Batman Returns
FAQ/Walkthrough

Table of Contents

I - Introduction
001.0 - Contact Info
002.0 - Legal Info
003.0 - Version History

II - Game Basics
001.0 - Controls
002.0 - Weapons
003.0 - Items
004.0 - Characters

III - Walkthrough
001.0 - Stage One
002.0 - Stage Two
003.0 - Stage Three
004.0 - Stage Four
005.0 - Stage Five


Welcome to my Batman Returns FAQ.

Any questions, comments, corrections, or contributions are welcome, my email
is tarrun75(at)gmail(dot)com. Please make sure to add something related to
Batman Returns in the subject line so I don't have to figure out what game
you're talking about. Questions regarding something that's already covered in
the guide will not be answered. Credit will be given to anything sent to me
that I add or major corrections. For corrections, please email me only if
it's something really important, something that will clearly confuse anyone
reading.

Legal information:
This document is copyrighted Tarrun 2008.
This guide may not be reproduced under any circumstance except for personal
or private use. It may not be placed on any web site, magazine or otherwise
distributed publicly without advanced written permission. This guide may not
be used for profit, and may only be used on gamefaqs.com. Use of this work on
any other web site besides the ones noted above or as a part of any public
display is a violation of copyright and is strictly prohibited.


Version History:

First Submission: Version 1.0



II - Game Basics and Codes


001.0 - Controls

1 - Attack

2 - Jump/Grapple

Left/Right - Walk

Down - Crouch

Start - Pause


002.0 - Weapons

- Long-Range Boomerang - The long-range boomerang accomplishes exactly what
it sets out to: it's the farthest-reaching weapon in your arsenal, but at the
cost of the damage it inflicts. Since it only does two-fifths the amount of
damage the powerful boomerang does, only use it when you aren't able to get
close enough to an enemy.

- Normal Boomerang - If you're looking for a middle ground between the
powerful and long-range boomerangs, this is it. It does three-fifths the
amount of damage the powerful boomerang does, but has more reach.

- Powerful Boomerang - With few exceptions, you should be using this weapon
for most of the game. It will take out your enemies quicker, and for the most
part you don't have to worry about keeping your distance. After all, there's
no reason to dodge anything when everyone's out cold.


003.0 - Items

- Small Heart - The small heart is a partially filled heart icon, and will
replenish two bars of health.

- Full Heart - The full heart is twice as fun as its small counterpart, and
will fill four bars of health.

- Special - The Batman logos will add an extra special attack to the Dark
Knight's arsenal.



004.0 - Characters

004.1 - Main Characters and Bosses

- Batman - The hero of the game and the only playable character, Batman is
fighting against crime to protect the city of Gotham once again. The dark
knight uses boomerangs and the bat-grapple to attack enemies.

- The Penguin - The main antagonist, the leader of the Red Triangle gang, and
candidate for Mayor of Gotham, the Penguin uses the media to deceive the
people of Gotham. As the boss of Stage Five, he uses his umbrellas and rubber
ducky-mobile to attack Batman.

- Catwoman - A mysterious character whose only intent seems to be wrecking
havoc and giving Batman a headache. As the boss of Stages Two and Four,
Catwoman is frustratingly agile, and you'll have to be patient to find an
opportunity to attack.

- Rock Monster - As a monster made of rock, there isn't much that can be said
about the boss of Stage Three. He mainly throws things and charges at you, so
you'll have to be quick about jumping and ducking to stay alive.

- Tattooed Strongman - The Strongman is the second-in-command in the Red
Triangle Circus gang, and he's the boss of Stage One. Despite his size
advantage over Batman, he uses circus tricks like breathing fire to fight
instead of his brute strength.


004.2 - Minor Enemies

- Clown - Your run of the mill foot soldier is nothing more than some guy
wearing face paint. They're extremely weak, and the clown only fights hand-
to-hand. To differentiate between enemies, sometimes the clown is referred to
as the "basic" or "regular" clown in this guide.

