8 Longer Jumps

Press X longer to jump further. This is helpful in jumping large gaps.

More Batman Begins Tips:

Go through the door into another hallway. Enter into the next room to spot Ducard standing next to a cabinet with a shuriken inside. Move towards the metal grating and fire will burst up. You will have to find another way overthe fire.

Climb up the ladder on the left side of the room. At the top go along the narrow board on the right. Walk along it until you reach a even more narrow board. Move along the beam and you will automatically perform a contextsensitive movement.

More Batman Begins Tips:4.2.9 Beam Walk

When you reach the beam you will automatically perform a Context-Sensitive movement. You will sidle from left or right along any narrow beam without falling.

More Batman Begins Tips:

At the other end of the beam is a solid platform. Move along it towards wherethe shurikens are kept. Then drop down to solid ground to collect the shurikensthat you will need for your next test. After taking them a trapdoor opens belowyou. You end up outside.

Move through the spikes until you have to target different objects. When youcan move again select the rope ladder and throw a shuriken at it with R1. It will then roll down so you can climb up to a higher platform. Move along theplatform until you reach the support chain. Throw a shuriken at it.

More Batman Begins Tips:

4.2.10 Interactive Highlights

Press LEFT or RIGHT on the D-PAD to move between targets. This comes in handywhen fighting multiple enemies so you can take down a certain one first or easier locking onto targets you can interact with.

4.2.11 Throwing Shuriken

More Batman Begins Tips:

When targeting an object press R1 button to hit it with your shuriken. This is very useful in hitting far off buttons or cutting ropes. Also helps in causing fear to your enemies.

Move towards the ramp but be carful of the gap in the pathway on the way to it.Go up the ramp to target a bell. Hit it with a shuriken then continue down thehall into the next room. Go right in the next room to find Ducard. You must get the pass phrase by those ninjas.

More Batman Begins Tips:

Continue down the hall to reach a rolled up ladder. Throw a shuriken at it todrop it down. Climb to the top. Use the wire at the top to climb to the other side of the room without the ninjas seeing you. Move closer to the supportcable that is holding a cell above the three ninja.

4.2.12 Overhead Wires

More Batman Begins Tips:

Press X to jump and grab wires or ropes overhead. This is a great way to get across rooms without enemies below spotting you.

Throw a shuriken at the support cable and the cell will drop on the ninja below. The dropping cell will make the one armed ninja drop his gun. You can now attack them much easily. Jump down and defeat them. When the last ninjahas been strucken with fear you can interrogate him for the pass phrase.

More Batman Begins Tips:

4.2.13 Reputation

Using the enviorment to scare enemies will increase your reputation. The larger your reputation the more fear you will create. This will cause enemiesto be weaker and even cower in fear when they see you or when you effect the enviorment to scare them.

More Batman Begins Tips:

The bottom door will now be open. Go through it and return to the bell. Hit itagain with a shuriken and you will automatically say the pass phrase. Go downthe hall. In the next room go up the ramp and stand in front of Ra's al Ghul and Ducard.

More Batman Begins Tips:

They will ask you to lower a prisoner using the lever. Lower his cage and standinfront of them again. A cutscene where Ducard and Ra's al Ghul want Bruce tokill the prisoner occurs but Bruce won't kill him and instead causes an explosion. You must now fight Ra's al Ghul and two of his students.

It is an easy fight. Just fight them as you would with regualr enemies. Not much of a threat. Ra's al Ghul will block much of the time so be prepared to do defensive breaks. After the fight free the prisoner by throwing a shurikenat the top of his cell. Follow him to safety.

More Batman Begins Tips:

4.3 The Docks

4.3.1 Setting: 7 Days Ago - Gotham Docks

4.3.2 Enemies: Falcone Thug, Consigliere, Crane Thug

More Batman Begins Tips:

4.3.3 Objectives:

-> Bring Falcone to Justice ( Find Gotham crime boss Carmine Falcone and bring him to justice )

-> Bypass Gotham PD ( Falcone has arranged for a heavy police presence. Find an alternate means to gain access to the Docks.)

More Batman Begins Tips: -> Access the Sewers ( The sewers may provide an alternate means to access the Docks.)

-> Open the Feed Pipe Valves ( The steam pipes of the dock can be overloaded by opening the 3 feed pipe valves marked on the radar.) -> Interrogate Falcone's Consigliere ( Obtain more information about Falcone's smuggling opperation from his Consigliere.) More Batman Begins Tips: -> Expose Falcone's Shipment ( Falcone's shipment is being carried in crates spray painted with white falcons. A container ship is docked nearby with the shipment in its cargo hold.) More Batman Begins Tips:

-> Isolate Falcone ( Falcone is heavily guarded. The cargo crane at the end of the pier may provide a tool to isolate him from the bodyguards. ) More Batman Begins Tips: -> Interrogate Falcone ( Falcone is helpless and isolated from the bodyguards. Interrogate him and bring him to justice.)

You will start off in a small room. Head to the door on the left side of the room. Go down the hallway with windows on both sides to trigger a cutscene where a small army of cops show up. Continue down the hall and use the button to call the elevator up.

More Batman Begins Tips:

Get on the elevator and press the button to ride the elevator down to the ground. Get out and climb over the fence on the left. On the other side is a door into a small security office. There is an armed Falcone thug and a Falconethug with a knife. Sneak up on the armed thug and perform a stealth take down.

4.3.4 Optic Cable II

More Batman Begins Tips:

Approach a door with an interactive highlight and press SQAURE to use the Optic Cable. This lets you get a glimpse into the room beyond to get a heads up on what you will have to deal with in the next room. Also helpful to see what direction an enemy in the next room may be looking in.

The other thug will know of your presence after the stealth take down so be prepared to fight. Beat him until you are given the option to grab. Do so andthen interrogate him until you gain all the info you need about Falcone's plans.

More Batman Begins Tips:

After the interrogation, climb the ladder in the corner opposite to the door that you came in. At the top of the ladder hop onto the ledge on the right. Then jump onto the metal platform. From the metal platform then jump to the floor. Go to the left and climb out the window at the end to the left.

More Batman Begins Tips:

Once outside go down the stairs. Continue moving forward to reach a platform.Use the ladder to climb ontop of the platform. There is a wire that you canjump up and grab to climb over a fence further down the dock. Once you have passed the fence drop down.

4.3.5 Radar Objective Markers

More Batman Begins Tips:

Objective markers appear on the radar as a YELLOW DOT. Objectives that are out of range appear on the edge of the radar as a YELLOW CROSS. This is helpful when you are lost as to what direction you should move in.

As soon as you drop down theres a CHECKPOINT. Jump onto the top of the boxes and then through the window. Destroy the boxes and open the vent. Move along the ventilation system until you drop down into an open space. There will be avan to the right with armed men in the back. You will need to trap the men.

More Batman Begins Tips:

4.3.6 Crawl Spaces

Press the L3 button to enable stealth mode and enter crawl spaces. Stealth mode just isn't for stealth but can also allow you to fit in tight spots and move through vents or pipes.

More Batman Begins Tips:

The answer as to how to trap the armed men lies in the fork lift. You will needto locate the key that runs it to drop a load of boxes infront of the door ofthe van, trapping the men inside. To get the key climb up a ladder on a platform to the left of the forklift.

Open the window and enter into the storage room. There is a lone armed thug inhere whom you can interrogate.

There is also the key for the forklift in here.From the platform in the storage room move under a pipe hanging from the ceiling and hop up to hang from it.

More Batman Begins Tips:

4.3.7 Overhead Pipes

Batman can hang from overhead pipes by jumping onto them. Always, always always remember to look at the ceiling when you are lost as to where to go next or when an unclimbable object is in your way. Most of the time there will be a pipe on the ceiling to use.

More Batman Begins Tips:

Move to the right along the pipe until you are above the thug down below. Whenyou are above the thug press CIRCLE to lower down and grab the thug. You can interrogate him about what Falcone is afraid of that would have him bring an army of men. When you're done interrogating him drop down.

Grab the forklift key then press the switch to the left of the door that leadsto the forklift and the van. With the door opened use the key on the forkliftto drop boxes infront of the door of the van. The two thugs in the front of thevan will come out to investigate the sound. You'll have to fight both of them.

More Batman Begins Tips:

4.3.8 Blocking

To block enemy attacks press and hold the R2 button. This is an essential move for when you need to conserve your health.

More Batman Begins Tips:

Both thugs are quite strong and one of them is armed with a knife. Take down the one with the knife first by counter attacking his moves. To counter attackhold R2 and then SQUARE just as he is about to strike. This technique is veryuseful.

More Batman Begins Tips:

With both defeated you can head over to the gate infront of the van. It is locked so you will need to pick the lock. Wait for the spinning block to stopat the hole then press CIRCLE to drop it in. With the gate open go through andto the left to drop into the sewer.

Sewers

More Batman Begins Tips:

After landing in the Sewers you reach another CHECKPOINT. After a short discussion with Alfred as to what you should do next you can use your grappeling hook. Target the grapple point with LEFT or RIGHT on the D-PAD thenpress CIRCLE to grappel to it.

4.3.9 Grapple Points

More Batman Begins Tips:

Select the Grapple Point with the interactive highlight and press CIRCLE. Youwill need this when trying to get passed obstacles or reaching high vantage points.

Once on the higher platform go to the left to get a health kit. Then go to theright to press a switch to open the door on the pipe. Jump into the pipe. Movealong the pipe until you enter into the water at the end. Then grapple up to the pipe along the ceiling.

More Batman Begins Tips:

Move along the pipe and watch the dialog between the thugs and the technichan.Afterwards drop down from the pipe and sneak up behind the guard on the left with the gun. Perform a stealth move to take him out. Then defeat the secondthug. With both gone the tech will return.

He will tell you the code for a keypad on the other side of the pipes. Climbover the wall of pipes by using the pipe along the ceiling. Then use the keypad on the wall to put the code 1227 in. Go through the door and climb thepipe to climb above the platfomr. When above the platform drop down.

More Batman Begins Tips:

Follow the platform around the corner, right above where you talked with thetech, to find a door. Go through and destroy all the boxes and then drop intothe water to the left by breaking the railing. Follow the stream of water under the pipes to outside.

More Batman Begins Tips:

Once outside jump onto the solid ground to the left. Climb the ladder and at the top turn the first valve. When the pipes behind the valve begin to steam and you can then target them throw a batarang to break them open. Then use yourgrappleing hook to get above the hole in the pipe. Drop into the pipe.

More Batman Begins Tips:

Move along the pipe until you drop into a big room. There are two armed thugson the higher part of the room. For now use the ladder in the left corner ofthe room. At the top turn around and go towards the wall. When you come to a pipe jump up and hold on to it. Then use it to cross over the gap to the thugs.

4.3.10 Scaring Enemies

More Batman Begins Tips:

Using the enviorments to scare enemies will make them drop their guns. By scaring enemies you can make them weak. They will cringe when they see the sight of you and drop thier guns. Always look for a way to scare you enemies.Because fear is your greatest weapon.

Stay on the pipe until you are on the other side and right above a platform. Then drop down and target the pipe near the two thugs, whom both have guns, andthrow a batarang at it. This will cause steam to come from the pipe and thus scaring the enemies enough to make them drop their weapons.

More Batman Begins Tips:

Swoop down from your hiding spot and defeat both of the thugs. Then go throughthe door. Outside you reach a CHECKPOINT. Look to the right and target the support chains and throw batarangs at them to make the ramp drop. Then go upthe ramp.

4.3.11 Area Fear

The Area Fear bar represents the overall amount of fear generated by Batman in a given area. It is basically a summary of everyone in the area's heartbeat. If the bar is full everyone is scared. If empty everyone is calm and dangerous. More Batman Begins Tips:

Go up the ramp and follow the platform to a door. Enter the room and go down the ramps to the bottom. Under the ramp is a health kit. Grab it if you need itthen turn around and press a switch to open a hatch off of the pipe. Go into the pipe.

At the end of the pipe you enter a huge room. You are at the bottom and their are four enemies at the top, along with the next valve. Look for a grapple point to the left ledge and grapple up to it. Then use the pipe to cross overto the other side of the room.

More Batman Begins Tips:

You will land in a small room below the grating above where there are thugs. Climb the short wall to the right and follow it to the end to reach a gap inthe floor. Peek out with CIRCLE to see a thug. Wait for him to turn around.Then jump from the hiding spot and perform a stealth attack on him.

More Batman Begins Tips:

Continue down the path, DO NOT GO LEFT, until you reach a dead end. Turn thenext valve. This will then scare all the enemies on the bridge causing them todrop their guns. Now move in and take them all out. Cross over the bridge andat the end turn right and go out the door.

When the game finishes loading climb the ladder infront of you. As you approachit you reach another CHECKPOINT. At the top is a small army of cops. There arealso a few around the ladder infront of you. Wait until they finish talking before going to the ladder.

More Batman Begins Tips:

When they are gone make your way to the ladder. Climb up it and and at theend of the path on the right is the third valve. Turn it and watch your reputation rise, alond with the cop cars. That last valve scared all the copsoff making Falcone easier to reach.

Inside Gotham Docks

More Batman Begins Tips:

You will start off on top of some crates with Falcone's thugs on the ground.Target the grapple point to the left and use it to reach the crates to the left. Move towards the hole in the spacing of the crates, facing the water.BEFORE dropping down look down to see if the thug is still there.

When he leaves drop down and then climb up the rope into another crate above.Exit out of the crate and go right. You wil eventually come to a hole leadinginto another crate. Drop down and destroy all the boxes. Exit out of this crate and go left.

More Batman Begins Tips:

You will need to crouch to get under the crate. Exit from underneath it and hide behind some boxes. You can peek out to spy on the thugs in this area. Allare armed and there are four in the area. You will need to scare them to disarm them.

After viewing your surroundings go down the passage between the crates to theright. At the end go down the ladder. Go to the left and use the medical kiton the wall. Then move silently up the ramp. At the top go into the room on the left and take out the thug inside with a stealth takedown.

More Batman Begins Tips:

You now have control of the crate in this area. But the controls don't work,just yet. Alfred will inform you on how to use the control by using a electro-hack tool. Press UP on the D-PAD to select the Electro-Hack then pressL1 to begin hacking.

4.3.12 Gadget Selection

More Batman Begins Tips:

To select a gadget use UP and DOWN on the D-PAD. When a gadget is available for use its icon will flash and pressing L1 button will use the gadget. Thereare five gadgets you can use like. They are the Smoke and Flash Grenades, HF Transponder, and the Elctro and Camera Hack Tools.

More Batman Begins Tips:

Hacking consits of a small box in the lower right corner of the screen wherefour rows of X's and O's scoll by and you have to press CIRCLE as soon as theO pass in the box section. Then the line will drop down and you have to get thesecond O in the box and so on and so on until the box is full of O's.

You now have control of the crane. Move it above a thug and drop it. This willscare them enough to make them drop their guns. Exit the room and as soon asyou turn right punch to hit a thug. Now take out all three thugs. Multiattackcomes in handy so make sure to use it when prompted. Also remember use counter.

More Batman Begins Tips:

4.3.13 Cargo Crane Controls

Use the LEFT ANALOG STICK to move the crane. When SQUARE is active you can drop the cargo. You will need to know how to use cranes later on in the levelbecause they are an excellent way to induce fear.

More Batman Begins Tips:

Grab the thug crawling around to interrogate him to find out about the shipmentof stuffed rabbits. Use the ladder across from the crane room. At the top jumpand glide to the right, over the fence. On the other side of the fence, followthe narrow path between the crates.

4.3.14 Cape Glide

More Batman Begins Tips:

Batman can use his cape to glide. Press X to jump then press and hold X to glide. This will allow you to reach platforms at long distances away or crossover large gaps.

While going hrough the path you will reach a CHECKPOINT. When you come to a dead end with an orange crate move towards it to wall sidle. This will allow you to go through a crevice to the left. Go along the wall until you are behinda stack of boxes. Exit from the wall sidle position.

More Batman Begins Tips:

There are two aremed thugs on the other side of the wall of boxes. Wait for them to finish talking. The one man remaining is the Consigliere. Sneak up behind him and grab him. Now you can interrogate him to find out about the smuggling operation.

Use the forklift in the corner by the door to lift up some boxes. This willtrigger a CHECKPOINT. Go under the boxes. This next area is swarming with thugs. Theres a thug leaning against the wall. Sneak behind the boxes infrontof his line of vision. Another thug will come and talk to him.

More Batman Begins Tips:

Listen in to learn about Dr. Crane. Continue edging your way through the darkness until you come to a plastic sheet. Go past it to the right to reach achain. Climb it to the top then use the pipe to reach the platform on the left side of the area. Drop from the pipe to the platform when above it.

After dropping onto the platform jump and glide over the gap in between the platform. On the other side follow it around the corner and then enter throughthe door into the building. You will be in a long dark hallway. Go down it andyou will reach a CHECKPOINT.

More Batman Begins Tips:

Cargo Ship

At the end of the hall go through the door. Then walk down the ramp to the bottom. DO NOT go through the door at the end of the ramp leading into the ship. Behind that door are three armed thugs. Instead go to the left and passthrough the doorway in the fence.

More Batman Begins Tips:

On the other side of the fence use the control lever on the forklift to lower some barrels. Use the barrels to climb up the crates. Climb onto the top crate.At the top is a wire that will bring you onto the ship. Once you drop onto theship go left towards the front of the ship.

Theres an unarmed thug looking out to the ocean, making him an easy target fora stealth take down. Once he is defeated use the medical kit. Now go down thepassage to the left(not the side you just came from). At the end "hall" is an armed thug. There are also two thugs nearby.

More Batman Begins Tips:

Get as close as possible so that you can perform a stealth take down on thearmed guard. This will at least take out the most dangerous thug in the area but it will alert the other two thugs of your presence. As well as those twothugs a third will come from a side passage.

More Batman Begins Tips:

Remember to use block and counter. As well as multi attack. This will make short work of them. After defeating them all go to the large area where thetwo unarmed and one armed thug, should you have moved away during the fight.There is a small passage in between the crates.

