=========================
[BATMAN: RISE OF SIN TZU]
=========================
by Aratir

Version 1.00
November 10, 2003

Publisher: Ubisoft
System: Playstation 2, XBox, Gamecube
Genre: Action/Beat 'em Up
Rating: Teen (Violence)

**********
*CONTENTS*
**********

1. Introduction
2. Characters
3. Moves
4. Gadgets
5. Items
6. Basics
7. Walkthrough
8. Challenge Mode
9. Bonus
10. Secrets
11. FAQ
12. Version History
13. Legal Stuff


**************
*INTRODUCTION*
**************

[--STORY--]
The criminal mastermind, Sin Tzu, who was secretly transferred to Arkham
Asylum by the government recently has finally made his move.
He arranged to be transferred to Arkham so that he may test his prowess against
the great detective and martial artist, Batman.
Sin Tzu organizes a massive prison break at Stonegate Prison, while 
simultaneously taking over Arkham. He then dispatches Scarecrow, Clayface, and
Bane to wear down Batman.
Can Batman and his allies take care of the criminal outbreak in Gotham and
stop Sin Tzu?


[--CONTROLS--]
The controls are NOT customizable. You can however choose to have Vibration
turned on or off.

*D-Pad: Navigate Menus, Up/Down can slightly zoom camera sometimes
*Left Analog Stick: Walk, run, select Batarang targets
*Right Analog Stick: Select Gadgets
*Start: Display Pause Menu
*Circle: Grab
*X: Kick
*Square: Punch
*Triangle: Jump
*L1: Taunt
*L2: Block
*R1: Dash
*R2: Use Gadget


************
*CHARACTERS*
************

[--PLAYABLE CHARACTERS--]

BATMAN/BRUCE WAYNE
The main character, and sadly the only one that appears in the FMVs, regardless
of who you're playing as. He is very strong.

ROBIN/TIM DRAKE
Not as strong as Batman, but he is very fast.

BATGIRL/BARBARA GORDON
Like Robin, she is very fast, but not that strong. She is a great choice for
beginners as her speed allows her to evade enemies and her Spin Punch is
highly effective crowd control.

NIGHTWING/DICK GRAYSON
Like Batman, he is strong, but not as fast as Robin or Batgirl.


[--VILLAINS--]

SCARECROW
The master of fear is residing in the GCPD Headquarters not too far from
Crime Alley.

CLAYFACE
This morphing villain is carrying out his plot in a factory near the docks.

BANE
This massive muscle bounded thug is hiding out in a barge.

SIN TZU
The ring leader, and master of Mehta-Sua, he is a master strategist and is
waiting for Batman in Arkham Asylum.


[--OTHER CHARACTERS--]

JAMES GORDON
He just serves to give you information in cut scenes.

THE JOKER
Only serves as a cameo appearance and an unlockable model in the Trophy Room.

HARLEY QUINN
Only serves as a cameo appearance and an unlockable model in the Trophy Room.

POISON IVY
Only serves as a cameo appearance and an unlockable model in the Trophy Room.

MR. FREEZE
Only serves as a cameo appearance and an unlockable model in the Trophy Room.


*******
*MOVES*
*******

[--OVERVIEW--]
You start out with all of your Level 1 combos learned, and the ability to start
learning Level 2 combos. Every time you beat a boss, you unlock the next Level 
of combos (so beating Scarecrow unlocks Level 3, and so on). There are five
levels in all.
Any move that requires you to hold a button will require you to use your combo 
meter (and it must be full before you can start to use it). Moves where you 
hold down the button are marked with '( )' such as 'Punch, Punch, (Punch)' 
where you would hold down the third Punch in the combo.
Any move with a '...' means it is a delayed combo. When you get to the '...'
wait a short moment before continuing. After you've done then a few times,
you'll be able to spot the moment you need to press the button. For example,
in Batgirl's Rising Fist (Punch, Punch...Punch), after the second punch, she'll
go into a crouching stance. It is then that you press the third punch to send
the foe into the air.


[--PUNCH COMBOS--]

STRAIGHT PUNCH (Batman/Nightwing)
Command: Punch
Level: 1
Cost: N/A
Description: Basic Punch

STRAIGHT JAB (Robin/Batgirl)
Command: Punch
Level: 1
Cost: N/A
Description: Basic Punch

STRONG PUNCH (Batman/Nightwing)
Command: Punch, Punch
Level: 1
Cost: N/A
Description: Two hit punch combo

STRONG JAB (Robin/Batgirl)
Command: Punch, Punch
Level: 1
Cost: N/A
Description: Two hit punch combo

HAMMER PUNCH (Batman)
Command: Punch, Punch, Punch
Level: 1
Cost: N/A
Description: Takes thugs down, deals small damage and earns minimal combo 
             points.