- Fat Clown - Literally a perfect sphere, the fat clown rolls on the floor in
an attempt to knock Batman off of his feet. During this time, he's
invulnerable, so wait for him to get back up before attacking.

- Sliding Clown - These guys can be particularly annoying, since they're
quick and can catch you by surprise. Either jump over them or crouch and
attack to take them down.

- Gun Clown - Seemingly the only member of the Red Triangle gang with half of
a brain, the gun clown is the only enemy that thought to bring a decent
weapon to fight Batman. That being said, he isn't too quick to pull the
trigger, so you have plenty of time to get a few hits in.

- Acrobat - The acrobat is pretty much a more agile clown, so instead of
running up to Batman they'll do somersaults. Make sure to knock them out of
the air before they start jumping all over the room.

- Bomb Clown - You'll often find these ladies standing on platforms that are
just too far to reach with the powerful boomerang. To make things more
annoying, they lob bombs at you, which explode upon impact. Hit their bombs
with a boomerang to detonate it prematurely, and then go in for the kill.

- Rocket Clown - The rocket clowns are an upgraded version of the bomb clown,
because instead of throwing bombs a few feet in front of them, they launch
rockets across the screen. To avoid being absolutely destroyed by these guys,
either approach them from above or below, or knock their rockets out of the
air with boomerangs.

- Kamikaze Clown - This is dedication, folks. The kamikaze clown is strapped
with explosives, and as soon as Batman comes into contact with him, they
explode in an attempt to take the dark knight with them. Occasionally they
pounce on you, but more often they simple stand around and block your path.
Keep your distance and set them off.

- Cable Clown - These clowns are often found hanging above an area you have
to swing across using the grappling gun. Just before you pass under them,
they squat down and drop a cable in your way, knocking you down. It's pretty
tough to avoid them, so your best bet is to simply find another route -
usually the one that the cable clowns are standing on.

- Sword Clown - Picture an acrobat that's equipped with knives, and you'll
get an idea of what the sword clowns are. These are by far the most annoying
enemy in the game because it's next to impossible to avoid their knives and
put yourself in a position to attack them. If you can stay back far enough so
that when they jump they land directly in front of you, it's easy to take
them out. Otherwise, be quick and try to anticipate where they're going to
land.

- Scuba Clown - Only found in the levels with water, the scuba clowns hide
underwater and wait for Batman to walk by before standing up. Their heads are
the only parts of their body that aren't submerged, so keep an eye for them
and jump over any you see.

- Penguin - Some members of The Penguin's animal family are strapped with
tracking missiles, and you'll have to destroy their projectiles before it can
home in on you. The positive is that the penguins themselves are harmless, so
once you destroy the missile you can leave the adorable little creatures
alone.



III - Walkthrough

001.0 - Stage One

001.1 - Stage One: Route One

As soon as you begin, a clown walks on screen towards you. Take him out, and
head forward. Two more clowns, one on either side of you, will appear a
little farther up, so throw a boomerang at each of them as well. As you
continue down the street, you'll encounter a fat clown and another regular
clown behind him. Allow the fat clown to roll around, and when he's finished
and vulnerable again, smack him with a boomerang before dispatching his
partner.

Continue down the street until you reach the area that has a steel beam
overhanging it. Break the item container and grab the special that drops, but
watch out for the sliding clown that enters the scene here. Afterwards,
another clown shows up, but make sure to deal with the sliding clown first.
From here, there are four more clowns and a second sliding clown looking to
pick a fight, but you can save some time and simply grapple over them using
the steel beam.

In the new area, a clown and a gun clown will attack you immediately, so
crouch to avoid the gunshots and hurl boomerangs in their direction. This
area is pretty vacant, with only another pair like the previous one hanging
around. However, the main threat - if you can call it that - is one of the
Penguin's campaign vans that rolls on screen and blocks your path.
Fortunately, it doesn't actually attack you, so toss a few boomerangs to
destroy it and continue. Pick up the full heart at the end and head to the
next area.