Go down it and break through some debris. Once past the debris jump onto theleft crate and climb up ontop. There is a military crate here and a short cinema about using them. After opening the crate you recieve five smoke grenades.

More Batman Begins Tips:

4.3.15 Smoke Grenades

Smoke Grenades will temporarily paralyze and scare your enemies. Select the Smoke Grenades by pressing UP or DOWN on the D-PAD. Fire it by pressing the L1 button. If targeting a group of enemies throw the Smoke Grenade at the enemy in the center.

This will give you a better chance at hitting all the enemies with smoke. Smoke sends enemies into a coughing fit that is measured by a bar that appears on screen. While coughing the enemies are open for damage.

More Batman Begins Tips:

4.3.16 Fear Gadgets

Fear Gadgets can only be used on enemies who are already scared. A higher reputation will make your Fear Gadgets more powerful. Using Fear Gadgets willgive you the upper hand in fights.

More Batman Begins Tips:

Jump through the hole above the military crate. You will be in a small room. Gothrough the door and down the ladder. If you need health go to the left and down beside the crate on the wall is a medical kit. When ready go towards theconveyor controls and perform a stealth take down on the thug.

With the thug gone hack the controls with the Electro-Hack. This will cause allthe crates onboard the cargo ship to crash on some thugs on the docks. With them scared its time to test out these smoke grenades. Target the thug in themiddle and throw the grenade with L1. Make sure the grenades are equipped!

More Batman Begins Tips:

With the thugs now disoriented swoop in for the kill. Take them all down thenhead for the fence up the dock. Be careful as you go because there is a thug down here. After defeating him you get the key for the gate. Now go through thegate.

You will have reached another CHECKPOINT. There will be some crates in this area. Move foward and then right, while staying behind the large crates. You will enter a room with a ladder leading down. Follow it down and at the bottomgo out the door.

More Batman Begins Tips:

Move silently while listening in on the thug that is on the platform above. Onthe wall to the right is a ladder. Climb it and move across the area to the ladder on the other side, while grabbing the smoke grenades from the militarycrate.

More Batman Begins Tips:

Climb the ladder and then wait behind the stack of boxes for the armed thug toturn around. Once he turns sneak up behind him and perform a stealth takedown.Go through the door at the end of the platform to the right. You will be in asmall room with another door on the right. You will have to pick the lock.

With the lock picked move down the hallway. At the end of the hall go throughthe next door on the left. A small cutscene will play as Batman talks toAlfred on how to isolate Falcone from his men. Looks like you gotta reach a crane.

More Batman Begins Tips:

Go through the door to the left to enter a large room on a platform. Jump over the railing onto the lower railing. Follow the ramp down to the bottom of theroom. At go to the door and USE YOUR OPTIC CABLE to see three armed thugs come down the hall. Quickly hide behind a wall of boxes to the left.

When they are gone go through the door. Go right down the hall and through another door. When the game finished loading head around the corner to reacha CHECKPOINT. Go through the door to reach the support beams for the pier above.

More Batman Begins Tips:

Pier

Move foward and go right to use the medical kit. Then turn around and head forthe dead end. Jump to the pillar to the left if you are looking out to theocean and you will grab onto a ring. Jump again to reach another ring. Jump Once more to get on a pipe.

More Batman Begins Tips:

4.3.17 Metal Pillar Rings

Batman can jump onto metal rings to scale large pillars. This is another thing to look out for when confused on how to reach someplace.

Use the pipe to get over the fence and above another platform. Drop down fromthe pipe when above the platform. Break all the boxes on the transport then goto the right and press the switch. The transport will move towards you. Jump onto it to get close to another platform.

More Batman Begins Tips:

Jump off of the transport to the platform. Follow the platform around the corners. At the end of the platform drop down onto a lower platform and gothrough the door. Inside are two thugs looking out a window. Move in behind them and perform a stealth take down on the thug on the right.

Now you'll have to deal with the remaining thug. With both thugs gone press thebutton in the left corner to call an elevator down. Once it reaches you get onand take it up. At the top turn around and exit out into the room. First go into the right corner for a HF Transponder.

4.3.18 HF Transponder

More Batman Begins Tips:

High Frequency Transponder will cause a scared enemy to become paralyzed withfear. This will summon a swarm of bats to engul any nearby enemies. This willcause them a large amount of fear. Use as a last resort.

Now go further into the room and use an optic cable on the door to the right.Theres Falcone!, but you can't get to him just yet. One of his thugs will movetowards the door. Quickly hide in where you found the HF Transponder. The thugwill then talk on the phone.

More Batman Begins Tips:

After he finishes talking on it, sneak up behind him and perform a stealth takedown. You will grab him and can now interrogate him. He will give you the keyto the door to the left. After the interrogation go through the door with thekey.

Walk onto the platform and climb down the ladder. At the bottom is a door. Whenyou go through it two enemies will come through the door at the end of the hallway. Defeat both thugs and go through the door they came though. Jump onto the crate and climb the chain to the top.

More Batman Begins Tips:

At the top jump onto the platform and then align yourself with the lights hanging over the water and glide to the first one. Then jump and glide to thenext light. From the light glide to the platform. To the right is another pillar which you must climb using the rings.

At the top drop onto the platform. Go to the edge of the platform and jump andpull youself into the vent on the right wall. Follow the vent to an accessgrate. Open it and drop into the room below to reach a CHECKPOINT. Grab the flashbang grenade out of the crate then climb out the window.

More Batman Begins Tips:

4.3.19 Flash-Bang

Flash-Bang grenades will temporarily blind a group of scared enemies. This islike the smoke grenades only it will effect all enemies nearby.

On the platform outside the window go up the ladder to the right. At the top hop onto the next platform to the left. Then hang from the pipe on the ceiling.Follow the pipe around the corner and drop down onto the metal rings aroundthe column. Drop down onto the platform.

More Batman Begins Tips:

After two thugs finish their conversation sneak up on a thug near a computerand perform a stealth take down. Press the button and a transport will knock abunch of thugs into the water. But it will also alert two more thugs. Defeatthem both. And move down the platform to reach an elevator. Use it and go up.

The Crane

More Batman Begins Tips:

At the top you are in a hall. Move towards the door to reach a CHECKPOINT, Thengo through the door. Run foward towards a chain under the crane. Use the boxesto the left of the chain to reach the chain itself. Now climb up to reach aplatform with a ladder. Now climb the ladder.

You will be on another platform with another ladder. Keep climing up into thecrane's controls. At the top is an enemy talking on the phone to the left. Wait for him to finish then perform a stealth take down. Now go to the cranecontrols and use the electro-hack to use it.

More Batman Begins Tips:

Move the crane left until you see a black car. Position the crane over the carand press SQUARE to grab it. Now turn around and go up the stairs on the right.At the top target the grapple point and grapple to it. Now move along the pipeto reach Falcone. When you get close enough a cinema will play.

More Batman Begins Tips:

4.4 Passage to Gotham

4.4.1 Setting : Gotham City

4.4.2 Enemies : Enemy Muscle Car, Enemy Van, Freight Truck

4.4.3 Objectives:

More Batman Begins Tips:

-> Takedown the Escort Vehicles ( The truck carrying the stolen equipment is being guarded by a number of vehicles driven by armed thugs. Use your vehicle skills to knock them off the road and reach the truck.) More Batman Begins Tips: -> Jump the Narrowborough Bridge ( The Narrowborough Bridge is being raised by the fleeing criminals. Get to the bridge before the steadily growing gap in the bridge is too wide to cross. ) -> Destroy the Truck ( Overcome, cripple, and then destroy the truck in order to reveal its cargo. Ude your onboard weapon system to shoot it off the road. If the truck reaches the Gotham Black Market before you can take it out then Mission Failed. )

More Batman Begins Tips:

4.4.4 Driving Controls

Here there are again :-

D-Pad = Not Used

Right Control Stick = Not Used

More Batman Begins Tips:

Left Control Stick = Steering

3 = Not Used

Triangle = Camera

Circle = Jump

Square = Brake/Reverse

More Batman Begins Tips:

X = Accelerate

L1 = Rear View

L2 = Weapons(Available when indicated)

R1 = Boost

More Batman Begins Tips:

R2 = Not Used

Start = Pause

Select = Data Screen

More Batman Begins Tips:

You begin on a narrow street. Drive foward to be informed by Alfred about thetruck. Follow the arrows to the right and crash through the fence. An arrow will appear on screen. The arrow is above an enemy muscle car. Speed up andknock them into the wall.

Now you will be on the main straight along with civilian cars. Go through theblue pickup to get some nitro. Continue going taking down thugs until you entera tunnel. Go through the tunnel taking down as many enemy cars as possible.Out of the tunnel will be another set of arrows pointing right.

More Batman Begins Tips:

Follow them onto the road going right. You will be on a dirt road now. Go downthe dirt road and then cross over the bridge. Once off of the dirt road you will be on a long winding road. Follow the arrows to know when you should turn.Once out of the winding road you will get onto a dirt road.

More Batman Begins Tips:

On the dirt road is a nitro pickup. Continue to take down enemy cars until youcome to an arrow pointing to the left. Near the arrows is another nitro pickup.You will be on a paved road again with another set of arrows pointing rightthis time. Turn right and go down the street and turn left at the next arrows.

You will be on a long stretch paved ground. Halfway down the road is a nitropickup. Enter into a tunnel. There will be no enemies around for awhile now. After exiting the tunnel you reach a CHECKPOINT and a bridge. You will now haveto jump the bridge.

More Batman Begins Tips:

On the right side of the road is a nitro pickup. Continue driving to reach another set of arrows. Pointing to the left. Some enemies will begin to appearon the road now. A timer will also appear in the top middle part of the screen.This is how much time you have left before the bridge is completed lifted.

More Batman Begins Tips:

Continue to take down enemy cars and try to conserve your nitro. After a whileyou will reach a winding road with arrows indicating where to turn. The firstarrows point right while the next point left. Near the next set of arrows pointing left is a nitro pick up.

Drive straight on to the next set of arrows pointing right. On the next streetare more arrows pointing right and a nitro pick up. Go straight down the longstreet and go up a ramp into a warehouse. Inside is another nitro pick up. Exit out of the warehouse through the door on the other side.

More Batman Begins Tips:

Once outside turn left and go along the street. This street has a lot of civilian cars as well as thugs. When you reach a road with an island in the middle, go to the left side to get a nitro pick up. Turn left at the arrows.Go down the next street and turn right at the next set of arrows.

More Batman Begins Tips:

Cross over a bridge to get another nitro pick up. Go down the long stretch ofroad. Turn right at the set of arrows to get a nitro pick up. Continue downthe road and turn left at the next set of arrows. Get another nitro pick up andthen go down another street.

Continue down the street and turn down the street to the left. At the next setof arrows turn right and get the nitro and turn right then left at the nexttwo sets of arrows. You will be on a dock now so avoid the boxes and any otherhazards. Get the nitro pick up then turn right at the arrows.

More Batman Begins Tips:

Go onto another dock and shoot through and pick up the nitro. Once off the dock turn right onto another street and blast down it until you come to anotherset of arrows going left. You will have reached the bridge and a cutscene of the tumbler jumping it will play.

More Batman Begins Tips:

Once you land you will have reached a CHECKPOINT. Theres no more timer to worryabout so no rush. Turn left at the next set of arrows to get a nitro pick up.Drive down the short street and turn left at the next set of arrows. Go down the long stretch of road and enter into the tunnel.

More Batman Begins Tips:

Stay on the right side of the tunnel to get a nitro pick up. Near the exit of the tunnel on the right side is another nitro pick up. Upon exiting the tunnelyou will be in a wooded area. After a while there will be another nitro pick upon the left side.

You will now have a box on the left side of the screen displaying the FreightTruck health. Alfred will tell you about the Freight Truck. Speed up into thetunnel to reach the Freight Truck. Now just hold down on the nitro boost tocatch up to the Freight Truck.

More Batman Begins Tips:

Once you reach the truck a box will appear behind it and a beeping will begin.When the beeping becomes steady you can fire your missles with L2. This willdamage the truck. Continue to stay behind the truck and blast into it withyour rockets. Don't bother with enemy cars and vans.

Once its tires are blown out it will begin to swerve. Stay on its tail andcontinue to blast out its tires. A cutscene will play where you discover that the truck was only a decoy to throw off the police and Batman. After the cutscene your stats for driving will be displayed.

More Batman Begins Tips:

4.5 Falcone's Black Market Club

4.5.1 Setting: Last Night - Gotham City - The Black Market

4.5.2 Enemies: Thug, Pfister, Detective Flass

More Batman Begins Tips:

4.5.3 Objectives:

-> Find Flass ( Find and question the corrupt police office Flass. )

More Batman Begins Tips: -> Gain Access to Upper Floors ( A pass phrase is needed to access the upper floors. Obtain the pass phrase from someone feeling suitably cooperative. ) -> Find the Control Room ( Locate the control room and find out Flass's location. )

More Batman Begins Tips: -> Find Flass's office ( Make your way through the building and find Flass's office. )

Ahh another great intro to a level. Batman comes bursting onto the scene in theTumbler. This causes your reputation to increase and Area Fear to be very high.Defeat the thugs that will be startled by your entrance. With all thugs defeated, approach the door behind the Tumbler.

More Batman Begins Tips:

The door will be locked so you need to pick the lock. Pick the lock as you usually do and go through the door. Alfred will give you some valuable information via radio. Looks like you'll need to find a thug with a pass phraseinorder to reach Flass.

After going through the locked door go to the left and open the miltary crate to get three smoke grenades. Go to the right corner of the garage and go up theladder behind the black car. Jump onto the vent to the left at the top. Then gobeneath the pipe above the vent and jump to grab onto it.

More Batman Begins Tips:

Climb along the pipe to get over the fence. Go along the pipe until you can'tgo down the ramp anymore. Then drop down and throw a batarang at the crackedwindow. Jump through the broken window and use the computer terminal to open the gate. Hop back through the window and go to the left.

Go left until a thug appears on the radar. Sneak behind the black car and watchas an armed thug talks over an intercom. Theres an armed thug looking in yourdirection as well so you can't sneak up on the thug on the intercom just yet.Continue to the left to reach a fence blocking a ramp.

More Batman Begins Tips:

Above the fence is a grapple point. Use it to get above the fence. Now that youare above the fence, drop down to the left of it to get on the ramp leading down. Go down the ramp to reach a CHECKPOINT. Continue down the ramp and staynear the wall on the left.

More Batman Begins Tips:

Wait for the thug working on the car to turn around, then sneak up on him andperform a stealth takedown. Go to the right wall to use a medical kit. Then climb the ladder to the left of the medical kit. At the top, jump onto the ventand walk down it. At the end go through the vent.

Go through the vent covering on the other side. You will emerge on a vent highabove some enemies. Continue going along the vent. Through the next vent covering is a room where the vent on the left merges with the vent on the right.

More Batman Begins Tips:

In this room is another vent covering on the left, go through it. Move along the vent until you are below a pipe. Jump onto it and then throw a batarang atthe support beam for some barrels. The barrels will roll down and scare someenemies.

More Batman Begins Tips:

When they come to investegate the sound move along the pipe until you are abovethe armed thug. An option will appear on screen saying Finish so press CIRCLEto drop down and grab him. This will increase your reputation and scare the remaining three guards.

Drop down silently and peform a stealth take down on the thug on left becausehe has a crowbar. Defeat the remaining two thugs until you can Grab one ofthem. Now interrogate him for the pass phrase, which is little pig. When finished with the thug exit out through the door.

More Batman Begins Tips:

Go back to the ramp that you came down and go up the ramp. At the top of the ramp go through the door and go left. On your radar will be an armed thug looking at the door you need to get through. Sneak up behind the armed thug andperform a stealth take down.

More Batman Begins Tips:

Use the intercom and Batman will say the pass phrase. Go slowly through the door and imediately go to the right, into the shadows. On your radar you shouldsee an armed thug looking from the right side of the room to the left. Movealong the shadows of the right side of the room.

Sneak up on the guard on the right side of the room and perform a stealth takedown. Go to the right of the desk and open the military crate to get a HFTransponder. Now go along the middle of the room and press the button to call an elevator down. Get in the elevator up while Alfred talks.

More Batman Begins Tips:

Black Market Club

At the top get off the elevator to reach a CHECKPOINT. Go down the hallway andgrab the medical kit to the right of the door you come through and then enterthrough the next door at the end of the hall. In the next room DO NOT RUN STRAIGHT TO THE OTHER SIDE OF ROOM!!! Well not until you are prepared.

More Batman Begins Tips:

In the middle of the room is a wall of trip wires that trigger gas to fill theroom if the solid beam is broken. When ready run through the beam and quickly target the grapple point at the top of the room. At the top quickly drop fromthe grapple point.

More Batman Begins Tips:

Turn around and run into the other room. From the balcony target the antiquevase and throw a batarang at it to make it break the window. This will make thegas leave the room. Drop down to the bottom of the room when all of the gas isgone.

At the bottom go through the door. Run down the hall and at the end go throughthe door on the left. In the next room there is a grapple point on the ceilinginbetween two doors. The door across from the one you cam through has an armedthug and an unarmed thug.

More Batman Begins Tips:

Go to the right towards another door. As you reach it you will go through a trip wire. Quickly turn around and grapple to the ceiling to avoid being shotat by a machine gun that appears from behind a portrait. After the gun finishesfiring the armed thug will come from the room.

Wait until he his below you and then Finish him by pressing CIRCLE. Drop down to the ground and go into the room that the armed thug came from and defeat thethug. When the thug is defeated go to the Security Controls and use the ElectroHack to use the Security Controls.

More Batman Begins Tips:

After hacking the controls you will find Flass and will be able to use the cameras to look in three different rooms. Exit out of the Control Room and go to the door that had the trip wires infront of it. They will now be disabled sogo through the door.

More Batman Begins Tips:

In the next room you will have reached a CHECKPOINT. Go through the door to theright. Alfred will give you some information about the camera systems and youwill gain the Camer Hack gagdet. Go down the hallway and then hack the camerato be able to see a laser trip wire.

4.5.4 Camera Hack

Target the camera and hack it by repeatedly pressing the hack button. A smallwindow will appear in the lower right corner of the screen to make the red bar decrease. When it is completely to the left the camera will be hacked.