GUT PUNCH (Nightwing)
Command: Punch, Punch, Punch
Level: 1
Cost: N/A
Description: Takes thugs down, deals small damage and earns minimal combo 
             points.

GROUND ROLL (Robin)
Command: Punch, Punch, Punch
Level: 1
Cost: N/A
Description: Takes thugs down, deals small damage and earns minimal combo 
             points.

SPIN PUNCH (Batgirl)
Command: Punch, Punch, Punch
Level: 1
Cost: N/A
Description: Takes thugs down, deals small damage and earns minimal combo 
             points.
Note: The final hit can damage multiple foes, making it very useful.

RISING UPPERCUT (Batman/Nightwing)
Command: Punch, Punch...Punch
Level: 1
Cost: N/A
Description: Deals moderate damage and earns moderate combo points.

RISING FIST (Robin/Batgirl)
Command: Punch, Punch...Punch
Level: 1
Cost: N/A
Description: Deals moderate damage and earns moderate combo points.

OVERHEAD SLAM (Batman/Nightwing)
Command: Punch, Punch...Punch...Punch
Level: 2
Cost: 11000
Description: More powerful than Rising Knee, earns maximum combo points.

OVERHEAD HAMMER (Robin/Batgirl)
Command: Punch, Punch...Punch...Punch
Level: 2
Cost: 11000
Description: More powerful than Split Kick, earns maximum combo points.


[--KICK COMBOS--]

FRONT KICK (Batman/Nightwing)
Command: Kick
Level: 1
Cost: N/A
Description: Basic kick

SNAP KICK (Robin/Batgirl)
Command: Kick
Level: 1
Cost: N/A
Description: Basic kick

SIDE KICK (Batman/Nightwing)
Command: Kick, Kick
Level: 1
Cost: N/A
Description: Two hit kick combo

BACK KICK (Robin/Batgirl)
Command: Kick, Kick
Level: 1
Cost: N/A
Description: Two hit kick combo

PUSH KICK (Batman)
Command: Kick, Kick, Kick
Level: 1
Cost: N/A
Description: Takes thugs down, more powerful than Hammer Punch, earns minimal
             combo points.

ROUNDHOUSE (Nightwing)
Command: Kick, Kick, Kick
Level: 1
Cost: N/A
Description: Takes thugs down, more powerful than Gut Punch, earns minimal
             combo points.

HEEL KICK (Robin)
Command: Kick, Kick, Kick
Level: 1
Cost: N/A
Description: Takes thugs down, more powerful than Ground Roll, earns minimal
             combo points.

HANDTSAND SLAM (Batgirl)
Command: Kick, Kick, Kick
Level: 1
Cost: N/A
Description: Takes thugs down, more powerful than Spin Punch, earns minimal
             combo points.

RISING KNEE (Batman/Nightwing)
Command: Kick, Kick...Kick
Level: 1
Cost: N/A
Description: More powerful than Rising Uppercut, earns moderate combo points.

SPLIT KICK (Robin/Batgirl)
Command: Kick, Kick...Kick
Level: 1
Cost: N/A
Description: More powerful than Rising Fist, earns moderate combo points.

THUNDER KICK (Batman/Nightwing)
Command: Kick, Kick...Kick...Kick
Level: 3
Cost: 12000
Description: More powerful than Overhead Slam, earns maximum combo points.

FLIP KICK (Robin/Batgirl)
Command: Kick, Kick...Kick...Kick
Level: 3
Cost: 12000
Description: More powerful than Overhead Hammer, earns maximum combo points.


[--PUNCH EXTENSIONS--]

LUNGE PUNCH (Batman/Nightwing)
Command: Kick, Punch
Level: 2
Cost: 9000
Description: Moderate damage, moderate combo points. Unblockable, instantly
             takes down any thug.

ARM SWEEP (Robin/Batgirl)
Command: Kick, Punch
Level: 2
Cost: 9000
Description: Moderate damage, moderate combo points. Unblockable, instantly
             takes down any thug.

BACK FIST (Batman/Nightwing)
Command: Kick, Kick, Punch
Level: 2
Cost: 12000
Description: Major damage, moderate combo points. Leaves foes stunned.

FIERCE PUNCH (Robin/Batgirl)
Command: Kick, Kick, Punch
Level: 2
Cost: 12000
Description: Major damage, moderate combo points. Leaves foes stunned.

WHIPPING STRIKE (Batman/Nightwing)
Command: Kick, Kick...Kick...Punch
Level: 4
Cost: 15000
Description: More powerful than Thunder Kick, earns maximum combo points.

RAPID PUNCH (Robin/Batgirl)
Command: Kick, Kick...Kick...Punch
Level: 4
Cost: 15000
Description: More powerful than Flip Kick, earns maximum combo points.