It's easier to take the higher paths here, but that will have to wait for a
moment. An irritating acrobat and a close will likely knock you down if you
attempt to grapple up to the platforms above, so take them out first and
climb up. The only real obstacle here is a bomb clown, so jump over the
projectile and take her out. Otherwise, there are a few clowns that walk
around and try to sneak up behind you, but not much else in terms of enemies.
There are, however, some item containers on the platforms at the end that
hold a special and a small heart, so grab them up and jump down to the ground
level. If you use the lamppost as a platform, you can reach the very edge of
the area and avoid the enemies hanging around.


Boss: Tattooed Strongman

The Strongman isn't terribly difficult if you have the patience to wait for
the opportunity to strike. His patterns are extremely simple to catch onto,
so once you get the hang of his routine you can attack him properly.

When the boss fight begins, Strongman walks around drinking from a bottle,
which he then sets ablaze and spits at you in one form or another. His first
attack will be to fire a horizontal stream of fire, so crouch to avoid it.
Second, the fire will hit the ground and travel along the snow - this,
however, can be easily jumped over. Finally, his last attack consists of
shooting a fireball is a parabola-shaped pattern. Simply stand near the far
end of the screen to avoid this attack.

When it actually comes to attacking the Strongman, wait until after he
attacks, walk up to him, and throw a boomerang at his stomach before return
to the edge of the screen to prepare for the counterattack. It takes seven
hits from the powerful boomerang to take the Strongman out for good.



001.2 - Stage One: Route Two

Walk forward until a clown appears on screen and tries to punch you. Dispose
of him, and turn around and attack the acrobat that's sneaking up behind you.
When both are out of commission, head down the street. There's another
acrobat and clown pair, but not much else. When you come up to the hole in
the street, swing across using the steel beam overhead, but make sure to drop
down and pick up the small heart in between gaps. On the other side are two
basic clowns and a rocket clown - the former are easy enough, so focus on the
rocket clown. Use boomerangs to detonate his projectiles in midair until you
get close enough to take him out. With the area clear, continue to the next
screen.

A kamikaze clown is standing in your way, but since he won't attack unless
you come into contact with him - in which case he explodes - hurl a boomerang
his way to safely set him off. A fat clown is rolling around just beyond him
with a regular clown backing him, so wait for him to stop rolling around
before attacking. There's another kamikaze clown and a regular meat-and-
potatoes clown afterwards, but the Penguin's campaign van is the main event
in this case. Destroy the van with boomerangs and press on. The enemies that
follow are identical to the ones you just fought, and are even set up in the
same pattern - kamikaze, fat and basic, and a second campaign van. Plow
through them the same way as before, and continue to the next area.

There are various enemies on the higher level in this area, but it isn't
worth taking that route. Instead, simply grapple across the gaps in the
street, but just be sure to watch out for the clown that attempts to knock
you out of the air with his cable. As a bonus, there's also a small heart in
between two gaps and a special at the end of the first set, so pick them up
as you go. Afterwards, jump over the boxes and use the street lamp to swing
across the final gap in this area. There's a gun clown on the other side, so
crouch and wait for him to get within striking range. Exit stage right to
fight the boss.


Boss: Tattooed Strongman

The Strongman isn't terribly difficult if you have the patience to wait for
the opportunity to strike. His patterns are extremely simple to catch onto,
so once you get the hang of his routine you can attack him properly.

When the boss fight begins, Strongman walks around drinking from a bottle,
which he then sets ablaze and spits at you in one form or another. His first
attack will be to fire a horizontal stream of fire, so crouch to avoid it.
Second, the fire will hit the ground and travel along the snow - this,
however, can be easily jumped over. Finally, his last attack consists of
shooting a fireball is a parabola-shaped pattern. Simply stand near the far
end of the screen to avoid this attack.