More Batman Begins Tips:

4.5.5 Camera Hack II

To hack a camera, equip the Camera Hack tool from your inventory. Its the same way you equip the Electr Hack tool.

Jump it using the camera's direct feed as a reference. Go through the door tothe left. In the next room target the camera on the right wall and then hack it. You will need to use the camera as a reference to avoid stepping on thered squares on the ground.

More Batman Begins Tips:

This is a very roughly done diagram. After making your way slowly through thepathway then jump and glide towards the solid ground, which is around thedoor. There will be some barrels to the left of the door. Throw a batarang atit and a barrel will fall on a tile.

More Batman Begins Tips:

This will cause an explosion and an armed thug will come to investigate. Hideto the right. Then jump onto the couch and make your way quietly behind the armed thug and perform a stealth take down. No go through the door that he hadcame from.

In the next hallway hack into the camera to the left. Go down the hallway to the left. The camera will show a laser trip wire. Jump up to the ceiling andgrab the pipe. Use it to get across the trip wires and across the hall. Onceyou are safetly over the trip wires you reach a CHECKPOINT.

More Batman Begins Tips:

Drop down from the pipe. There is a door to your right and left. To the left will lead to a long hall and then a large room with many enemies. To the rightis a laser trip wire with explosives. Instead go up the stairs in the middle.Throw a batarang at the vent at the wall.

Use the medical kit on the left wall then climb into the vent. At the end of the vent break open the covering and drop into the room. This is the room thatthe door on the right lead into. Drop to the lower part of the room and openthe miltary crate for three flash bang grenades.

More Batman Begins Tips:

Now go to the higher part of the room. Jump onto the lights on the ceiling andthen throw a batarang at the barrels. This will cause them to drop into thelaser trip wire. This will trigger the explosives and then an armed thug willcome to investigate.

More Batman Begins Tips:

Move along the lighting so you are above the doorway. When the thug comes inpress CIRCLE to finish him. Now drop down and go into the door on the left.Go along the short hallway and go through the door at the end of the hall. Enter into the room and attack the thugs.

With all thugs defeated press the button on the wall and quickly jump onto theprojection screen on the wall to reach the second floor. At the top jump overthe railing the go into the other room. Drop into the room below and sneak up on Pfister.

More Batman Begins Tips:

Interrogate him to find out how to reach Flass. Go through the door on the right side of the room. Go down the hallway and pass through each room toreach a dead end. Approach the door on the right and input the pass code 1337,how elite.

Go through the door to reach a tram. Get onto it and pull the lever. You willdiscover that the cable car is broken. Go infront of the cable car and jump and grab the wires. Now use them to get to the other building. When you getclose enough throw batarangs at the loose boards.

More Batman Begins Tips:

Construction Site

This will knock all of the boards down so that you can enter the building. Inthe next room break open the vent with a batarang and climb inside. Go along the vent until you fall outside. You will then reach a CHECKPOINT. Slowly walkalong the plank beside the right wall then get on the beam at the end.

More Batman Begins Tips:

Walk along the beam to the left and then exit out of the context sensitivity mode to stand on a platform. Now jump and glide to an elevator to the right. Jump up and grab the chain and use it to climb up. At the top jump off to thewooden platform.

More Batman Begins Tips:

Target the light fixture on the left side of the screen and throw a batarang atit. This will drop the light down. Now jump and glide to the light and then climb to the top and glide to the vent. Pull yourself into the vent. Follow thevent into an open room.

In this room is a ramp leading up. Follow it to the top of the room. Theres a medical kit on the wall at the top. Use it if you need it and then go down thehall. At the end of the hall you will be outside once more. Target the roll ofwire to the left and throw a batarang.

More Batman Begins Tips:

This will cause a fence to drop down. Jump and glide to it. Climb up to the small room. Then glide across to a large area to the right. Throw a batarangat a moving platform to break some boxes off of it. This will cause it to riseand a bucket to lower. Jump and climb the rope thats attached to the bucket.

More Batman Begins Tips:

Throw a batarang at the roll of wire to drop down another fence. Glide from therope to the fence and climb it to reach another small room. Target a roll ofwire on the buidling to drop another fence. Jump and glide to it. Climb up itto reach a doorway to the left.

Enter into the doorway and go down the hall. You will have reached a CHECKPOINT. Go through the door wat the end of the hall to the right. Use themedical kit on the wall then climb up the ladder. At the top stay low and movealong quietly in the trench. Above are three armed thugs.

More Batman Begins Tips:

At the end of the trench hop out to the right and push down the loose fence. Move under the trailer to the other side. At the other side go to the otherbuilding and push down the loose fence. Go underneath the building and cross over to the other side.

More Batman Begins Tips:

On the other side move close to the scaffold support until you can throw a batarang. When you can throw a batarang do so and the tower will collapse.This will increase your reputation and scare the thugs into dropping their guns. Now defeat them all.

With all thugs defeated to to the building that you first climbed under. Go through the door and open the military crate to get five Flash Bang grenades.Next target the skylight above the filing cabnets and throw a batarang at it. Jump from the filing cabinet to the skylight.

More Batman Begins Tips:

Once on the roof jump and glide to the other building's roof. While on the roof, toss a batarang at the skylight and drop into the room below. Use themedical kit on the wall and then approach the table and read the document thatis on the table.

After reading the doucument go through the door. Go up the stairs and enter 1024 into the keypad and then go through the door. Move left down the hall toreach a CHECKPOINT. In the big area target the elevator control and throw a batarang at it to lower the lift.

More Batman Begins Tips:

Get onto the lift and hit the elevator control again. Jump to the beam to theright. Climb up the chain this is holding up the beam. At the top of the chain,jump into the room. Drop through the hole into the room below. Heed Alfred'swords of advice and don't blow up the gas tanks just yet.

More Batman Begins Tips:

Instead break the loose boards covering a window. Then jump through the window.After jumping through the window go to the left and go down along side the building to reach a military crate. Inside is a smoke grenade. Go to the other closed off room and use the medical kit on the wall.

Go to the opening leading to the left courtyard and jump and glide to the beamthat is hanging from the crane. Climb the chain that is holding the beam. Atthe grapple to the grapple point and then move along the pipe to the cranecontrol room.

More Batman Begins Tips:

Once there you will be outside. Go around the back and enter into the room.Hack the controls using the Electro Hack. The crane will move on its own. Whenit stops go to the front of te crane and grapple to the crane itself. Move along the pipe towards the beam.

More Batman Begins Tips:

From the pipe glide to the beam or the chain holding it. Once on the beam target the propane tank and throw a batrang at it. This will cause a bunch ofpipes to roll out of the room and down onto the enemies below. Now jump downand stage your attack on the enemies.

Approach the door near the alley. You will need to pick the lock. Once the lockis picked go through the door and down the hall. Move foward and you will havereached a CHECKPOINT. The door on the left is locked. Go foward and take a left.

More Batman Begins Tips:

Go toward the shutter controls to the right of the large shutter. The shutterswill then open. Jump up each one to the top left to reach a window into the room that was locked. Two guards will enter through a door in the room below.Go to the right and jump and glide to the room on the right.

More Batman Begins Tips:

Enter into the room and hack the secure control panel. When it is hacked the giant fans will stop. The two guards will then argue about who should investigate the fan. They then call for backup. Quickly exit out of the roomand run down the ramp.

More Batman Begins Tips:

Grab the medical kit then stop at the first fan and enter between the blades.Jump down the tube to the bottom. At the bottom is a hallway so walk down it.At the end you drop into a room. Walk along the the hall and enter into the big room. A cinema where Flass interrogates an inmate takes place.

Go to the corner in the lower area and jump from platform to platform to reachthe top. At the top climb up the ladder. When you reach the roof go to the right and climb the platform. Then jump onto the rope and move along it to until you can target a rope.

More Batman Begins Tips:

Throw your batarang to cut the rope and a beam to drop into the room whereFlass is talking with the inmate. This will cause all the armed thugs to droptheir weapons. Jump through the broken window and beat up all the thugs below.Approach the cage and then target the handcuffs and throw a batarang.

More Batman Begins Tips:

When Flass exits the cage grab him and interrogate him. Batman will then askhim about Falcone's shipment as to why it was split in half. And about who theother shipment went to and what the chemical was. You will find out the Dr. Crane is at the Narrows, your next stop...

4.6 The Narrows

More Batman Begins Tips:

4.6.1 Setting : Narrows Island - Abandoned Museum - "Deja-Vu"

4.6.2 Enemies : Crane Thug, Helicopter Pilot, Beserker Inmate

4.6.3 Objectives:

-> Access the Archive Warehouse ( Gain access to the Archive Warehouse directly behind the museum. ) More Batman Begins Tips: -> Access the Roof ( Access the roof of the Archive Warehouse where a helicopter has been sighted. ) -> Interrogate the Helicopter Pilot ( Find the whereabouts of Dr. Crane by interrogating the helicopter pilot. )

-> Disable the Helicopter ( Disable the helicopter to prevent the pilot from escaping. )

More Batman Begins Tips:

You start in a small room. Walk up the stairs and jump through the broken glassdoor into the next room. Wait for the patrolling Crane Thug to move away fromthe armed thug then approach the armed thug and perform a stealth takedown.Now attack the other thug.

When both thugs are taken care of climb the pipe in the right corner of the room. Then move along it to reach the center of the room. Throw a batarang atthe support chain on the airplane to make the back of the plane lower. Jump onto the back of the plane and walk towards the nose.

More Batman Begins Tips:

When you are able to grapple do so. Drop from the grapple point to the smallplatform below then walk below the pipe. Jump and grab onto the pipe and goalong it until you are above a bridge. Then drop onto the bridge. Go through the door on the left.

You will now be in a section high above some thugs. You will need to scare thethugs below to disarm them. To do so you need to get closer to a support chain.From the higher ledge jump and glide to the lights. Glide to the second lightand you will then be close enough to throw a batarang at the support chain.

More Batman Begins Tips:

Throwing the batarang at the chain will cause the dinosaur to collapse. Thusscaring the enemies below into dropping their weapons. Now glide down to the floor and defeat all of the thugs. With all thugs defeated open the militarycrate on the left side of the room to get three smoke grenades.

When ready go through the door across from the military crate. You will be outside now. Go down the stairs to the right and approach the thug in thecorner. Continue down the alley and break the loose boards on the wall. Enterthrough the hole.

More Batman Begins Tips:

Ruined Archive Warehouse

Go down the hall to the left. Don't go through the door on the right. On theother side are armed thugs. Instead continue down the hall and grapple to thegrapple point. This will bring you far up from some Kerosene Barrels. Throw abatarang at them to make them explode.

More Batman Begins Tips:

Before dropping down, if you need health jump from the grapple point and glideto the right to reach solid ground and a wall with a medical kit. When ready drop down and go through the door you passed earlier. That explosion will havecause all the enemies to drop their guns so defeat them while their vulnerable.

More Batman Begins Tips:

With all thugs taken care of get onto the elevator and press the button to goup. The elevator will break down before reach a floor. Press the button and jump out into the floor above. To the right of the elevator door is a medicalkit. Also on this floor is a CHECKPOINT.

Go around the corner to listen in on two thugs. When ready, attack them until both are defeated. Open the military crate to the left of the door to get fivesmoke grenades. Return to the elevator and hop onto its roof. Use the ladder onthe left side to reach the next floor.

More Batman Begins Tips:

On the next floor you are in a short hall. At the end of the hall to the rightis a patrolling armed guard. Stay next to the right wall and wait for the armedguard to turn around. Then sneak up behind him and perform a stealth takedown.Go down the hall that the armed thug was patrolling and jump through the hole.

More Batman Begins Tips:

You will be on a fire escape. Go to the right and sneak by a window. Continueto follow the fire escape around the corner. On the other side of the buildingis an open window. Jump through it into the room with a patrolling armed thug.Sneak up behind him and grab him for an interrogation.

He will tell you that a pilot on the roof of the building will tell you how tofind Crane. Jump onto a platform next to the door leading back into the hallwith the elevator. Jump from platform to platform to reach a floor above. Atthe top go towards the hole full of light in the corner.

More Batman Begins Tips:

You will automatically enter context sensitivity mode to walk across a beam. Walk along the beam until you can grapple to a grapple point. Drop from thepoint onto a platform above two armed thugs and one unarmed thug. From the platform jump to a chain holding a box.

From the chain you can now throw a batarang at a damaged support. Do so to scare the enemies below into dropping their guns. Drop down and defeat all ofthe thugs. With all thugs taken care of jump through a hole in the wall to theright of the door leading into the hall with the elevator.

More Batman Begins Tips:

Through the hole you land in a hall. Go down it to the right and approach thedoor. You will need to pick the lock. With the lock picked enter into the hallto reach a CHECKPOINT. Go down the hall until you reach a room. Approach thewindows to spy on some thugs. Use the medical kit on the right wall.

Continue down the hall until you enter into a large room. Below are five armedthugs. From the platform at the end of the hall go to the right and stand on the beam. Use the beam to cross to the other side of the room. On the other side enter into the small room and drop through the hole.

More Batman Begins Tips:

Exit out of the room and go along the platform. Walk past the first window andput your back against the wall before the second window. Wait for the armed thug to move away from the window before walking by it. At the end of the platform go down the ladder.

At the bottom of the ladder you will be outside a room with an armed thug inside. Wait for the thug to be on the left side of the room and then go through the open window on the right. Approach the thug and perform a stealthtakedown.

More Batman Begins Tips:

Hop over the fence on the other side and get on the elevator. Press the buttonto ride it up one floor. At the top get out and get close to the edge of the hole into the room below so that you can grapple to a grapple point. From thegrapple point drop down and throw a batarang at the Kerosene Barrel.

More Batman Begins Tips:

This will cause a huge explosion that will scare all of the thugs. Now approachthem and defeat them while they are weak with fear. After defeating the thug onthe bottom floor he drops a key. There is also a military crate at the bottomof the room with a HF Transponder.

Use the crates at the bottom, that are next to the miltary crate, to get intothe second floor. Go to the door and open it with the key. In the next room youreach a CHECKPOINT. Go up the stairs to the top hallway. Walk down the hall andignore the door.

More Batman Begins Tips:

At the end of the hall on the right is a medical kit. On the left is an accessgrate. Use the medical kit then climb into the vent. At the end of the vent youcan listen in on some thugs. Exit out of the vent to find yourself in a smallroom with a stack of Kerosene Barrels. Across from the vent is an open window.

Go through it and get on the fire escape. Once on the fire escape go to the right and grapple to the fire escape across the street. Go to the left and smash the window in the previous building with a batarang. Now throw a batarangat the Kereosene Barrels.

More Batman Begins Tips:

This causes a huge explosion that will scare all of the enemies into dropping their weapons. Glide through the window you just broke and attack all of theenemies. One of the thugs will drop a key so make sure to get it. With all thugs defeated exit through the door.

You will be in the hall that you entered after going up those stairs. Go down the hall to the right and use the key to open the door. Go up the stairs on theother side of the door to reach a CHECKPOINT. At the top of the stairs gothrough the Access Grate on the right wall.

More Batman Begins Tips:

Go through the vent until you drop outside. You will land in a fenced in areawith an armed thug. On the other side of the large engine is the thug. Wait forhim to look to the left then go around the other side and perform a stealthtakedown.

On the other side of the engine go to the end and there will be a hole in thefence to the right. Drop through the hole to land on a platform below. From theplatform grapple across a gap to another platform. On the next platform jumponto the box and then the pipe.

More Batman Begins Tips:

Shimmy along the pipe to the left until you can drop onto a platform. From theplatform glide into the open window on the right. You will now be in a hugeroom. Climb to the top of the platforms on the right and at the top glide to another platform. From this platform destroy the Damaged Girder.

Then jump onto the pipe above to reach the other Damaged Girder. Then destroythe Scaffold Support. A short, but incredibly cool, cutscene will play where Batman comes out of a hole onto the roof. Now defeat all of the unarmed thugs.With all thugs defeated grab the helicopter pilot for interrogating.

More Batman Begins Tips:

The pilot will tell you about Crane and then take off. Quickly grapple to hishelicopter. Once he lands you reach a CHECKPOINT. Watch a video as the pilotis attacked by an inmate. Go down the steps next to the helicopter and go tothe right.

Destroy the debris blocking a pipe and then climb the pipe. Shimmy along the wires at the top of the pipe until you can grapple. Drop down and defeat thebeserker inmate. A very cool extension to the first cutscene in the game is shown. This is then where the first level begins.

More Batman Begins Tips:

4.7 Arkham Asylum

4.7.1 Setting : Arkham Asylum

4.7.2 Enemies : Thug, Manic Inmate, Crane Thug, Scarecrow

4.7.3 Objectives :

-> Infiltrate Arkham Asylum ( Find a way into the Asylum and disable the security system. )

More Batman Begins Tips: -> Gain Access to the Basement ( Find a way to break the ceiling windows of the power room to gain access to the basement. ) -> Find Dr. Emma Thomas ( Dr. Thomas knows the location of Crane's secret drug laboratory. )

More Batman Begins Tips: -> Destroy the Water Tower ( Destroy the water tank using a propane tank from Room 45. ) -> Overload the Generators ( Activate the 3 switches to overload the system. ) -> Rescue Rachel ( Find and rescue Rachel Dawes from Dr. Crane ) -> Question Dr. Crane ( Defeat Dr. Crane to find out who he works for. ) More Batman Begins Tips: -> Asylum Escape ( Escape from Arkham Asylum and rendez-vous with Gordon and Rachel. ) -> SWAT Team Evasion ( Evade and avoid confrontation with the SWAT teams at all costs. )

More Batman Begins Tips:

*NOTE* This level tends to get a bit glitchy as you get farther into it. Its not a problem with your disc. The glitch will cause the game to freeze for about 3-5 seconds. Wait it out and the game will unfreeze. If not then try restarting your PS2.

The cutscene shows as Batman enters the Asylum. As soon as the cutscene ends you have reached a CHECKPOINT. By a quick glance at the radar you can see thatthis area is swarming with armed thugs. From the starting point turn around aclimb up the ladder as you talk to Alfred about a way in.