When it actually comes to attacking the Strongman, wait until after he
attacks, walk up to him, and throw a boomerang at his stomach before return
to the edge of the screen to prepare for the counterattack. It takes seven
hits from the powerful boomerang to take the Strongman out for good.



002.0 - Stage 2

002.1 - Stage Two: Route One

Stand near the edge of the moving walkway and grapple up to the second floor.
Take out the two clowns dropping bombs and follow this higher path - there
are some basic clowns and the occasion bomb-dropping clown, but for the most
part you shouldn't have any trouble getting through to the second area.

Here, stay on the ground level to begin and knock out the bomb clown. Since
there's a wall blocking your way, grapple up to the second floor, but quickly
swing along the ceiling. The chandeliers here will drop down and cause the
floor to catch fire, but as long as you're above it you're safe. At the end,
since the entire floor is burning, climb up to the third floor and take out
the bomb clown guarding the exit. There are some enemies below, but no items,
so don't bother exploring.

In the third area, climb up to the second floor immediately to avoid the
rocket clown on the ground level and grapple to the individual platforms to
progress through the area. You may notice that each platform has a door where
various enemies will appear. Because you don't stick around for very long,
either avoid fighting them, or stay on the far side of the platform to
prevent them from even appearing. At the top, take out the rocket clown and
drop down to the lowest levels. Once again, there are enemies waiting to
attack, but there's no reason to fight them. On the ground floor, knock out
the rocket clown and leave the area.


Boss: Catwoman

Not one to stand by and let the Red Triangle Circus have all of the fun,
Catwoman decides to give Batman some trouble as well. The key difference
between this boss and the Strongman before is that Catwoman is much more
agile, and the slow-moving Batman will have trouble keeping up with her as
she bounces around the screen.

However, most of these acrobatics are just for show, and she doesn't attack
for the most part. When she's on the ground, she'll run at you and do
somersaults, so walk under her and get a hit in while you have the open shot.
After bouncing around some more, she'll pause for a moment to swing her whip
at you, so stand far enough away to avoid it. Afterwards, Catwoman climbs up
the wall and jumps across the top of the screen. You can't really attack her,
but then again, she doesn't bother attacking you, so just sit around and wait
until she finishes. When she does, she drop back down and run at you, so jump
over her and attack again.

As with the Strongman, the key to surviving is to only attack when Catwoman
leaves herself open. It takes eight hits from the powerful boomerang to take
her down, and afterwards you can continue to Stage Three.



002.2 - Stage Two: Route Two

There aren't any enemies on the ground level to begin with, so follow this
path down until you can grapple up to the second floor. Climb up, take out
the clown dropping bombs, and continue along this route to the end of the
area. There are a few more clowns dropping bombs onto the first floor, but
they're oblivious to you.

In the second area, there's a wall on the second floor that separates the two
halves. Climb up on the right side, but drop back down after passing over the
wall on the first floor below you. There's a bomb clown in the corner, but
she's easy enough to avoid. You'll find a small heart in the far right corner
of this area, so definitely pick it up after disposing of the clown that runs
up to you. With that out of the way, climb straight up to the third floor and
exit through the right - there are some more clowns and bomb clowns that try
and stop you, but you can ignore them completely.

Walk on the moving walkway until you come up to the kamikaze clown motioning
for you to come closer. Instead, destroy him with a boomerang and climb up to
the third floor. Head to the left and pick up the small heart, as well as a
second small heart and a special on the platform below - just remember that
you'll have to retrace your steps back to the third floor. Continue up along
the platforms on the right, ignoring the kamikaze clown that appears from the
doorway, but attacking the acrobats that drop down and crash into you. At the
top, follow the path as it drops back down to the main level. There are
various enemies, including kamikaze and basic clowns that get in your way,
but the only one that may actually give you some trouble is the acrobat near
the beginning. Back on the first floor, pick up the full heart and continue
to the next area.