More Batman Begins Tips:

At the top of the wall climb up the small ladder and then at the very top platform, jump onto the wire between two poles and use it to get to the otherwall. On the other side drop down and move along the wall until you come to agrapple point.

The grapple point is above a window leading into the Asylum. Drop from the grapple point and go through the window quitely. Across from the window you came through is an armed thug. Also to the right is an armed thug. Quickly takedown the thug to the right and then the one infront of the window.

More Batman Begins Tips:

With both disposed of jump through the window the thug had been looking throughmoments before. On the fire escape go to the right and climb down the pipe to the ground. At the bottom go to the right and wait by the hole in the fence next to the dumpster.

A limo will pull up next to the thug and then park. Wait for the thug to get out and talk to the armed thug. Then throw a batarang at the limo to cause thecar alarm to go off. With the thugs distracted sneak up behind the armed thugand perform a stealth takedown. Defeat the unarmed thug.

More Batman Begins Tips:

With all the thugs in the area defeated open the window into the basement whichis to the left after going through the fence. After dropping into the room, gofoward and first go to the table on the right.

After reading the document turn around and use the phone thats on the table. Listen to the message to learn the code for the door. Turn around and enter thecode 4563 into the key pad to open the door. Enter into the hall to reach a CHECKPOINT.

More Batman Begins Tips:

Go down the hall and at the end go through the door on the right. On both sidesof the hall are inmates in their cells. Walk down the hall until you exit out of the holding chamber. Go around the corner into the next room. There is a security gate blocking your entry into the next room.

Hop onto the crate and then onto the bar. Position yourself to the left under the pipe on the ceiling then jump to it. Use the pipe to get over the security gate. Drop down at the end of the pipe when all the thugs are on either the left or right side of the room.

The door into the security room is locked so climb the ladder to the left of the door. At the top put your back against the wall and go around to the otherside. Stop when you come to a small platform infront of a vent. Exit out of thecontext sensitivity and open the grating.

More Batman Begins Tips:

You will be on a grating above the security terminal with a thug down below. Drop through the hole in the middle and perform a stealth takedown on the thug. With the thug out of the way use the control panel by hacking it with an Electro-Hack.

With the panel hacked all the inmates will be released and begin to attack thethugs outside. Wait until all of the amred thugs are unarmed then exit out ofthe room and attack all the thugs and inmates. With all enemies defeated go through the door on the other side of the room.

More Batman Begins Tips:

In the next hall approach the door on the left and then pick the lock, you should be a lock picking master by now. With the door open go down the hall. A video will play in the lower right corner about the thugs being shocked. Keepthat in mind as you reach the door at the end of the hall.

After the game finishes loading you reach a CHECKPOINT. You will be in a smallroom so go through the only door. You will be outside again. Go down the stairsto the right and then enter into the vent along the wall. After exiting thevent go behind the dumpster to get a medical kit.

Go down the alley to the left and climb the pipe on the wall thats next to thetwo huge tanks at the corner. At the top of the pipe hop onto the platform tothe right. Enter into context sensitivty and go around the corner with your back against the wall.

More Batman Begins Tips:

When you come to a platform near another conrer exit out of context sensitivitymode. Jump up and grab the wires above the platform. Move along the wires untilyou are above a patroling thug below. When he is below you and you can performFinish do so by pressing Circle.

Two thugs will emerge below, both unarmed. So drop down and defeat them both.Jump onto the van and then through the window. Walk down the hall to the rightOpen the fence door and cross to the other door and open this one as well. Godown the stairs on the other side.

Walk along the hall to view a short scene of thugs with Dr. Thomas. When youget to a locked gate climb the pipe on the wall to the left and then jump ontothe pipe on the ceiling. Use the pipe to get over the locked gate. Once on the other side drop down.

More Batman Begins Tips:

At the end of the hall get onto the elevator. If you press the button for theelevator you discover a card key is required. Target the Elevator Hatch and throw a batarang at it. Now jump through the open hatch. Between the two elevators is a wire.

Grab onto it and then climb up and throw a batarang at the elevator powerbox.Doing this will open the elevator door. Climb to the top of the wire and glidefrom it into the hallway. In the next hall walk down the set of stairs. At thebottom go through the door in the fence.

More Batman Begins Tips:

In the next room, in the left corner is a military crate. Open it to recieve two Flash-Bang Grenades. Now go through the window on the right side of the room. While on the fire escape go to the left and jump up and grab the wire. Use the wire to cross the alley and reach the other building.

When above the fire escape on the other building drop down. From the fire escape stand below the pipe on the wall and then jump up and grab it. Use thepipe to get across the gap and reach the fire escape. On the other fire escapego through the open window.

More Batman Begins Tips:

In the next room go to the door on the right and pick the lock. In the next room you reach a CHECKPOINT. In the right corner of the room is a medical kit,use it if you need it. Go down the hall to the left. Pass through the fence anduse the optice cable on the door.

You will be able to see two thugs in the next room. Continue down the hall tothe left. Go through the door at the end of the hall on the right. Stay low along the wall. At the end of the wall go to the center of the room and targetthe Gas Range. When there are no thugs around go to it.

More Batman Begins Tips:

Use it to cause gas to leak into the room. Return to behind the wall and wait for the patrolling unarmed thug to turn his back to you then turn on the GasRange to the left. When safetly behind the wall target the Gas Range and hit itwith a batrang.

This will cause a huge explosion. All the armed thugs will drop their guns somove in and attack them. With all of the thugs defeated go through the door inthe bottom right corner of the room. This will lead to a small room. Go throughthe door.

More Batman Begins Tips:

In the next hall, you will be on the other side of a fence which seperates youfrom the hallway you were in moments before. Continue to the right along thehall. At the end of the hallway jump through the window. You will be on someconstruction.

Approach the fence infront of you and begin to climb it on the left side to avoid some planks. Once past them go to the right to avoid even more. Then goto the left once more and climb up. Climb above the planks you just passed underneath and then drop down onto them.

More Batman Begins Tips:

Turn around and climb through the open window. Walk down the hall in stealth mode until you pass through a fence. You will be able to grapple to the ceiling. Move down the hall while hanging from the pipe from the ceiling. Atthe end of the hall you will be able to target Scientfic Machinery,

Throw a batarang at the machinery to cause an armed guard to investigate thehall. Wait for him to pass below you and then press CIRCLE to finish him. Withthe armed guard out of the way drop down from the pipe and go down the hall.An unarmed thug will come to look for his missing friend.

More Batman Begins Tips:

Defeat the thug then go down the hall and approach the window. Use the intercomon the left side to talk to Dr. Thomas. She will tell you where Crane is. Thedoor to the right will now be open so go through it. A short video will showas Dr. Thomas attempts to escape only to be gased.

Turn left and go down the hall. At the end of the hallway go through the openwindow. Once on the fire escape go to the wall to the left and jump up and grabthe pipe on the wall. Use the pipe to go to the right. When you are below apart in the fence where it is open jump up and grab the ledge.

More Batman Begins Tips:

Pull yourself onto the rooftop of the building. Once on the rooftop you will have reached a CHECKPOINT. Go to the other side of the building and approach the Grapple Crane controls. Batman will talk with Alfred about destroyingthe Water Tower.

When ready press CIRCLE on the controls to allow quick access to the Water Tower. Now jump onto the wire to the right of the controls. Theres a thug about half way along the wire. When directly above him press CIRCLE to Finishhim.

More Batman Begins Tips:

Continue along the wire until you can drop down to the building. On the rightcorner of the building is a pipe. Climb it to reacha fire escape. Hop onto thefire escape and open the middle window. Quietly enter the building and hidebehind the curtain.

Two armed thugs will talk about where a set of keys went to. Wait for them to walk off then come out from behind the curtain. The gate to the Propane Tank islocked so go down the hall to the left. Target the Attic Hatch and hit it witha batarang.

More Batman Begins Tips:

A ladder will drop down so climb it to enter into the attic. Turn around at thetop and go straight to reach some crates. Destroy them to find a hole thatleads to the other side of the locked fence, where the Propane Tank is stored.Drop down into the room.

Use the medical kit on the wall and open the military crate for tow Flash-Banggrenades. Take the Glass Bottle and exit through the hole you fell through inthe attic. Once in the attic go through the window on the left. You will beoutside of the building now.

More Batman Begins Tips:

Go to the left and enter Context Sensitivity mode against the chimney until youreach wider ground. Follow the narrow ledge to another wall where you must enter Context Sensitivity mode. Continue along the ledge until you can grappleto the crane you used earlier.

Drop from the grapple point onto the pipe on the wall and then get onto the roof once more. Approach the Cracked Scaffold and press CIRCLE to place theExplosive Gas. Hit it with a batarang to cause a huge explosion. A cutscenewill play and you will enter the basement.

More Batman Begins Tips:

Defeat all of the thugs that are in the basement. After all of the thugs have been taken care of Alfred will tell you that the power is still on and thatyou'll have to overload the system. Hack the control panel on the first generator in the basement.

Now pull both the levers on the left and right sides of the generator. Watchthe short cutscene and then turn around and go across the room to the ControlPanel. The fence door will open so go through. Enter into the pitch blackhallway.

More Batman Begins Tips:

Arkham Undeground

Walk down the hall to reach a CHECKPOINT. Turn right at the end of the hall andgo through the broken security door. Use the Security Panel on the right sideof the hall. Looks like you'll need a code. Continue down the hall. BE CAREFULof the electricity.

More Batman Begins Tips:

At the end of the hall jump to the top of the security gate and pull yourself over to the other side. Go down the hall. While going down the hall Batmanwill spot Rachel. Continue to the end of the hall and go left. When you target a fuse box throw a batrang at it.

A guard will run through the door in the fence and into an electrical current.Go through the fence and grab the guard on the ground. Interrogate him for the code, 5839. Return to the Security Panel and input the code 5839. When theelevator door opens glide to the bottom.

More Batman Begins Tips:

Drop through the hole in the top of the elevator and enter into the room. Athug will be attempting to fix the elevator. Go the opposite direction from thethug down the hall. At the end of the hall to the righ is a military crate. Open it to get two smoke grenades.

More Batman Begins Tips:

Return to the thug that was trying to fix the elevator. Sneak up behind him andperform a Stealth Takedown. Approach the Locking Mechanism that the thug was working on and press CIRCLE. This will cause the elevator to come crashing down with two thugs inside.

Enter into the elevator and defeat both thugs. With both defeated press thebutton on the elevator and ride it up. Exit out into the hall to reach a CHECKPOINT. Down the hall to the right eventually leads to a dead end with amedical kit on the right wall.

More Batman Begins Tips:

Use it then go down the hall and through the fence. Walk down the hall to overhear two armed thugs discuss the problem with the eletricity. When one armed thug is left to patrol wait for him to turn his back to you then continuedown the hall.

Open the hatch in the fence at the end of the hall then drop down into the holeto the left.

You will now be below the floor. Once under the floor turn aroundand go back down the hall.

Take the first and only right. Go to the end of thispassage and open the hatch.

More Batman Begins Tips:

You will now be in the same room as the two armed thugs. Wait in the hole inthe floor until the patroling thug has his back to you. Quickly jump out of you hiding spot and sneak up on the thug and perform a stealth take down. Goto the fence where two thugs were talking before you went below the floor.

There is a door on the left side. Wait for the thug inside the room to have hisback to the door then enter. Sneak up behind him and perform a stealth takedown. Now go through the door on the left. This will bring you out into thehall on the otherside of the fence from two rooms ago.

More Batman Begins Tips:

Use the medical kit on the left wall and then walk down the hall. At the end ofthe hall use the door on the left. Once outside climb the platform to the rightof the door and then climb onto the box. From the box grab onto the building itself and pull yourself up.

Now go below the pipe and grab onto it. Use it to get across the courtyard without being seen by the thugs. On the other bulding go along the wooden planks until you have to enter Context Sensitivity mode to get around a corner.When you reach the steel platform exit out of Context Sensitvity.

More Batman Begins Tips:

Get close to the fuse box on the opposite wall and then hit it with a batarang.Watch the cutscene as a stupid thug blindly runs into the electrical currentand gets fried. Drop straight down so you land on the other side of the fence.Go around the corner and open the military crate for four Flash-Bang grenades.

Hop the fence to the right. Now go to the opposite side of the courtyard from where the electrical current was and enter through the doorway to reach a CHECKPOINT. Enter through door to the right. Go down the stairs and at the bottom hop over the banister to the left.

More Batman Begins Tips:

Stealthily enter the room, WHILE AT ALL TIMES staying to the left, out of theline of vision of the thugs. Reach the thug thats on the other side of the roomfirst and perform a stealth takedown. Now take down the thug near the door youjust entered through.

The door on the first floor of the room is locked. Use the ladder on the leftside of the room to reach a platform. Go to the end of the platform and jumponto the pipe on the ceiling. Use it to get to the other side of the room. On the other platform go to the end and open the Access Grate.

More Batman Begins Tips:

Enter into the vents and move foward until you come to a hole. Drop through thehole to get onto the other side of the locked door from the previous room. You will land on a crate and thus reaching a CHECKPOINT. Destroy all of thecrates on the left side of the hall.

In the last crate is a scared thug. Grab him and interrogate him to learn where Crane is. He won't give you any valuable information but he will give youa key. Open the door on the fence with the key. At the end of the hall is adoor that leads to a room with two armed thugs and Dr. Crane.

More Batman Begins Tips:

When the thugs come your way hide behind the barrels to the right of the door. Sneak up behind the closest thug and perform a stealth takedown. Now go downthe hall and perform another stealth takedown on the second thug. Return tothe door that leads to the room with armed thugs.

Two armed thugs remain. Target the Drug Processor and throw a batarang at it.This will cause gas to leak out and infect the thugs. Go up the stairs on theother side of the room. At the top use the medical kit. Then go to the rightand get close to the grapple point. When in range grapple to it.

More Batman Begins Tips:

From the grapple point drop onto the platform. Then from the platform glide tothe hanging light. Slide down the chain and target the Drug Processor in theroom below. Throw a batrang at it to scare the thugs below. Now drop down anddefeat all of the thugs.

With all of the thugs taken care of approach the hatch. You will need to pickthe lock. When its opened drop into the sewer below. Walk down the sewer untilyou can go left. When you go to the left you will have reached another CHECKPOINT.

More Batman Begins Tips:

Go through the hole in the fence and then walk down the stairs. Enter into thesmall room and use the medical kit on the left wall. Return to the room full of water. Go along the right side of the stairs until you come to a open pipe.Jump into the pipe and travel along it.

At the end of the pipe hop onto the platform on the right. Destroy the cratesand then go along the small ledge in Context Sensitivty mode. On the other platform go up the stairs. On the platform at the top glide to the hanginglight.

More Batman Begins Tips:

Destroy the loose boards on the pipe opening and then glide to the pipe. Enterinto the pipe. At the end of the pipe you emerge in a large room. Jump onto theledge to the right and then hop over the fence. Go through the tunnel into thenext room.

When you enter the tunnel you will reach a CHECKPOINT. In the next room drop down into the water on the right. Look for the pipe in the corner and while inthe water. Climb it and use it to get over the fence blocking you while on theground from the other side of the room.

More Batman Begins Tips:

Stop when you are above a bridge. Theres an armed thug patrolling on it. Waitfor him to walk underneath you and then press CIRCLE to finish him. With thethug gone drop down onto the bridge and open the military crate to get eightFlash-Bang grenades.

Drop down into the water on the same side as the military crate and turn the Valve Wheel. Then go down to the second Valce Wheel and turn it to open a hatch. Now both the entrance and exit hatches will be open. Climb back onto theplatform with the military crate.

More Batman Begins Tips:

Hop into the pipe and go along it to get onto the other side of the fence. Uponemerging from the pipe go down the tunnel. Walk along the hall and enter intothe huge room. Jump over the railing and glide towards the light. Climb thechain to the top.

At the top of the chain jump and glide to the light directly in front of you,the one that looks the longest. Now glide to the final light that you haven'tbeen on yet. Climb the chain to the top then jump and glide to the platform.Once on the platform go through the doorway in the fence.

More Batman Begins Tips:

At the end of the hall climb up the ladder. When the game finished loading youwill have reached a CHECKPOINT. Go down the hall. Through the door on theleft is full of armed thugs. Instead continue down the hall, turning left atthe end.

In the room at the end of the hall on the right wall is a medical kit. Hit theshelf on the left side to knock some boxes off of it. Now jump onto the top ofshelf and then climb into the vent. Travel along the vent to the right. At theend is an Acces Grate. Open it and enter into the next room.

More Batman Begins Tips:

Wait for the patrolling thug to walk by you and then silently sneak up behindthe thug and perform a stealth takedown. Then sneak up behind the thug workingon a computer and perform another stealth takedown. Now use the Power ControlPC that the thug had been working on by hacking it.

After hacking it dead inmate bodies will spill into the room where the armedthugs are and thus scaring them senseless. Run down the stairs on the leftand defeat all of the thugs. Use the medical kit on the back of the room,opposite to the freezers.

More Batman Begins Tips:

Then pick the lock of the door next to the medical kit. Walk down the hall toreach a CHECKPOINT. Walk down the hall and wait for the thug at the end ofthe hall to go away. Then go down the hall and take the first left you reach.In this small room go up the stairs and then use the grapple point.

More Batman Begins Tips:

Drop onto the platform and then go to the right and exit through the doorway.In the next hall are two thugs behind a fence at the end. Walk down the halland enter into the room on the left. Run up the stairs and at the top jump ontothe pipe on the ceiling.

Stay on the pipe until you reach a platform. Drop down onto it and exit the room through the doorway. Walk down the hall to the left and hit the Fuse Boxwith a batarang. Now go down the hall to the right. Go to the end of the halland enter into the room.

More Batman Begins Tips:

Watch as Dr. Crane and a thug leave the room on an elevator with Rachel. Leaving you to fight off three manic inmates. Upon defeating all inmates gothrough the door in the lower left corner of the room. In this small room climbup the ladder.

At the top press a button to move a hook. Return to the room where you fought the manic inmates and grapple to the hook. Run along the hall to catch a glimpse of Dr. Crane. When you reach a dead end target an Access Grate and hitit with a batrang. Use the box to climb into the vent.

More Batman Begins Tips:

Once inside the vent you reach a CHECKPOINT. Drop through the hole at the endof the vent. Scarecrow will hit a button causing the floor to seperate. You will undoubtly fall down into the hole. There is a stack of boxes under wherethe Scarecrow was. Destroy all the boxes to reveal an Access Grate.

Enter into the vent. At the end of the vent drop into the room. Run up thestairs on the left side of the room. When you come to the huge gap glide acrossit and and pull yourself up onto the stairs. Continue to go up the stairs. At the top break through the crates and go through the door.

More Batman Begins Tips:

Go down the hall to the right. If you go to the very end of the hall you willfind a medical kit. Return to a doorway on the left side of the hall and enterinto the room. Watch the cutscene as the police come and Scarcrow tricks Rachel.

Walk along the hall until you come to the last window on the right. This windowis broken so you can grapple through it. Move along the pipe until you areabve the armed thug. Press CIRCLE to finish him. You will automatically dropdown.

More Batman Begins Tips:

You will now have to fight two thugs and Scarecrow. After defeating all of thethugs and Scarecrow, grab Scarecrow to watch an awesome cutscene. Afterwardsyou will need to find Gordon. Go through the doorway on the right corner ofthe room. Run along the hall to reach a CHECKPOINT.

Enter into the large room and stand on the balcony. Grapple to the chandalierand you will be above Gordon. Press CIRCLE to Grab him. Another cutscene willplay. This will sum up some of the events that have occured so far. Save yourgame when asked to and continue on.

Escape From Arkham

More Batman Begins Tips:

From the starting point go down the hall to the right. Stop when you come to aCracked Window. Hit it with a batarang and then hop outside onto the fire escape. Now grapple to the grapple point on the flag. Drop onto the platform and glide to the fire escape on the opposite side from where you came from.

Hop through the open window into the room. Open the door in the right corner.Pass through the doorway in the fence and climb the ladder on the left side.At the top go to the end of the platform and break the cracked window with abatarang. Hop outside onto the fire escape.

More Batman Begins Tips:

Go to the right on the fire escape and wait for the search light to go down before you jump and glide to the next fire escape. On the second fire escapehop onto the pipe on the wall and climb down to another fire escape. Enter through the window on the left to reach a CHECKPOINT.

Quickly run straight down the hall and at the end turn right and go through thedoor on the left. In the next room go through the open window on the left before the cops bust down the door. Wait for them to exit out of the room thenjump onto a pipe on the left side of the fire escape.

More Batman Begins Tips:

Move along the pipe to get around the corner of the building. On the other sideavoid the search light. When it goes down quickly go to the fire escape anddrop down onto it. Then glide to a nearby platform with a vertical pipe. Climbup the pipe until you reach a platform on the right.

From the platform jump to the other side of the building to another platform.Enter Context Sensitivty mode to get pass a pipe and reach solid ground oncemore. Be careful as you go because there is a solider stationed at a window. Wait for him to leave the room.

More Batman Begins Tips:

Continue around the corner until you reach a platform with an open window. Thecop will walk out of the room so go through the window into the room. The dooron the right is locked so go through the other door. Go to the left to reach aCHECKPOINT.

Enter into the room and jump and glide to the light. Climb the chain to the topand wait here until the SWAT Team leaves. When they are gone throw a batarang at the Cracked Window. Jump and glide out through the window. In the next hallstop before the fence on the left. Target the fire extinguisher.

More Batman Begins Tips:

Hit it with a batarangh to blind the SWAT Team on the other side of the fence.Quickly run to the other side and break through the debris until you can gothrough the doorway of the fence. Go down the hall and exit through the doorat the end. Watch the cutscene and then the level is complete.

4.8 Saving Rachel

More Batman Begins Tips:

4.8.1 Setting: Gotham City Streets

4.8.2 Enemies: Police Squad Car

4.8.3 Objectives:

-> Race to the Tunnel ( Gordon has ordered a GPD Riot Van to block your passage into Gotham Battery Tunnel. Get to the Battery Tunnel before the Riot Van. ) More Batman Begins Tips: -> Avoid the incoming SWAT Helicopters ( Lose the pursuing Gotham PD helicopters. If the helicopters manage to lock their spotlight on the Batmobile for too long, you will be spotted and the mission will fail.) -> Disable and Lose the Pursuing Cop Cars ( Race across the freeway and lose the pursuing Cop Cars. You must protect the secrecy of the Batcave at all costs. ) More Batman Begins Tips: -> Leap Into Batcave ( Rachel's health is deteriorating fast. Jump the Batmobile through the sheet of water falling in front of the Batcave's entrance and save Rachel. )

Watch the cutscene as the Batmobile drives onto the street. You have three minutes and ten seconds to reach the Battery Tunnel before the Riot Van getsthere. Follow the road until you reach the arrows pointing you to the right.Take the right turn and go down a stretch of road.

More Batman Begins Tips:

Along this street is a Nitro pickup. You WILL need to use the nitro inorder toreach the tunnel in time. Drive onto the bridge and hold down the nitro buttonwhile staying on the left or right side. Near the end of the bridge are somePolice Squad Cars. Take them out by having them crash into walls.

At the end of the bridge, follow the arrows to the right. At the end of the road is a nitro pickup. Follow the road until it merges. Now drive along thestretch of land picking up the nitro before the arrows. Turn left upon reachingthe arrows.

More Batman Begins Tips:

Hold down the nitro button while on the long street. At the end are two sets ofarrows, both pointing you to the left. Hold down the nitro again on anotherlong road. At the end is a set of arrows pointing you to the right. At the endof this street turn right once more.

On this street stay on either the left or right side. On both sides are nitro pickups. Hold down the nitro again on this street. Turn left at the next setof arrows. You will be on a long stretch of road again so hold down on thenitro again.

More Batman Begins Tips:

At the end of this street you will need to enter through a doorway leading below ground. When below ground just hold down the nitro the whole time. Makesure to get any nitro pickups. Turn right at the next set of arrows and getthe nitro. Follow the arrows to the ramp.

You will be above ground again. Follow the arrows to the right and go along thestretch of road until you enter into a tunnel. There will be a nitro pickup oneither side of the road. Go along the road again, turning right at the nextsets of arrows.

Once emerging from the tunnel go down the street and turn right at the end ofthe street. Blast down this street holding down on nitro. A cutscene will playas two trucks come onto the road and the Batmobile will shoot by right betweenthem and they then crash.

More Batman Begins Tips:

On the other side of the trucks you reach a CHECKPOINT. Travel through the tunnel until you exit through the otherside. Once outside helicopters will begin to appear. DO NOT LET THE SPOTLIGHT LAND ON YOU. Doing so will fill upa meter on the left side of the screen.

If a helicopter gets close use your nitro. Follow the road until you come to aset of arrows pointing left. At the next set of arrows go in between a smallbuilding to the right. Exit out onto the street and follow the arrows to adirt road.

More Batman Begins Tips:

After a while you will come to a regular road. Drive along it while still avoiding the spotlights. Some good tactics for this are to break suddenlycausing the helicopter to fly out infront of you. Swerving to the left andright every few seconds while also using nitro.

When you come to the expressway continue to swere in and out to lose those helicopters. When you get off the expressway you will have reached another tunnel. In the tunnel are some nitro pickups. Make sure to get them. Abouthalfway through the tunnel you will reach a CHECKPOINT.

More Batman Begins Tips:

You will have to take out twelve police cars in two minutes and thirty seconds.After emerging from the tunnel the first two cop cars will be in sight. Takethem down and pick up any nitro that you find on the way. After getting onto the expressway take down any squad cars.

At the end of the expressway is a ramp leading down. Take it down and get ontoanother street. Continue to take out any police cars. With the last car destroyed hold down on the nitro to get away from any nearby cops. Keep drivingas fast as possible until you pass through a small tunnel.

More Batman Begins Tips:

After going through the tunnel you should be in a suburban area. The time limitwill now be gone as well as the police. Enter into the tunnel and a meter will appear labeled save Rachel. Quickly drive on the single road. Pick up any nitros along the way and hold down on the nitro button.

Follow the arrows onto a very dark road. Follow the road the best you can andcollect all the nitros. At the end of the road is a set of tunnels. Keep goingalong the road. When you come to a very dark winding road again go along it thebest you can and then watch the cutscene.

4.9 Wayne Manor

4.9.1 Setting : Wayne Manor

4.9.2 Enemies : League Ninjas, Ra's Al Ghul

4.9.3 Objectives : Confront Ducard

-> Fight with the League of Shadows Ninjas and confront Ducard ( The Real Ra's Al Ghul. ) -> Save Lucius Fox ( Lucius Fox is trapped in the kitchen of the burning Manor.Locate and rescue him. )

-> Escape to the Batcave ( Meet up with Alfred by the grand piano and escape to the Batcave.)

As soon as you gain control of Bruce defeat the two attacking League Ninjas.With both defeated another cutscene plays. Another two Ninjas will attack you.Defeat both of them and more dialogue with Ra's will be exchanged. Ra's Al Ghulwill then jump over the banister and attack you.

The most noticable aspect of this fight is that Ra's doesn't have a health bar.Just fight him and try not to take damage until he counters one of your attacksand then runs off. Follow him through the now open door into the next hall.Walk down the hall to the end and go to the right at the end.

Ra's Al Ghul will appear and make an escape as you are left under burning rubble. After the cutscene you emerge from under the rubble. Two Ninjas emergefrom the room behind you. One of which is armed with a sword. Defeat both ofthe Ninjas then go through the open door.

In the next room, the door across from has fire coming from it. Target the Damaged Furniture blocking the hall to the right. Break through it to reveal asmall hole that you can go through while in Stealth Mode. On the other side ofthe hall use the Medical Kit on the right wall. Then open the door.

In the next room the door locks behind you. This room is full of hazardus smoke. You will need to break open the window to empty the room of smoke. Walkalong the right side of the large table in the center of the room and then punch the vase to knock it through the window.

All of the smoke will exit out of the room. Now climb up the pole to the rightof where the vase was. At the top hop onto the platform on the right wall. Nowfrom the platform jump to the light that is hanging from the ceiling. Doublejump from light to light until you reach the third light.

On the third light jump onto the platform on the right. Go through the door toreach a CHECKPOINT. Enter through the door at the end of the hall. The nextroom is the library. There are two armed and unarmed Ninja in here to deal with.

Enter into stealth mode and stay near the bookshelf on the right. Do NOT botherwith the door across from where you enter the room. It will burst into flamesif you get close to it and in turn do damage to your health. At the end of thefirst line of shelves go right.

You will be in the main hall. Go in between the next set of bookshelves. Climbup the ladder on the wall to the right. At the top jump onto the platform tothe right. Walk to the balcony section that is closest to the lights hangingfrom the ceiling.

Jump from light to light as you did in the room with the smoke. From the last light jump to the plaform. Punch the Antique Vase to cause it to fall onto a bookshelf below. This does two things in effect. It scares all of the Ninjasbelow and opens a door.

Drop down from the balcony and defeat the three Ninjas. This fight is very tough. I recommend using Block and Counter along with Multiple Attack. With allthree Ninjas defeated go through the door that the bookshelf broke through.Run down the hall and at the end turn right. Enter through the door.

In the next room is a Burning Chandelier hanging from the ceiling. Go throughthe door on the right to enter a small library. At the far back wall is a bookshelf with a book that ca be targeted, "The Art Of War". Use it to enter ahidden room. Open the military crate for two Flash-Bang grenades.

Also use the medical kit if injured. Finally open the Cabinet for the batarangs. Exit back out of the room and return to the room with the BurningChandalier. Throw a batarang at it and it will drop. A chain will now be exposed. Climb up the chain and then hit the Antique Vase with a batarang.

Double jump from the chain to where the Vase once stood. Walk around the baclony to the other side to reach a door. Enter into the room and break apartall of the Damaged Furniture. Hit the damaged pipe that is on the ground to putout the fire.

Drop through the hole in the ground. You will land in a hall with a Ninja,armed with a sword, at the other end. Defeat the Ninja and then break throughsome more Damaged Furniture blocking the path of the hall to the right.Jump onto the furniture on the right side to get to the other side of the hall.

On the other side of the hall go through the door on the left. In the next room you reach a CHECKPOINT. Approach the burning bar to watch a cutscene whereFox explains Scarecrow's plan. After the cutscene go through the door on theleft.

Walk down the hall and enter through the door into the next room. Two Ninjaslie in wait in the room. After defeating them approach the Antique Vase from the right and punch it. The ladder will slide out of the fire. Now climb the ladder.

From the top of the bookshelf jump onto the balcony. Get as close as you can on the balcony to the bookshelf on the right wall. Double jump from the balcony to the bookshelf. At the end of the bookshelf jump through the brokenwindow.

Use the medical kit on the wall and then enter through the door into the nexthall. The door to the left is locked so run down the hall to the right. You will be at the top of the stairs leading to the locked door that Fox is behind.Hit the Antique Vase that is at the top of the stairs.

It will break open the door that Fox couldn't open. Now return to the door thatwas locked. Two Ninjas will come bursting through the door. Defeat both of them and then go to the end of the hall. At the end of the hall turn left.There will be a fire in the way of the hall.

Hit the Damaged Ceiling with a batarang to put out the fire. Go through the door at the end of the hall. In the next room you meet up with Alfred. A cutscene will play as Alfred and Bruce enter into the Batcave and prepare tostop Ra's Al Ghul.

4.10 Defender of Gotham

4.10.1 Setting: Chaos on Narrows Island - Narrowborough Bridge

4.10.2 Enemies: Manic Inmate, League Ninja, Ra's Al Ghul

4.10.3 Objectives:

-> Stop the Narrowborough Bridge ( Someone is attempting to lower the Narrowborough Bridge and allow prisoned mobs into Gotham City. The bridge must be stopped. )

-> Intercept the Microwave Emitter ( Intercept Ra's Al Ghul and the microwave emitter which has been loaded onto a monorail train somewhere in the Narrows. )

-> Reach Rachel ( Rachel is in the monorail central station and is in serious trouble. Reach her position before it's too late. )

-> Board the Monorail ( Rachel can only halt the monorail train for a few moments. Use the opportunity to jump aboard undetected. )

-> Defeat Ra's Al Ghul ( Defeat Ra's Al Ghul before the monorail train penetrates into the heart of Gotham City. )

From the starting point go to the left. Three Manic Inmates will be nearby. Defeat all three of them and then open the military crate in the small alley tothe left for three Flash-Bang grenades. Now continue to the left and use themedical kit on the wall should you need health.

Approach the large fenced off area and climb the fence. On the other side climbthe ladder. From this platform jump and glide to the chain that is supportinga large crate. At the top hop onto the platform. Follow the platform around thecorner and get onto the elevator at the end. Press the button once on it.

At the top get off of the elevator. Walk down the hall in stealth mode and turnleft to spot Scarecrow. Walk towards him to view a cutscene. Scarecrow willcause an explosion that sends you flying out the window. You will land in acourtyard.

Three manic inmates will run towards. You defeat all three of them. An enemywill be on the ground cowering in fear. Behind him is a car key. Pick it up andthen use it on the Vehicle Ignition. Batman will crash the car into the tanker.Go through the hole in the fence to the left and climb the ladder.

At the top get close to the grapple point from the platform and then grapple toit. Jump onto the pipe on the ceiling and use it to reach the other platform.Now go down the hall and turn right to see Scarecrow again. Approach him anda cutscene will play. He will fall out the window in fear.

Open the military crate to the left to recieve an HF Transponder. Turn aroundand break the Cracked Window with a batarang. Approach the open window and grapple to the grapple point. Save your game and then continue on with yourmission when ready.

The Monorail Tracks

After the game loads, you will be on a platform with a new objective. Go through the door on the right. Run down the hall and stop at the door at theend. Use the optic cable to see two Ninjas at the end of the platform. Pick thelock of the door.

With it unlocked exit out onto the platform. An explosion will go off that willtake care of the Ninjas. At the edge of the platform go to the right and grabonto the pipe hanging from the ceiling. Get halfway across and the rest of thepipe will fall off. A grapple point will be nearby so grapple to it.

The grapple point will bring you to a pipe that goes to the platform acrossfrom the one you just came from. As you get close to the platfrom, some debriswill fall. Hit it with your batarang to clear the way. Continue to the platform and use the medical kit to the left and then open the door.

Walk to the end of the next hall but DO NOT GO THROUGH THE DOOR. There are several armed and unarmed enemies in the next room. Instead go through the vent on the left side of the hallway. Walk along the vent to the end until youdrop through a hole and land on a platform.

Go to the end of the platform and then jump and glide to the chain that is holding the crate up. Jump from the chain to the other platform. Get close tothe Support Cable and hit it with a batarang. After hitting both a ramp willdrop down.

Jump to the ramp and get close to another Support Cable. Hit it with a batarangto move the platform. Now go to the left side of the bottom platform and hitanother support cable. The platform will drop with the three Ninjas on it.Quickly attack and defeat all three Ninjas.

After all three are defeated, get onto the platform that dropped and get asclose as possible to the fence to hit a button with a batarang. This will movea crate suspended by a chain closer to you. Jump and glide to grab onto the chain and then hit the button with a batarang again.

The crate will move back to its original position. Climb the chain to as highas it will go then jump and glide to the platform. Open the military crate tothe left for seven Flash-Bang grenades. Now go through the door. You will havereached a CHECKPOINT.

At the end of the hall is a ladder. Before climbing it hit the hatch at the topof the ladder with a batarang. Now climb the ladder to the top. As soon as youare on top, two Ninjas will attack you. Defeat them both and then go towards where the explosion occured.

When you enter the tunnel use the medical kit on the left wall. Continue to godown the tunnel and you will have to fight three manic inmates. After defeatingthem continue down the tunnel and jump the barracade. On the other side keep going down the tunnel. You will reach a CHECKPOINT.

Rachel

You will exit from the tunnel. Outside are three manic inmates to deal with.While you fight the inmates you will hear a conversation between Rachel and apolice officer. After defeating all the inmates climb the ladder to the left. At the top of the platform go along the platform to the left.