Boss: Catwoman

Not one to stand by and let the Red Triangle Circus have all of the fun,
Catwoman decides to give Batman some trouble as well. The key difference
between this boss and the Strongman before is that Catwoman is much more
agile, and the slow-moving Batman will have trouble keeping up with her as
she bounces around the screen.

However, most of these acrobatics are just for show, and she doesn't attack
for the most part. When she's on the ground, she'll run at you and do
somersaults, so walk under her and get a hit in while you have the open shot.
After bouncing around some more, she'll pause for a moment to swing her whip
at you, so stand far enough away to avoid it. Afterwards, Catwoman climbs up
the wall and jumps across the top of the screen. You can't really attack her,
but then again, she doesn't bother attacking you, so just sit around and wait
until she finishes. When she does, she drop back down and run at you, so jump
over her and attack again.

As with the Strongman, the key to surviving is to only attack when Catwoman
leaves herself open. It takes eight hits from the powerful boomerang to take
her down, and afterwards you can continue to Stage Three.



003.0 - Stage Three

003.1 - Stage Three: Route One

There's a fat clown standing near the ledge at the beginning, so toss a
boomerang in his direction to knock him out. A cable clown is running around
just beyond where the fat clown was on the adjacent building, but you'll have
to crouch down to hit him. Take his two partners out as well, and keep an eye
out for the sword clown on the platforms below. She can be a major pain
because it's pretty difficult to avoid all of the swords she throws and still
attack her. Anticipate where she's going to land and throw a boomerang there
- if you can time it well enough that it hits her just as she lands, you'll
save yourself the trouble of dealing with more swords. With the sword clown
kissing the asphalt, drop down and pick up the special before continuing
along the rooftops. At the end, grapple across the gaps, but climb up to the
rooftop when you reach the roof where the cable clown is - otherwise, there's
a good chance he'll knock you down. Take him out and continue to the next
area.

Wait for the cable clown to walk away from your side of the ledge before
jumping onto the building he's standing on and attacking. Take out his
partner just off screen, and drop down to the building below. Detonate the
kamikaze clown and grapple across the rooftops to find a special and a small
heart. Return to the highest set of rooftops and continue running across,
knocking out the kamikaze and sliding clowns that appear as you go. At the
end, take out the cable clown and drop down to the roof below this one. To
the left is an item container with a small heart, and to the right is the
exit to this area, guarded by a kamikaze and sliding clown.

A clown immediately runs up to catch you by surprise as you enter the new
area, so quickly hurl a boomerang his way to knock him out. The higher level
is littered with various enemies - including the irritating sword clowns - so
take the easier route and swing along the rooftops to avoid everyone. On the
other side, kill the clown and continue down this path until you reach a
raised platform with a bomb clown standing on it. Climb up the series of
platforms, avoiding the second bomb clown, and take out the sword clown at
the top. From here, there's another sword clown and a bomb clown guarding the
area where the boss is, so plow through them and get ready for the boss.


Boss: Rock Monster

The Rock Monster looks menacing, but in reality it's mind-numbingly
repetitive. It begins by throwing some rocks across the screen that you have
to crouch to avoid before sliding across the floor and crashing into the left
wall. To stay alive, grapple the ceiling and pull yourself up to the very
top. Afterwards, the Rock Monster jumps backwards, so drop back down and
crouch to avoid it once more.

The safest time to attack the Rock Monster is during its first attack while
it's throwing rocks at you. It takes about a dozen hits to destroy it, and
you can usually get two hits in per attack.



003.1 - Stage Three: Route Two

Take out the clown that runs at you, and head over to the platforms where a
bomb clown is standing. Take her out, and follow up by hurling a boomerang at
the cable clown. Jump down to the lowest level and attack the two clowns that
appear. Beyond these two are a pair of bomb clowns that can give you trouble,
but you can use a longer boomerang if you need to. At the end, avoid the
cable clowns and climb up the right side of the platform and exit the area.