At the end of the platform climb the ladder to emerge in a building. Exit through the door into a hallway. Go right and use the medical kit on the wall.Continue to go along the hall until you reach another door. Pick the lock andenter into the street.

Go up the stairs to the left. Quickly run up to the door to watch a cutsceneas Rachel is fending off an inmate. Rachel will tell Batman how he can get ontothe train. Batman will glide out the window. After landing you will have reached a CHECKPOINT.

Jump off from the building and glide to the building across the street. Upon landing on the ledge open the military crate to the right to get six SmokeGrenades. Turn around and grapple to the grapple point. Break open the looseboards and enter into the room via the window.

Drop down from the pipe once inside the room and turn down the corner to encounter three manic inmates. After defeating them all continue to the end ofthe hall and use the medical kit on the right wall. Then jump through the openwindow.

From the fire escape go to the left and climb the pipe that is on the wall. Atthe top approach the hole in the fence and glide down to the building across the street. Run along the rooftops to reach a Cracked Skylight. Break it openwith a batarang then drop into the room below.

You will be next to the monorail as it goes by. Without a minute to spare climbonto the dumpster then jump onto the barrels and over the fence. You will nowbe aboard the monorail. Once on the monorail Alfred will talk to you and thenyou can save your game.

Monorail to Gotham

Looks like the welcoming party has arrived. As soon as you gain control of Batman, four Ninjas will attack. Defeat them by using Multiple Attack and relyheavily on Block and Counter. Don't forget to use any of the items you may have left.

With all of them defeated go through the door that they came through. Pass right through the first car into the second. As soon as you enter the second car, there is a military crate to the right. Open it to get two Flash-Banggrenades. Open the door to be inbetween another part of the train.

Open the door into the next part of the train and break apart the debris. Jumpthrough the hole in the ceiling. In the room above break the box apart and thenopen the door to be outside once again. Drop down onto the ground and then jump between the gap.

You will enter Context-Sensitivity mode. Go along the the left or right side of the crate to get to the other side. Once on the other side exit Context-Sensitivity mode. The next car is full of armed and unarmed Ninjas.Open the door of the crate and enter into it.

Use the boxes to get ontop of the crate. Jump from the roof of the crate ontothe car full of Ninjas. Pass over it to the other side and drop inbetween cars.Open the door into the next car. Enter into the next room to reach a CHECKPOINT.

Exit through the door to be inbetween two cars again. Hit the Access Grate onthe ground with a batarang and drop down to be below the train. Stop when theoption, OPTIC appears. Press SQUARE to spy in on the Ninjas. Continue down thebottom of the train until you reach a hole above.

DO NOT OPEN THE ACCESS GRATE. Doing so will cause an explosion. Wait for thepatrolling Ninja on the next car to turn his back to you and then hop onto thenext car and perform a Stealth Takedown on him. With him out of the way use themedical kit on the wall to the right.

Jump over the gap and land on the next car. Hit the Carriage Coupling with abatarang to disconnect the two trains. Next hit the Safety Chain with a batarang and the back part of the car will totally disconnect. A Ninja from thelast car will join two Ninjas. Defeat all three of them now.

Grab the last Ninja to interrogate him. He will tell you how to diarm theexplosives. He will tell you the code, 1942. Pass through the next few roomsuntil you reach a door with explosives all over it. Enter the code 1942 intothe keypad to enter into the next room.

You will be inbetween two cars. You will have also reached a CHECKPOINT. Enterinto the next car an a Ninja will drop down. Defeat him and then jump throughthe hole that the ninja came through. Run all the way to the end of the carand then jump to the next car.

Keep running and jumping from car until you reach a roof you can jump onto.Drop down and open the door. Pass through the first room and in the second turn to the left and open a miliatary crate for five Flash-Bang grenades. Thengo through the next door.

You will be on an open car. Drop off from the high up platform inbetween cars onto the lower platform. Hang from the pipe along the side of the car. Movealong the pipe to get by the Ninjas. Hop back onto the car when you come to ahole in the fence. On the next car is a medical kit if you need health.

Go to the right and climb the ladder to get onto the roof of the car. Get closeto the end of the roof and hit the two Locking Mechanisms on the left and rightcorners of the car. This will cause barrels to roll into the Ninjas. Drop downfrom the roof and defeat all three Ninjas.

With all three Ninjas taken care of, hit the Access Grate on the ground with abatarang and then drop down. Stand on the platform and then jump up and grab onto the pipe. At the end of the pipe drop down onto the platform. Go alongthe bottom of the train to reach an Access Grate. Open it and climb through.

Enter into the next car. You will reach a CHECKPOINT. Enter into the next carto see Ra's Al Ghul. Approach him and a cutscene will play. Two Ninjas will appear to assist Ra's. Defeat the Ninjas first and then focus your attention onRa's Al Ghul.

Again, there will be no health bar for Ra's Al Ghul. Just keep fighting him until he counters one of your attacks to esape. In his wake he will unhookthe trains from one another. Quickly grapple to the escaping train. Drop fromthe grapple point and enter the car.

Pass through the car until you emerge inbetween two cars again. Climb the ladder on the next train. Climb the ladder and go along the roof of the trainuntil you reach an open car. Approach the large motor in the middle of the car.It is the Microwave Emitter. Press CIRCLE to use it.

You won't be able to stop it! Ra's Al Ghul will also appear behind you, thistime with a sword. Keep fighting him until you are given the option to Grab himwith CIRCLE. Do so and then interrogate him. A cutscene will then play. You have six seconds to get off the train. Use the grapple point to escape.

Congratulations You've Beaten Batman Begins!

5) GENERAL WALKTHROUGH

Considering how frustrating it is having to look through all that text above,I decided to make a GENERAL WALKTHROUGH. What's a GENERAL WALKTHROUGH?, you mayask. Its a walkthrough that goes straight to the point. I will list off foreach level what you need to do exactly without going into much detail. This isfor when you need a quick question, quickly answered.

5.1 Prologue

-> Defeat all the enemies in the room. Then exit out into hall and go right to see an enemy. Now go down hall to left and get on elevator.

-> Go through several rooms until you have a cutscene. Defeat all the enemies and then go through the window.

-> Follow the fire escape to the top and avoid the explosion. Use the pipe to get to the other side of the building.

-> Break through the boards and enter the building use health and go down the hall.

-> In the next big room is another cutscene and you will then fight two of Dr. Crane's patients. Defeat them and go through door.

-> Go down the hall and another cutscene. Follow the hall into a big room and watch another cutscene.

5.2 Himalayan Monastery

-> Follow Ducard until you have you first task. Enter the big room and enter stealth mode to take out an armed ninja.

-> Follow Ducard again and in the next room the door looks. Use the lanterns along the ceiling to reach another door.

-> In the next room go toward Ducard to watch a cutscene. Go up a ladder to the left and follow the wooden planks until you can jump down.

-> Grab the shuriken and fall through the trap door. Move foward and use the shuriken to unravel a ladder.

-> Go along the platform and use the shuriken to drop a ramp. Throw a shuriken at a bell when you reach it then follow Ducard.

-> In the next room go climb the ladder to the left and use the pipe to cross over to the other side of the room.

-> Throw shurikens at the ropes holding a cage up to make it scare the ninjas below. Jump down and defeat them.

-> Return to the bell and throw a shuriken at it. Pull a level to lower a cage and then fight Ra's al Ghul and two ninjas.

-> After defeating them throw shurikens at the rope holding the cage up and follow the prisoner to safety.

5.3 The Docks

-> Go along the corridors and then down the elevator. At the bottom hop the fence to the left.

-> Enter into the room in stealth mode, and perform a stealth take down on the thug inside. Now defeat the thug until you can interrogate him.

-> Now climb the ladder in the right corner of the room and follow the pathway to the window.

-> Jump out the window and go down the stairs to the platform. Climb onto the platform and then jump onto the wire above the platform.

-> Stay on the wire to get over the fence. On the other side of the fence drop down and climb the boxes and go through the window into the next room.

-> Destroy the boxes and move through the vent. Then drop down through hole at the end. Climb the ladder next to the forklift.

-> At the top jump through the window and then move along a pipe until you are above an enemy below. Grab him and interrogate him.

-> When done interrogating him drop down and grab the forklift key off of the shelf.

-> Press the button on the wall to open the door and go outside. Use the key on the forklift to trap some armed thugs in a van.

-> Defeat the thugs that come to investegate the sound.

-> Go to the door infront of the fence and pick the look. Drop into the sewers by going through the manhole to the left.

-> Now in the sewers, use the grapple point to reach a higher up platform. To the right is some health and left is a button to open a hatch.

-> Go through the hatch and follow the pipe into a small pool of water. Grapple up to a pipe on the ceiling to get by a wall of pipes.

-> On the other side listen in on the thugs talking with a tech. After the tech runs off drop down from the pipe.

-> Perform a stealth take down on the thug on the left and then defeat the thug on the right. The tech will return so talk to him.

-> He will tell you a code for the locked door on the other side of the wall of pipes. Climb back over the pipes and use the code.

-> Go through the doorway and then climb the pipe. Use it to get to a platform that is above where you came into the room.

-> Go through the door at the end of the platform and destroy the crates and the railing on the left.

-> Drop into the water and follow the flowing water below a pipe and outside.

-> Once outside hop onto the ledge on the left and climb the ladder. At the top, use the valve to break open a pipe. Then hit the pipe with a batarang.

-> A grapple point will appear the now open pipe. Grapple up to it and drop down into it.

More Batman Begins Tips:

-> Once you drop in the next room, climb the ladder and then use the pipe to get over the fence and to the higher part of the room.

-> Drop onto the platform and then throw a batarang at a pipe by two enemies to make them drop their guns. Now defeat them while they're scared.

-> Go through the door behind them. You will be outside. Target the chains to the right to make a ramp drop down.

-> Go up the ramp and follow the path to a door leading into a large room.

More Batman Begins Tips:

-> Follow the ramps to the bottom of the room and use the medical kit underneath the ramp.

-> Press a switch on the wall to open a hatch. Enter into the tube.

-> In the next big room grappel to the platform to the left. Then crawl along the pipe across the room to the right.

More Batman Begins Tips:

-> On the other side hop onto the low ledge and move until you come to a hole. When the enemy turns around perform a stealth take down.

-> Continue foward and use the valve to scare enemies on the bridge. Now attack them.

-> Go across the bridge and exit through the door on the right.

More Batman Begins Tips:

-> In the next room climb the ladder and wait for the corrupt cops to finish talking then climb up the ladder to the left of where they stood.

-> At the top turn the valve. This will scare all of the corrupt cops off.

-> From the top of the crate grapple to the other crate then go to a hole and wait for an enemy to walk away before dropping down.

-> Drop down and then climb up the chain. At the top exit from the the crate and go right to reach a hole.

More Batman Begins Tips:

-> Drop down into the hole and break the boxes as you make your way out of the crate.

-> When outside crouch and go left under a crate.

-> Approach a short wall made of boxes and turn right and go down the alley.

-> Follow the linear path to a medical kit below a ramp leading up to a crane control room.

-> Take out the thug then control the crane with an electro hack. Drop the box to scare the armed thugs then fight the thugs.

-> Climb up a ladder and then glide across the gate and land on the other side.

-> Then move in between the wall of crates until you come to a dead end. Put your back against the wall and move to the left.

-> Sneak behind a wall of boxes past some thugs then go to the left at the end of the wall and climb a chain.

-> At the top climb along the pipe to reach a platform. Move along the platform and enter into the building.

-> Follow the hall to another door and exit out to reach the docks.

-> At the bottom of the ramp outside go to the left and use the forklift to lower some barrels.

-> Use the barrels to reach the top of the crate and then use a wire to get onto the cargo ship.

-> Once on the cargo ship go to the left and take down a thug and use a medical kit.

-> Go along the top passage and take down the armed thug and the unarmed thugs.

-> Next go into the side path and open the miliatry crate then climb to the top.

-> Go towards the controls and sneak up on the thug. Take out the thug then drop boxes onto enemies on the dock.

-> Jump off the boat and defeat all of the thugs. Then go up the dock and defeat the thug for a key. Open the gate and go onto the other side.

-> Stay to the left and drop down through the ladder to the lower side of the dock.

-> Then go up the ladder and sneak under the platform. Climb up the ladder to get onto the platform. Take down the thug then go through the door.

-> Pick the next door's lock then proceed on. Jump down to the bottom of the ramp room and look under the door at the bottom with the optic cable.

-> Quickly hide in the corner then go through the door. Follow the path until you are outside.

-> When outside climb the pillar to the left and use the medical kit on the right if you need it.

-> From the pillar get onto a pipe then onto a platform. Break boxes on a moving platform then press a switch. Jump onto the platform.

-> From the platform jump to a ledge. Go around the corner and drop down.

-> Take down both thugs in the next room then go in the elevator. At the top go to the door around the corner use an optic cable.

-> Run to the shelf next to the elevator and open the miltary crate. When the thug finishes on the phone interrogate him.

-> Go through the door on the left and follow the linear route. In the hall are two thugs.

-> At the end of the hall jump onto a box and climb the support chain. At the top jump from light to light.

-> On the other side climb the pillar. At the end of the platform crawl into a vent and follow it into a room.

-> Open the military crate then climb through the window. Go along the ladder and then pipe and finally pillar to reach a switch.

-> Activate it to scare some enemies. Defeat the thugs and get on the elevator.

-> Go outside and climb the crate by jumping onto some boxes then a chain.

-> At the top take care of the thug then hack the crane controls. Then pick up Falcone's car.

-> Climb the stairs and then climb along the crane to reach Falcone.

5.4 Passage to Gotham

-> Since this is a driving level there is no way to get lost. Instead for this level I will explain the different obstacles you will have to overcome.

-> As you begin the level drive on until you reach a nitro pickup and some enemy cars.

-> After exiting through a long tunnel with no enemies around you reach a CHECKPOINT.

-> Soon after the CHECKPOINT a timer appears.

-> Drive as fast as possible, by holding down the nitro button to reach the bridge.

-> After jumping the bridge the timer is gone.

-> Drive through a tunnel and you will have to destroy a huge truck.

-> With it blown up with missles, the level is complete.

5.5 Falcone's Black Market

>- After the cutscene defeat all the thugs pick the lock on the gate and go into the next section.

-> Use the ladder in the corner to reach a pipe to get over a fence.

-> Follow the linear path until you come to a gate station. Use the computer inside to open the gate.

-> Enter into the next part and sneak to the left. Continue down the ramp to the next level down.

-> Take out the thug down here and then climb into the vents and go along them to the very end.

-> At the end go into the room and break a supporting beam to scare some enemies.

-> Drop down and defeat the enemies and interrogate the last thug. Run all the way back to an intercom you passed by earlier.

-> At the intercom say the password and enter into the room. Go along the right and perform a stealth take down on the thug.

-> Ride the elevator up to the building. Go down the hall and into the next room.

-> In here gas will be released so grapple to the roof and then enter into the other room.

-> Hit the vase with a batarang to break the window to clear the room of gas.

-> Go through the door and follow the path until you enter a room with a grapple point on the ceiling.

-> Approach the door on the right to trigger an alarm then quickly grapple to the ceiling.

-> Wait until a thug is right below you and then Finish him. Go into the room he came from and defeat the thug then hack the computer.

-> Go through the door you walked into to set off an alarm.

-> Walk down the hall until you can hack the computer. Do so to see laser trip wires and then jump them.

-> Enter into the garage area and hack the computer. Use the live feed of the garage to get to the other side.

-> On the other side hit a barrel with a batarang then perform a stealth take down on the thug that comes to investigate.

-> In the next room hack the computer to see a laser trip wire wall. Use the pipe on the ceiling to get over it.

-> On the other side go around the corner and climb into the vent. At the end of the vent climb onto the pipe on the ceiling.

-> From the pipe hit the barrels to cause an explosion which will make a thug come to investigate.

-> Finish him and then go across the hall into the next room which is full of thugs.

-> With all thugs defeated press a switch to raise a screen. Grab onto the screen to reach the top portion.

-> Go into the next room and then sneak up on Pfister and interrogate him.

-> Now go through the door and follow the hall to reach a locked door. Enter the code 1337 to open it.

-> Climb along the wires on the tram and break the boards over the other building.

-> In the other building climb through the vent until you land on some beams.

-> Move along the beams and climb them to the top until you can glide to a vent.

-> At the end of the vent is a room. Go up the ramp to the top and exit down the hall to reach outside beams again.

-> You will need to keep hitting rolled up fences to reach the top. When you come to a large area hit the boxes on a platform to lower a bucket.

-> Climb the bucket and then hit another fence. Glide to it.

-> Climb all the way to the top and then go down a hall to reach a ladder.

-> At the top move along the trench and go under the buildings until you can hit a support scaffold.

-> After scaring the enemies attack them and then climb onto the roof of the building on the right and drop through the skylight.

-> Read the note on the table and go through the door and up the stairs into the building.

-> Get on the platform and hit the elevator control. Then jump to a beam and then onto the floor.

-> Drop through a hole into the floor below and then climb the chain holding a beam up.

-> Go along the crane until you can get into the controls. Move the crane to the left and then go along the actual crane part.

-> Drop down onto the beam held by the crane and throw a batarang at the beam holding back the barrels.

-> Drop down and defeat all of the thugs. Pick the lock and enter into the buidling.

-> Look for shutter controls and use them. Now climb up the platforms and at the top enter into the room.

-> Go along the platform to the right and enter into the room. Use the controls to stop a giant fan.

-> Quickly exit the room and enter into the first fan you reach and drop down.

-> Follow the path to reach a room with Flass interrogating an inmate.

-> Climb the platform in the corner of the room until you get onto the roof.

-> On the roof climb another platform and then use the rope to get above where Flass is.

-> Throw a batarang at the beam above the room and it will drop down. Jump through the hole it makes and defeat all the thugs.

-> Throw a batarang at the chains of the inmate to get Flass out of the cage.

-> Now interrogate Flass.

5.6 The Narrows

-> Enter into the next room and take down all thugs by performing stealth takedowns.

-> Climb the pipe on the wall and then hit a chain on the airplane. Now climb up the nose of the plane and grapple up to a platform.

-> From the platform jump to a pipe and use it to reach a bridge.

-> Go to the left on the bridge and in the next room jump from light to light until you can hit a chain causing a dinosaur exhibit to collapse.

-> Defeat all of the enemies and go through the door. Once outside break all the boards and enter into the building.

-> Ignore the door and go down the hall and grapple to the ceiling. Hit the barrels with a batarang.

-> Drop back down and enter into the room. Defeat all of the thugs and then get on the elevator.

-> Get off at the second floor and go around the corner if you want extra items.

-> If not get ontop of the elevator and climb the ladder.

-> On the third floor, perform a stealth takedown on the armed thug and then go out through the window.

-> Follow the linear path into a room to interrogate a thug.

-> Climb a set of platforms into the room above then go through a hole in a corner.

-> Walk along the path then grapple to solid ground. Defeat all the enemies then go through a hole to return to the hall with the elevator.

-> Follow the path to a locked door. Pick the lock and continue on until you reach a room full of thugs.

-> Cross a beam and then stay on the one path until you come to a room with an elevator and a lot of kerosene barrels.

-> Get on the elevator then at the top grapple to the ceiling. Throw a batarang at the barrels.

-> Defeat all of the frightened thugs. Go to the second floor and open a door with a key dropped by a thug.

-> Stay on route until you go through a vent. Upon exiting out of the vent, go out the window and grapple to the building next door.

-> Break the window of the previous building with a batarang then hit the barrels with a batarang.

-> Return to the room and defeat all of the thugs. Again follow the one path until you reach an Access Grate.

-> At the end of the vent take out a thug then go through a hole in the fence next to an engine.

-> Follow the platforms until you reach a room under the helicopter.

-> Take out the support girders and the floor will collapse. After the cutscene defeat all the enemies.

-> Grapple onto the helicopter and then defeat the manic inmate on the rooftop of where the helicopter lands.

5.7 Arkham Asylum

-> Turn around a climb the ladder. Follow the wall to a rope go get across a gap.

-> On the other side grapple to the window. Take out the two thugs in the room and then exit through an open window.

-> Jump to the ground below and then wait to the right for a car to park. When parked hit it with a batarang. Attack the frightened thugs.

-> Enter into the basement by going through the window to the right.

-> In the next room read the document and listen to the answering machine for the code to open the door.

-> Open the door with the code and follow the linear path until you enter a circular room with inmates and thugs.

-> Go to the room in the center of the room and climb the ladder. Follow the ledge around to the other side of the building.

-> Enter through the vent and silently take out the thug in the room. Release all the inmates.

-> Exit the room and take out any remaining thugs. Exit through the door opposite to where you entered.

-> Again follow the one path until you are outside. Go down the stairs and enter through a vent to the right.

-> In the other courtyard go left and climb a pipe to reach a platform. Go along the pipe to get onto the other side of the building.

-> From the platform use the rope to get above a thug. Grab him then drop down and defeat all other thugs.

-> Jump from the car into the open window. Follow the path until a video plays.

-> Follow the path, while using pipes to get over fences in doorways, until you come to an elevator.

-> Hit the elevator hatch with a batrang then climb out.

-> Grab the wire and climb up. Hit the powerbox with a batarang to open a door to the right.

-> Go through the open door and follow the path until you come to a room with a military crate.

-> Open it and then go through the open window.

-> Use the wire outside to cross to the opposite building.

-> Use a pipe on the wall to reach another fire escape. Drop onto it and go through the open window.

-> Follow the hall and use an optic cable on the first door that you can interact with.

-> Continue down the hall and enter through the second door.

-> Wait for a patrolling guard on the right side of the room looks to the right then come from behind the wall and turn on the gas range on the oven.

-> Hit it with a batarang and then go and defeat all of the thugs.

-> Go through the door in the corner of the room and continue until you are on some construction.

-> Climb the fence to the top and then go through the open window.

-> Walk down the hall quietly until you can grapple to the ceiling with a pipe.

-> Climb along the pipe and continue down the hall. Hit the machinery at the end with a batrang. Grab the thug that comes to investigate while on the pipe.

-> Fight the other thug then talk to Dr. Thomas. After talking follow the path to the right to reach an open window.

-> Move along the pipe until you can climb onto the roof where no fence blocks your way.

-> Activate the Grapple Crane Controls then use a wire to get to the building across from the building you are on.

-> On the other side use the fire escape to reach a window. Enter into the room.

-> Hide behind a curtain and wait for two thugs to walk away. Exit out from the curtain and go to the left.

-> Hit the Attic Hatch and enter into the attic.

-> Destroy the crates in here to drop down into the room below. Get the items and then climb back out.

-> Go through the window in the attic and follow the path until you can grapple to the roof with the water tower.

-> Place the explosive at the tower then hit it with a batarang.

-> After the cutscene defeat all of the thugs in the basement. Turn all of the valves on the machinery then go through the door.

-> Go down the hall until you come to a fuse box. Hit it with a batarang.

-> A guard will run into the electrical current. Interrogate a guard to learn the code of the elevator you passed a while ago, 5839.

-> Return to the elevator and input the code. Glide to the bottom of the elevator shaft.

-> Exit into the hall and take down the thug fixing the elevator. Now you can "fix" the elevator.

-> It will drop down so take out both thugs on it. Defeat the thugs and ride it to the next floor.

-> Follow the linear path, making sure to wait for thugs to turn around before continuing, until you reach a hatch in a fence.

-> Go through the hatch to get below the floor. Follow the path to enter into a room to the left.

-> Perform a stealth take down on the thug with the gun then enter into the room on the left when the thug is looking in the oppositee direction.

-> Take him down and go through the other door. Follow the path until you are outside.

-> Climb the box to the right until you reach a pipe. Use it to cross over to the other side of the courtyard.

-> Follow the path until you reach a fuse box to the left and hit it. Two thugs will come to investigate and get electrocuted.

-> Drop down into the courtyard and go to the other end. Enter through the door and go down the stairs. At the bottom silently move along the left side.

-> Stealthily take out both thugs. Climb the ladder and go along the platform until you reach a pipe.

-> Use the pipe to get to another platform. Go through the Access Grate.

-> Follow the vent and you will drop into the room on the other side of the locked door in the previous room.

-> Break all of the crates on the left side of the room and interrogate the thug to get a key to unlock the door in the fence.

-> At the end of the hall is a door. Use your optic cable on it and when thugs move towards it hide behind some barrels to the right.

-> Wait for the thug to stay still then perform a stealth take down. Go to the end of the hall and perform another stealth take down.

-> Return to the room that the thugs came from. Hit the gas machine near two thugs.

-> Now go up the stairs on the left side of the room. At the top go right and grapple then jump to the first light then second.

-> Hit another gas machine then drop down and take out all of the thugs.

-> Open the sewer hatch and drop into the sewer.

-> Follow the linear path until you enter into a room with a pool of water.

-> Walk down the stairs and go along them on the right side.

-> Enter into the pipe and follow it to the very end.

-> At the end hop onto the platform to the right and break through the boxes.

-> Follow the path to a balcony where you can glide to a light.

-> From the light hit the boards over the pipe with batrangs. Then glide to the pipe.

-> Follow the linear path, using pipes to get past fences every so often, until you reach a Vavle Wheel.

-> There are two nearby. Turn both to open two hatches to open a pipe leading to the other side of the fence.

-> When you enter into a huge room jump and glide from light to light to reach a platform with a door.

-> Follow the path all the way to a dead end. There will be a bookshelf where you can knock everything off of it.

-> Hop onto it and enter into the vent. In the next room silently take down the patrolling thug. Take down a thug on a computer.

-> Use the computer to scare thugs in the section of the room below. Go down and defeat all of the thugs.

-> Go through the door at the back of the room. Follow the linear path until you reach a large room with Dr. Crane.

-> Fight off the inmates then go through the room to the right and climb up the ladder. Use the computer to move a grapple point.

-> Exit into the room with inmates and grapple up to the hall. Follow it until you can target an Access Grate.

-> In the room at the end of the vent Scarecrow will cause the floor to seperate.

-> Drop down and break the crates blocking a vent. Follow the vent to a near destoryed room.

-> Climb the stairs to the top, jumping over gaps as they appear. Follow the linear path until you reach a hall with windows. Break the last window.

-> Grapple into the next room and move along a pipe to grab a thug. You will then drop down and fight the Scarecrow.

-> Exit the room until you reach a balcony. Grapple to a chandalier and grab Gordon.

-> Go down the hall and break through the cracked window. Glide to the fire escape and enter the room when the hall is cleared.

-> Enter into the next room and follow the path to a fancy office. Quickly go through the window and hide here until the cops leave.

-> Move along a pipe on the wall until you come to a set of platforms and a pipe leading up.

-> Climb up and stop before a window with a cop inside. Wait for him to leave then continue.

-> When he leaves the room completely climb in through the window and go through the door.

-> Jump and glide to a light and wait for the SWAT Team to leave. Then break open the window and glide through.

-> Go down the hall and hit a fire extinguisher to blind a SWAT Team. Continue down the hall and break through debris.

-> Follow the hall until a cutscene plays.

5.8 Saving Rachel

-> Another driving mission. I won't go in depth on the whole track. For that type of informatio refer to the WALKTHROUGH section.

-> For the first part of the mission just use all of your nitro to reach the Battery Tunnel in under three minutes and ten seconds.

-> After getting through the tunnel you will need to avoid the police helicopter spotlights.

-> Swerving all over the road is a good tactic.

-> Stopping suddenly will send the helicopter zooming by overhead.

-> Also try going as fast as possible by using your nitro.

-> After reaching a tunnel you will rid yourself of the helicopters. You must now take down twelve cop cars.

-> Smash into the side of the cars to cause them to go off the road and crash. You must also reach a wooded area in under two minutes and thirty seconds.

-> Just ram through all the cop cars by holding down on the nitro.

-> After escaping the cop cars follow the country roads and go as fast as possible.

-> Instead of a timer a bar will appear that display Rachel's health. Race to the Batcave before the bar runs out.

-> Hold down nitro for this whole section. Upon reaching the Batcave a cutscene will play.

5.9 Wayne Manor

-> Defeat the two sets of Ninjas and then Ra's Al Ghul himself.

-> After he counters one of your attacks follow him into the hall. View the cutscene and then defeat the two Ninjas.

-> Go into the room they came from and break through the furniture to the right.

-> Crawl through the hole and enter into the room on the other side.

-> Hit the vase at the back of the room to break open the window to let all the smoke out of the room.

-> Climb the pole to the right and then jump from the platform at the top to the light.

-> At the end of the lights go through the door on the right.

-> In the next room go down the second set of bookshelves and climb the ladder against the wall.

-> Follow the balcony to lights and get to the other side. Push the Vase then defeat the enemies. Go through the open door.

-> In he room with the chandalier go to the right and in the next room pull the book to find a secret room.

-> Stock up on supplies and make sure to grab the batarangs. Return to the chandalier and hit it and climb he chain.

-> Break the damaged furniture until the fire on the floor goes out. Drop through the hole.

-> Defeat the ninja and go down the hall to the right by breaking more furniture.

-> Apporach the burning bar and view the cutscene.

-> Go through the door to the left and defeat all the enemies.

-> Hit the vase on the left side of the room to move a ladder. Climb the ladder.

-> Use the bookshelf on the right side of the room to reach the broken window.

-> Go down the hall to the right, once through the window, and hit the vase to free Fox.

-> Walk down the hall to the left defeat the Ninjas and then go down the hall destroying the ceiling on the way.

5.10 Defender of Gotham

-> Defeat all of the enemies and collect the weapons and health. Climb the fence to reach a ladder.

-> At the top of the ladder follow the platform to an elevator.

-> From the elevator go down the hall and approach Scarecrow. He will cause an explosion sending you to the ground below.

-> Defeat all the enemies then use the key on the ground to crash the car into the tanker.

-> Climb the ladder on the left then grapple into the platform. Climb along the pipe to reach the hall with Scarecrow.

-> After te cutscene open the crate then break through the window and climb out.

-> Follow the linear path to where an explosion takes out a platform.

-> Climb along a pipe on the ceiling the grapple to the pipe on the left and destroy the debris on the other side.

-> At the end of the hall enter into the vent and drop onto a platform.

-> Follow the platform to a chain. Use the chain to reach another platform.

-> Follow the platform and hit two support chains. Defeat the ninjas then hit a button to move a chain closer to you.

-> From the chain hit the button again and then get onto the platform.

-> Follow the hall to a ladder with a hatch. Hit the hatch with a batarang then climb up.

-> Defeat two of the ninjas then enter the tunnel.

-> At the end of the tunnel defeat maniacs and then climb the ladder to the left.

-> At the top follow the path all the way to a building. You will come to a room with an inmate and Rachel.

-> Glide to the building across the street. Open the crate then grapple to a pipe.

-> Break the boards over the window and then enter into the hall. Fight all the enemies and use the medical kit.

-> Hop out the window then climb the pipe on the left. Glide to the building across the street.

-> Break through the last skylight. You will be next to the monrail.

-> Climb the barrels next to the fence then jump the fence.

-> After the cutscene defeat all of the ninjas.

-> Follow the path until you have to break some debris. Hop through a hole in the ceiling and then exit to outside.

-> Go along the crate on the next car while in context-sensitvity mode. On the other side enter into the crate.

-> Go onto the roof and hop onto the next car. At the end of the car drop down and go through the door.

-> Exit the car and go through the access grate. At the end climb out and stealthily take out the ninja.

-> On the next car hit the carriage coupling and safety chain. Then defeat the three ninjas.

-> Interrogate one of the ninjas to learn the code 1942. Use it on the door and follow the linear path until you reach a room with a ninja.

-> Defeat him and go through the hole in the ceiling. Follow the linear path until you re-enter a car.

-> When you come to an open car hang along a pipe along the side of the car.

-> Follow the pipe to a hole in the fence then pull youself up. Climb the ladder to get on the roof. Hit the locking mechanism.

-> Drop all the barrels onto the ninjas then drop down and defeat them.

-> Hit the Access Grate with a batarang then drop down. Use the pipe to get across the open ground.

-> On the other side keep going along the path until you enter a car. You will see Ra's Al Ghul.

-> Defeat the two ninjas and fight Ra's until he runs away. Follow him to reach the Microwave Emitter.

-> Examine it and Ra's will appear behind you. Fight him until you can grab him.

-> Interrogate him and watch the cutscene. Grapple from the train.

6) ENEMIES OF BATMAN

6.1 Level 1: Prologue

6.1.1 Crane Thugs

Occurance: Common

Equipment: Unarmed, Knife

Heartbeat: Weak

6.1.2 Manic Inmate

Occurance: Rare

Equipment: Unarmed

Heartbeat: Strong

6.2 Level 2: Himalayan Monastery

6.2.1 League Member

Occurance: Common

Equipment: Pistol, Sword, Unarmed

Heartbeat: Weak

6.2.2 League Ninja

Occurance: Common

Equipment: Pistol, Sword, Unarmed

Heartbeat: Ranges from Weak to Strong

6.2.3 Ra's al Ghul

Occurance: Boss Fight

Equipment: Unarmed

Heartbeat: Strong

6.3 Level 3: The Docks

6.3.1 Falcone's Thug

Occurance: Common

Equipment: Pistol, Knife, Crowbar, Unarmed

Heartbeat: Weak

6.3.2 Consigliere

Occurance: Rare

Equipment: Pistol

Heartbeat: Weak

6.3.3 Crane Thug

Occurance: Common

Equipment: Pistol

Heartbeat: Weak

6.4 Level 4: Passage to Gotham

6.4.1 Enemy Muscle Car

Strength: Weak

Occurance: Common

6.4.2 Enemy Van

Strength: Strong

Occurance: Rare

6.4.3 Freight Truck

Strength: Strong

Occurance: Boss Fight

6.5 Level 5: Falcone's Black Market Club

6.5.1 Thug

Occurance: Common

Equipment: Unarmed, Crowbar, Machine Gun, Baseball Bat

Heartbeat: Weak

6.5.2 Pfister

Occurance: Rare

Equipment: Unarmed

Heartbeat: Weak

6.5.3 Detective Flass

Occurance: Rare

Equipment: Unarmed

Heartbeat: Weak

6.6 Level 6: The Narrows

6.6.1 Crane Thug

Occurance: Common

Equipment: Unarmed, Crowbar, Machine Gun, Baseball Bat

Heartbeat: Strong

6.6.2 Helicopter Pilot

Occurance: Rare

Equipment: Unarmed

Heartbeat: Weak

6.7 Level 7: Arkham Asylum

6.7.1 Thug

Occurance: Common

Equipment: Unarmed, Pistol, Crowbar, Knife

Heartbeat: Weak

6.7.2 Manic Inmate

Occurance: Rare

Equipment: Unarmed

Heartbeat: Strong

6.7.3 Crane Thug

Occurance: Common

Equipment: Unarmed, Pistol

Heartbeat: Strong

6.7.4 Scarecrow

Occurance: Boss Fight

Equipment: Unarmed

Heartbeat: Strong

6.8 Level 8: Saving Rachel

6.8.1 Police Squad Car

Strength : Weak

Occurance: Common

6.9 Level 9: Wayne Manor

6.9.1 League Ninja

Occurance: Common

Equipment: Unarmed, Sword, Pistol

Heartbeat: Strong

6.9.2 Ra's al Ghul

Occurance: Boss Fight

Equipment: Unarmed

Heartbeat: Strong

6.10 Level 10: Defender of Gotham

6.10.1 Manic Inmate

Occurance: Common

Equipment: Unarmed

Heartbeat: Strong

6.10.2 League Ninja

Occurance: Common

Equipment: Unarmed, Sword, Pistol, Knife, Machine Gun

Heartbeat: Strong

6.10.3 Ra's al Ghul

Occurance: Boss Fight

Equipment: Unarmed, Sword

Heartbeat: Strong

7) WEAPONS & GADGETS

This section will discuss how Batman's various weapons and gadgets are implemented on the enemies and obstacles he will encounter.