Hit the gun clown with a pair of boomerangs and jump up to the platform on
the right. A kamikaze clown leaps over to catch you in the blast, so detonate
him before he gets close enough. With him out of the way, climb up the
platforms, but don't step on the brown parts - they collapse if you do.
Afterwards, drop down and break the two item containers to find a small heart
in each. If you need it, there's also a third small heart in between the two
kamikaze clowns. From the platform with the last item container, jump to the
rooftop and attack the gun clown before he can shoot you. Hit the kamikaze
clown to destroy him, and drop down to the lower level to continue on to the
next area.

The entrance to this area is empty, but there's a sliding clown just off
screen and a flamethrower clown behind him. The latter doesn't leave himself
vulnerable for very long and the burst of flame has enough range that your
powerful boomerang won't reach him, but the clown is so weak that two hits
from the long-range boomerang will knock him out. Afterwards, jump to the
small platform - there's another flamethrower clown here as well. There are
some acrobats bouncing around here past the flamethrower, but there's also a
full heart below the main rooftop if you take any damage. Climb back up to
the main area, take out the two acrobats and the flamethrower clown, and
continue on to the next area where the boss is.


Boss: Rock Monster

The Rock Monster looks menacing, but in reality it's mind-numbingly
repetitive. It begins by throwing some rocks across the screen that you have
to crouch to avoid before sliding across the floor and crashing into the left
wall. To stay alive, grapple the ceiling and pull yourself up to the very
top. Afterwards, the Rock Monster jumps backwards, so drop back down and
crouch to avoid it once more.

The safest time to attack the Rock Monster is during its first attack while
it's throwing rocks at you. It takes about a dozen hits to destroy it, and
you can usually get two hits in per attack.



004.0 - Stage 4

004.0 - Stage Four: Route One

As the sewer's current pulls you across the screen, jump onto the pipes that
serve as platforms and walk across the higher of the two. A sliding clown
appears, so take him out and grab the special floating above your head. Step
down to the lower of the two pipes and knock out the gun clown walking
around. You'll see a gargoyle head spewing water above you to the right, as
well as the top of one with a rocket clown sitting on it. The clown is too
low to attack, and the water will likely knock you down into the pit on top
of actually injuring you. To bypass both of these nuisances, attach the
grapple to the far side of the gargoyle head and swing over the rocket clown,
landing safely on a third head beyond him. From here, jump to the pipes
guarded by a gun clown, and drop down into the sewer water and exit this
area.

The second area is broken up into three paths - the higher path is filled
with kamikaze clowns, the lower path has fat clowns and rocket clowns, and
the middle path is completely unprotected. The question, then, is why anyone
in their right mind would take the other two routes? Well, there are small
hearts - one in the lower left and the other in the upper right corners - of
the area, but unless you're desperate for life you shouldn't bother with
them. Simply take the middle path and jump over the rocket clown when it
converges with the lower one. Take out the second rocket clown as you climb
back up, and continue with the stage.

From the entrance, walk forward and boomerang the bomb clown standing at the
opposite end of the screen. The platform you need to jump to is directly
under a gargoyle head, so you have to either time your jump to miss it or
stand on the very edge of the platform. Either way, wait for the water to
stop and jump to the other side, where you'll find an item container with a
small heart. The next puzzle is identical to the previous one - a bomb clown,
a narrow platform with a water trap, and a small heart on the other side.
Repeat the same strategy as before and climb up to the pipes above you. One
of the Penguin's penguins is walking around here, and it will release the
homing missile attached to its back when it comes near you. To avoid having
to continuously dodge it until you get a clear shot, throw a boomerang at the
moment the penguin hunches over to fire it - doing so will destroy it before
it has a chance to go anywhere. The penguin itself is harmless, so forget
about and head left.

Jump to the next platform when the water stops flowing and dodge the fat
clown as he rolls around. After he's finished, boomerang him and walk to the
other end of the pipe, where a bomb clown is waiting. When she's out of the
picture, pass through another gargoyle trap and destroy another penguin
rocket before grappling the pipe above you and climbing up. Jump onto the
gargoyle head and use it to reach the other pipe, which has a full heart and
a special on it. Beyond those goodies are two bomb clowns and a fat clown
guarding the entrance to the boss.


Boss: Catwoman

Catwoman is back, but she hasn't really brought anything new to the game. In
fact, her attack patterns are identical - she somersaults across the screen,
whips a few times, and then leaps back and forth across the top of the
screen. The only difference is that now, as she flies across the screen, she
drops knives down at you. However, the knives only hit the middle eighty
percent of the area, so you can avoid them by standing in the corner. Keep in
mind, though, that she makes three passes, so she'll always drop down on the
opposite side from where she began. If you happen to be standing there,
you'll take damage.

Besides that, you've already been through this boss once already, so it
shouldn't be too much trouble. As before, attack her when she's doing her
somersaults and try to stand behind her when she uses her whip for free hits
and you'll breeze through to the final stage.



004.0 - Stage Four: Route Two

There are two scuba clowns lurking in the water here, but you can see their
heads sticking out. Jump over them and climb onto the pipes, but quickly
attack the gun clown before he gets a chance to attack. Walk to the end and
knock out the second gun clown on the other pipe before jumping under the
gargoyle head. Swing across the next gargoyle head and stand on the one below
it - there's another gun clown here, but you can't attack him. Instead, wait
for him to walk away and step down onto the pipe when the water stops
flowing. Take him out, and quickly jump up and hit the flamethrower clown
before he can attack. Swing to the gargoyle head past the pipes, and break
the two item containers, which contain a special and a small heart, before
jumping over to the main sewer line and continuing to the next area.

This room is divided into a higher and lower section, but the latter is
filled with rocket clowns, so take the higher one. You'll come up to a few
kamikaze clowns, but they shouldn't give you any trouble. When this path
diverges, take the lower path to find a pair of small hearts - otherwise,
take the upper route to continue. Take out the two rocket clowns and leave
the area.

Knock out the gun clown and swing across the gap in the pipes - just make
sure not to swing too far and accidentally crash into one of the kamikaze
clowns hanging around here. Grab the small heart in front of the water trap,
and jump under the gargoyle head, grappling onto the pipe on the other side
in the process. Climb up and jump across to the larger pipe, but be ready to
attack the gun clown that appears from the left and the penguin that waddles
over from the right. Afterwards, make your way along the pipes and gargoyle
heads, killing any kamikaze clowns that get in your way, and grab the full
heart near the end. Smack the gun clown with a boomerang or two, and enter
the boss room behind him.


Boss: Catwoman

Catwoman is back, but she hasn't really brought anything new to the game. In
fact, her attack patterns are identical - she somersaults across the screen,
whips a few times, and then leaps back and forth across the top of the
screen. The only difference is that now, as she flies across the screen, she
drops knives down at you. However, the knives only hit the middle eighty
percent of the area, so you can avoid them by standing in the corner. Keep in
mind, though, that she makes three passes, so she'll always drop down on the
opposite side from where she began. If you happen to be standing there,
you'll take damage.

Besides that, you've already been through this boss once already, so it
shouldn't be too much trouble. As before, attack her when she's doing her
somersaults and try to stand behind her when she uses her whip for free hits
and you'll breeze through to the final stage.



005.0 - Stage Five

There's only one available route, so no worries about which one is easier.
When you begin, allow the sewer's current to drag you along, but crouch to
avoid the sword clown's blades. There are three more sword clowns, with a
pair of scuba clowns in between, so be patient as you press through here to
avoid taking damage. At the end, jump onto the platform and exit to the next
area.