7.1 Weapons

7.1.1 Flash-Bang Grenade

Game Note :

Distract and momentarily incapacitate several enemies by tossing this concussion grenade into their midst. This also increases their fear level.

Personal Note :

These grenades will emit a blinding light effecting all enemiesin the same room. Allowing you a great advantage to take downmany enemies without interference from their cronies.

7.1.2 Smoke Grenade

Game Note :

Send and enemy into a coughing fit, making him voulnerable to your attacks and increasing his fear level.

Personal Note :

Effects enemies that are close together by emiting a cloud ofsmoke that will make the enemy cough, leaving him open for attack.

7.1.3 Batarang

Game Note :

Use the Batarang to trigger events to scare the enemy, or use it to trigger a switch.

Personal Note :

The trademark Batarang. You can only use it to hit far away switches or cut ropes when they are targeted. Making use of theBatarang very restricted.

When something is targeted on screenthat can be hit with a Batrang a small bat will appear in thetop right corner of the screen, Press R1 and Batman will throwa Batarang at the target.

7.1.4 HF Transponder

Game Note :

This device emits high-frequency sound waves that summon a swarm of bats to immobilize an enemy with fear.

Personal Note :

This calls out a swarm of bats to engulf an enemy. Excellent inscaring an enemy senseless. Use as a last resort because theyrare to come by.

7.2 Gadgets

7.2.1 Electronic Hack Tool

Game Note :

Hack computer terminals and electronic panels to operate secure machinery.

Personal Note:

Allows you to hack into computers so that you can use them yourself. You have to allign five circles in a box inorder tohack a computer.

7.2.2 Camera Hack Tool

Game Note :

Hack certain security cameras and receive their live video feed to observe patrol patterns and enemy behavior.

Personal Note:

This will allow you to hack into nearby cameras and you can thensee what they see. This includes laser trip wires which would beinvisible.

As with the Electro Hack, you have to do a small"minigame" before you can view what the camera views. A small bar will appear in the lower right corner of the screen. Bypresssing CIRCLE a red wave bar will move to the left. Continueto do this until the the bar is empty.

7.2.3 Grapple

Game Note :

Get to hard-to-reach places quickly and access high vantage points.

Personal Note:

This allows you to reach high up platforms and ledges. You caneven hide above an enemy then drop down to attack. It is restricted to grapple points though.

7.2.4 Radar

Game Note :

The radar is located at the lower left screen.

Personal Note:

Another essential item in your arsenal. This allows you to seewhere in a room enemies are located. If they are carrying a gunor not. What direction they are looking in. And how much noiseyou are making when you move.

7.2.5 Radio Earpiece

Game Note :

Alfred keeps in touch with you by using this device to relay information and advice.

Personal Note:

This comes in handy a lot. Alfred will tell you what to do tocomplete your mission and inform you on how to use new equipment as you gain it.

Always pay attention to when Alfredchimes in or you may miss out on valuable information as to where to go next or what to do.

7.2.6 Optic Cable

Game Note :

See what awaits you on the other side of a door.

Personal Note:

This is identical to the game Splinter Cell's optic cable. Thiswill allow you to approach a door and then view underneath itto see what is in the next room awaiting you.

It is excellent inletting you get a drop on enemies that are awaiting you on theother side. Always use this when approaching doors when thereare enemies on your radar.

8) UNLOCKABLES

As with many other games, this one is no acception, you have your unlockables.In this section I will go over each category of Unlockable and explain what it contains and any valuable information.

8.1 Interviews

8.1.1 Interview With The Cast

Unlocked : After Prologue

Description:

The Actors and Actresses of Batman Begins talk about their experience during the movie and games' production.

8.1.2 Interview With The Filmmakers

Unlocked : After Himalayan Monastery

Description:

The filmmakers take about what different effects went into the making of the movie and how certain scenes were displayed.

8.1.3 Interview With EA

Unlocked : After The Docks

Description :

EA talks about the games development and how certain movie to gameaspects were used along with their own ideas.

8.1.4 Interview With The Writers

Unlocked : After Passage to Gotham

Description:

The script writers discuss different dialogue that they implemented for the game and movie.

8.1.5 Interview With WBIE

Unlocked : After The Narrows

Description:

Warner Bros Interactive Entertainment talk about the gameplay over-all.

8.2 Movie Footage

8.2.1 Teaser Trailer

Unlocked : Beginning of game

Description:

A simple teaser trailer to give a short glimpse as to what to exspect from the movie.

8.2.2 TV Spot

Unlocked : Beginning of game

Description:

A trailer for the movie that goes more into detail about what themovie will be like than that of the teaser trailer. Was shown on t.v.

8.2.3 Trailer

Unlocked : Beginning of game

Description:

Shows a bit of each scene from the movie rather than a lot of random clips.

8.2.4 Prologue Intro

Unlocked : After Prologue

Description:

Shows how Bruce started out as a kid seeing his parents being murdered and then travelling the world as an adult in order to learn how to avenge his parents' deaths.

8.2.5 Prologue End

Unlocked : After Prologue

Description:

Shows Batman talking to himself about the fear toxins running through his bloodstream as he falls from a burning building as heburns.

8.2.6 Himalayas Into

Unlocked : After Prologue

Description:

An adult Bruce looking for guidance and a way to become stronger than his enemies. Which brings him to the League of Shadows.

8.2.7 Himalayas End

Unlocked : After Himalayan Monastery

Description:

Bruce reflects on his time in the monastery and its burning down.He then returns to Gotham City.

8.2.8 Gotham Docks Intro

Unlocked : After Himalayan Monastery

Description:

Bruce fails as himself trying to fight crime, but as a symbol, asa symbol he would be strong, uncorruptable.

8.2.9 Gotham Docks End

Unlocked : After The Docks

Description:

Batman's first successful mission in the capturing of Falcone. Hethen lives his social life at night.

8.2.10 Passage to Gotham Intro

Unlocked : After The Docks

Description:

Lucious Fox helps Bruce out by giving him gadgets and his way oftransportation, the tumbler.

8.2.11 Passage to Gotham End

Unlocked : After Passage to Gotham

Description:

The truck Batman was chasing was a decoy while the weapon that wastravelling through Gotham was on another truck.

8.2.12 Gotham City Intro

Unlocked : After Passage to Gotham

Description:

All of Batman's questions about the drugs being shipped into Gotham can all be answered by one man, Detective Flass.

8.2.13 Gotham City End

Unlocked : After The Narrows

Description:

The psychological damage by the Scarecrow's toxin is combated bya serum created by Lucious Fox.

8.2.14 Arkham Asylum Intro

Unlocked : After The Narrows

Description:

Dr. Crane talks about his "experiments" in Arkham Asylum. Whiletrying to link Crane to Falcone, Rachel is captured by Scarecrow.

8.2.15 Arkham Asylum End

Unlocked : After Arkham Asylum

Description :

Batman tells Rachel that she has been infected by Scarecrow's poison as they drive in the Batmobile.

8.2.16 Saving Rachel Intro

Unlocked : After Arkham Asylum

Description: An awesome pursuit of the Batmobile by Gotham City police.

8.2.17 Saving Rachel End

Unlocked : After Saving Rachel

Description :

Batman manages to save Rachel in time and administer an anti-toxinto counter the gas that infected her brought on by the Scarecrow.

8.2.18 Wayne Manor Intro

Unlocked : After Saving Rachel

Description :

The true identity of the nemesis of Gotham City is revealed, alongwith the fact of Ra's Al Ghul is alive.

8.2.19 Wayne Manor End

Unlocked : After Wayne Manor

Description:

Alfred and Bruce escape the destruction of Wayne Manor just in time. The effects of the Fear Toxin being spread through Gothamis shown.

8.2.20 Narrows Intro

Unlocked : After Wayne Manor

Description :

Batman and Ra's Al Ghul both prepare for their inevitable fightover the destiny of Gotham City.

8.2.21 Narrows End

Unlocked : After Defender of Gotham

More Batman Begins Tips:

Description:

Batman talks about how Ducard and Crane both became Ra's Al Ghuland Scarecrow, just as Bruce Wayne became Batman.

8.3 Alternative Batsuits

8.3.1 Batman Begins

Unlocked : Beginning of game

Description :

More Batman Begins Tips:

It is the default Bat Suit from the movie Batman Begins.

8.3.2 Dark Knight

Unlocked : Upon Completion of the Game

Description:

The Gotham City Knights costume. Has a black cape and cowl, withblack boots and gloves. Rest of the suit is gray with a large,black bat emblem on chest.

8.3.3 World's Greatest Detective

More Batman Begins Tips:

Unlocked : Upon Completion of the Game

Description:

The Adam West Batman Costume. Costume has a blue cape and cowl and blue boots and gloves. Large, black bat emblem.

8.3.4 Caped Crusader

Unlocked : Upon Completion of the Game

Description:

More Batman Begins Tips:

Similar to the Batman: The Animated Series design. Has a blue capeand cowl, gloves and boots. With yellow oval with black bat emblem and the rest of the suit is gray.

8.4 Batmobile Bonus

8.4.1 Mission

More Batman Begins Tips:

8.4.1.1 Passage to Gotham

Unlocked : After Passage to Gotham

Description :

First you must select your Batmobile. Either the Batmboile or thePrototype. Then you can begin the mission itself. This is the same as the level Passage to Gotham. For more information refer tothat level.

8.4.1.2 Saving Rachel

Unlocked : After Saving Rachel

Description:

The same thing as Level 8: Saving Rachel. Pick which Batmobile you wish to drive and then start the mission. For more information refer to Level 8 in the WALKTHROUGH section.

8.4.2 Time Attack

8.4.2.1 Passage to Gotham

Unlocked : After Passage to Gotham

Description:

This is the same as the Mission mode of Passage of Gotham, but itis a timed mission. You can try to beat previous times. Check theWALKTHROUGH section for more information on beating this level.

8.4.2.2 Saving Rachel

Unlocked : After Saving Rachel

Description:

The same thing as the regular Level 8: Saving Rachel. With onedifference. This mission is timed. Replay it and try to beat yourprevious times. Refer to the WALKTHROUGH section and Level 8 forhelp on this level.

8.5 Gallery of Fear

This is a museum dedicated to some of the infamous criminals in Gotham City.Here you can view their histories and view them. As you move closer to themtheir heart rate will rapidly accelerate.

8.5.1 East Wing

8.5.1.1 Lee Bascomb

Unlocked : After Prologue

History :

A low level enforcer in Falcone's crime syndicate. Lee Bascomb has asimple mind, stong hands, and no aversion to violence.

As Falcone hasfound himself involved in dealings with Dr. Jonathan Crane and the unnamed foreign supplier of Bhutanese opiates, Bascomb has becomemore valuable within the syndicate simply being sensible enough not to ask questions.

8.5.1.2 Paul Ryker

Unlocked: After Prologue

History :

An overly ambitious strong-arm man on Falcone's payroll: Paul was JoeChill's cellmate in Gotham Prison, and the man who alerted Falcone that Chill intended to turn state's evidence.

8.5.1.3 Lungtaen Pem

Unlocked: After Himalayan Monastery

History :

Lungtaen Pem is the longstanding footman in the League of Shadows. Hewas one of many in the League assigned to find Bruce Wayne after sightings of the vanished billionare in Asia and India.

Pem allowedhimself to be arrested for the killing of an Indian smuggler inPhuntsholing, in order to gain entrance to the Bhutanese prison whereWayne was rumored to be interred. By correctly indentifying Wayne, Pem faciliated his introduction to Henri Ducard and the League of Shadows.

8.5.1.4 Sgt. Robert Hardey

Unlocked : After The Docks

History :

Sergeant Hardey began his career as an idealistic and upstandingGotham police officer. Corruption came first as a matter of survival,as Robert soon found himself accepting bribes when bullets were thealternative.

As both he and his wife quickly developed expensive tastes. Hardey now considers himself more of an employee of Carmine Falcone than of Gotham City.

8.5.1.5 Jackson Eckhouse Esq.

Unlocked : After The Docks

History :

Eckhouse is Carmine Falcone's lawyer and confidant. They grew up in the same tenements of Gotham City's Lower East Side, and have reliedupon and trusted each other like brothers.

It was largely Falcone's ill-gotten money that put Eckhouse through law school, on that understanding that he would use his education to keep Falcone out ofjail. Needless to say, its been a full time job.

8.5.1.6 Carmine Falcone

Unlocked : After The Docks

History :

The last of the old guard. Carmine Falcone has profited the most ofthe graft, corruption, theft, and violent crime in Gotham City for the last three decades. Falcone is the linchpin of a network of loyalty, intimidation, and greed, protected equally by his street toughs and by scores of corrupt cops and politicans. He was untouchable, until the apperance of Batman.

8.5.1.7 Marvin Walker

Unlocked : After The Docks

History :

One of Falcone's longest running and most loyal employees. Walker has been sent to jail five times - and the hospital twice - in service tothe syndicate.

He achieved mino infamy in the criminal community forcarrying out the "Crowne Job," an in-office hit on the shortest acting GPD Chief Superintendent on record, Leonard Crowne. He hasbeen on the Gotham Police Most Wanted list ever since, but has been saved from arrest by the system's rampant corruption.

8.5.1.8 Walter Pfister

Unlocked : After The Narrows

History :

Pfister began working for Falcone as a surveillance man, hiding the cameras in seedy hotels and upscale brothels in order to blackmail wealthy and politically influential.

Arrested under electronic eavesdropping laws, he agreed to provide the cops with hidden surveillance on Falcone rather than do jail time. But he couldnot keep his betrayl a secret: without Batman's timely arrival,Pfister would be staring at the underside of a Gotham landfill.

8.5.2 West Wing

8.5.2.1 Andrew Grieves

Unlocked : After Arkham Asylum

History :

A white collar everyman, Grieves suffered a nervous breakdown as a result of an IRS investigation, an extra-marital affair, and alcoholabuse.

His family was notified that one week of "observation" atArkham Asylum would be "indefinitely extended". They were not toldthat his condition had taken a sharp detour into violent schizophreniz as a result of Dr. Crane's fear experiments. Mr. Grieves enjoys howling, chewing on his hands, and beating his headagainst things.

8.5.2.2 Detective Flass

Unlocked : After The Narrows

History :

Flass has been corrupt even longer than he's been a cop. He's run dozen of low-level graft since he was a teenager, everythng fromfive-dollar bribes from street hustlers to free falafels from unlicensed pushcarts.Being partnered with Detective James Gordon hasput such a damper on his bribery collection, but not so much thathe's cut back on his falafel consumption.

8.5.2.3 Victor Zsasz

Unlocked : After The Narrows

History :

Mr. Zsadz is a notorious serial killer and current resident of ArkhamAsylum. He evolved from a killer who murders by compulsion to the kind of sociopath who murders for pleasure. His arms and chest arecovered with lines, each one etched into his skin to memorilaize a victim: he's running out of carving space.

8.5.2.4 Paul Jennings

Unlocked : After The Narrows

History :

Jennings started his life of crime on film sets, selling pain killersand illicit favors to the stars of Gotham's silver screen. With thecollapse of the city's film business, Jennings had to find another industry, and found a perfect match for his tastes for easy violenceand easy cash in an introduction to Carmine Falcones.

8.5.2.5 Robert Burke

Unlocked : After Arkham Asylum

History :

Burke was one of the many criminals who found himself cast out intothe cold after Carmine Falcone was brought to justice. He eagerlyaccepted work with Dr. Jonathan Crane, not knowing the circumstancesof the job. He has a prefrence for less psychologically-traumatizingand is seeking other employment.

8.5.2.6 Ugyen Norbu

Unlocked : After Wayne Manor

History :

A relatively new recruit to the League of Shadows, Ugyen Norbu has made great progress in his seven years of training. His disciplineand great skill are marred only by an excessive taste for violence, and the lack of control that sometimes inspires.

The League, however,deemed his personality perfect for a mission in which the Leaguewould have to face and defeat Bruce Wayne.

8.5.2.7 Jonathan Crane

Unlocked : After Defender of Gotham

History :

A brilliant but morally bankrupt former psychopharmacologist at Arkham Asylum, Jonathan Crane;s entire personality has been hijackedby the "Scarecrow" persona he developed as part of his fear experiments.

His dementia is the result of exposure to his own feartoxin, a weaponized form of the hallucinogenic poppies used by theLeague of Shadows.

8.5.2.8 Henri Ducard

Unlocked : After Defender of Gotham

History :

There are multiple and conflicting rumors about the history of HenriDucard. On of the more reliable describes him as a private detectivewho died on a hunting expedition in Nepal over a decade ago.

Otherrumors place him as a manhunter along the Ganges River in Bangladesh,who caught every criminal he stalked, except for the one who killed his wife.

The most persistent rumors make him to be a top-echelonmember of the League of Shadows, a Westerner who by skill and force of will worked his way upwards through the ranks to sit at the righthand of the legendary Ra's Al Ghul.









Do you have anything to say about this Tricks?

*Do you have anything to say about this game tricks?

*More question to ask?

*Some more tricks that not listed here?

*Your own comment?

I will try my best to response :)

Enter Your Title

Tell Us what you wanna say :) [ ? ]

Upload 1-4 Pictures or Graphics (optional) [ ? ]

Add a Picture/Graphic Caption (optional) 

Click here to upload more images (optional)

Author Information (optional)

To receive credit as the author, enter your information below.

Your Name

(first or full name)

Your Location

(ex. City, State, Country)

Submit Your Contribution

Check box to agree to these submission guidelines.


(You can preview and edit on the next page)

I would like to suggest you to check out the Latest PS2 Games - Reservoir Dogs instead of Batman Begins

P.S - To thank you for visit my site, please download your free copy of Insider Playstation Tips in PDF format below to learn on How to use your Playstation Console to maximum!

Playstation Games Guide

Yes, please send me my FREE Insider Playstation Tips now!

Enter your E-mail Address
Enter your First Name
Then

Don't worry -- your e-mail address is totally secure.
I promise to use it only to send you free copy of playstation games guide.


What is Social Bookmarking?

Return to Playstation Home Page

Return to Playstation 2 Games

Return to top of page


footer for Batman Begins page