In the second room, step down to the area just before the main waterfall.
From here, jump to the platform, pick up the special, and glide to the exit.
If you fall or don't make the first jump, there are bomb clowns and regular
clowns walking around, but nothing terribly difficult. In the third area,
jump over the two scuba clowns and smack the bomb clown waiting to attack
near the exit. Take her out, and jump onto the platform to continue.

The entrance to this area is unguarded, but there's a rocket clown on the
lower step, so jump over him and drop down onto the one below it. There's a
scuba clown here, and even though it's easier to jump over them, go out of
your way to knock him out this time. There are platforms that slowly fall
down just ahead, and you'll want to jump onto them as high as possible. This
means you'll have to wait around for a few moments, and it's much easier to
time everything correctly when you aren't jumping back and forth to avoid an
enemy. As for the actual puzzle, jump to the blocks and use the grapple on
the red barrel to swing over to the platform. Grab the small heart here, and
grapple onto the platform above you to reach the next set of blocks. Jump
over to the sewer line on the other side, take out the flamethrower clown,
and exit stage right.

Here, crouch down and wait for the sword clown to jump down and attack. Hit
her with a boomerang, and do the same for the next one that appears just
ahead. At the edge, jump from block to block to reach the exit, but don't
stand around for too long, because all of the blocks will fall down after you
step on it.

In the next area, jump to the platform while throwing a boomerang to set off
the bomb clown's explosive before it hits you. Take a leap of faith from the
right side of this platform, and glide down to the platform below. Stand near
the edge and throw a boomerang at the kamikaze clowns, and wait for the red
barrel to reappear from the waterfall in the background. Swing to it, and
immediately jump to the next red barrel and eventually the platform before
the latter falls too far down. Pick up the two specials here, and step off
and land on the block below. Attack the bomb clown from here to avoid taking
damage, and jump over to the platform she was on. Grab the full heart here -
and the one below in the water if you really need it - and head through the
door to fight the final boss.


Boss: The Penguin

The big boss man himself is waiting for you at the end of the stage, and he
immediately activates his helicopter umbrella and takes off. As he flies
around, he'll drop mines in an attempt to catch you in the blast. However,
like Catwoman's knives, the mines never land in the corner, so stand right
near the entrance and wait for the Penguin to fly your way. When he does,
smack him with a boomerang and wait around some more. After eight hits from
the powerful boomerang, Penguin will realize his strategy isn't working and
change things up.

Now, the Penguin will stay near the ceiling and release three umbrella
torpedoes, which hover in place for a moment before flying off in a random
direction. These can be difficult to avoid, but you can hit any of the ones
that are in your general vicinity to cut them off.

When it comes to actually attacking the Penguin, though, you'll notice that
you aren't able to jump high enough to use your boomerangs. This means that
the only other weapon you may have is the bat-grapple, so you'll have to use
that. However, this is extremely time consuming, and you're likely to take
quite a bit of damage trying to get close enough to strike at the Penguin.
Your best bet is to use any specials you still have - you can just sit in the
corner and let the Bat Boat do all of the work. It only takes about three
specials to get through this portion of the fight, and it's infinitely
easier.

In a last-ditch effort, the Penguin jumps into his rubber ducky-mobile to tip
the scales in his favor. He has two main attacks - charging at you and firing
a series of missiles - but both are fairly easy to avoid. When the Penguin
attempts to run you down, he doesn't make it to the far end, so simply hang
back there to avoid taking damage. As for the missiles, they have two
patterns, and they alternate each time. The Penguin will start by firing
three high missiles followed by a single low one, and then switch to low,
high, low, and high. Obviously, crouch to avoid the high shots and jump to
dodge the low ones.

Otherwise, wait for the Penguin to charge and smack him with a boomerang when
he gets within range. Alternatively, if you didn't use up all of your
specials before, use them here. This is the final battle, so there's no
reason to save them.



With the Penguin dead and the Red Triangle gang defeated, Gotham City is once
again at peace. Sit back and enjoy the credits. Thanks for reading, and
hopefully this guide was as useful as possible.