[--KICK EXTENSIONS--]

FRONT SWEEP (Batman/Nightwing)
Command: Punch, Kick
Level: 3
Cost: 11000
Description: More powerful than Lunge Punch, moderate combo points. 
             Unblockable.

REAR SWEEP (Robin/Batgirl)
Command: Punch, Kick
Level: 3
Cost: 11000
Description: More powerful than Arm Sweep, moderate combo points. 
             Unblockable.

HOOK KICK (Batman/Nightwing)
Command: Punch, Punch, Kick
Level: 4
Cost: 12000
Description: More powerful than Back Fist, leaves foes stunned.

SOMERSAULT KICK (Robin/Batgirl)
Command: Punch, Punch, Kick
Level: 4
Cost: 12000
Description: More powerful than Fierce Punch, leaves foes stunned.

BOOMERANG KICK (Batman/Nightwing)
Command: Punch, Punch...Punch...Kick
Level: 5
Cost: 15000
Description: More powerful than Whipping Strike, earns maximum combo points.
Note:

SCISSORS KICK (Robin/Batgirl)
Command: Punch, Punch...Punch...Kick
Level: 5
Cost: 15000
Description: More powerful than Rapid Punch, earns maximum combo points.


[--THROWS--]

GRAB
Command: Grab
Level: 1
Cost: N/A
Description: Grabs a foe, they may shake out of it.
Note: Does not work until you have purchased a throw.

SHOULDER THROW (Batman)
Command: Grab, Grab
Level: 2
Cost: 11000
Description: Earns moderate combo points.

NECK THROW (Nightwing)
Command: Grab, Grab
Level: 2
Cost: 11000
Description: Earns moderate combo points.

CIRCLE THROW (Robin)
Command: Grab, Grab
Level: 2
Cost: 11000
Description: Earns moderate combo points.

TWIST THROW (Batgirl)
Command: Grab, Grab
Level: 2
Cost: 11000
Description: Earns moderate combo points.

PUNCH TAKEDOWN
Command: Grab, Punch
Level: 3
Cost: 15000
Description: More powerful than basic throw, earns maximum combo points.
Note: You need the character's unique throw before learning this.

KICK TAKEDOWN
Command: Grab, Kick
Level: 5
Cost: 17000
Description: More powerful than Punch Takedown, earns maximum combo points.
Note: You need the character's unique throw before learning this.


[--POWER COMBOS--]

CYCLONE FIST (Batman/Nightwing)
Command: (Punch)
Level: 1
Cost: N/A
Description: Deals devastating damage.
Note: Hits all around you, knocking foes away.

DRAGON PUNCH (Robin/Batgirl)
Command: (Punch)
Level: 1
Cost: N/A
Description: Deals devastating damage.
Note: Hits all around you as you go forward, knocking foes away.

HURRICANE KICK (Batman/Nightwing)
Command: (Kick)
Level: 1
Cost: N/A
Description: Deals devastating damage, more powerful than Cyclone Fist.

SLIDE SURPRISE (Robin/Batgirl)
Command: (Kick)
Level: 1
Cost: N/A
Description: Deals devastating damage, more powerful than Dragon Punch.

SPINNING FURY (Batman/Nightwing)
Command: Punch, Punch, (Punch)
Level: 2
Cost: 12000
Description: Deals devastating damage, more powerful than Hurricane Kick.

CRUSHING DRAGON (Robin/Batgirl)
Command: Punch, Punch...(Punch)
Level: 2
Cost: 12000
Description: Deals devastating damage, more powerful than Slide Surpirse.

FLASH KICK (Batman/Nightwing)
Command: Kick, Kick...(Kick)
Level: 3
Cost: 15000
Description: Deals devastating damage, more powerful than Spinning Fury.

LIGHTNING KICK (Robin/Batgirl)
Command: Kick, Kick...(Kick)
Level: 3
Cost: 15000
Description: Deals devastating damage, more powerful than Crushing Dragon.

SMASHING ELBOW (Batman/Nightwing)
Command: Kick, Kick, (Punch)
Level: 4
Cost: 17000
Description: Deals devastating damage, more powerful than Flash Kick.
Note: You need the Back Fist before you can get this upgrade.

ELBOW FURY (Robin/Batgirl)
Command: Kick, Kick, (Punch)
Level: 4
Cost: 17000
Description: Deals devastating damage, more powerful than Lightning Kick.
Note: You need the Fierce Punch before you can get this upgrade.

CHAINSAW KICK (Batman/Nightwing)
Command: Punch, Punch, (Kick)
Level: 5
Cost: 15000
Description: Deals devastating damage, more powerful than Smashing Elbow.
Note: You need the Hook Kick before you can get this upgrade. This is the
      most damaging move in the game. Get it before the final boss fight.

TORNADO KICK (Robin/Batgirl)
Command: Punch, Punch, (Kick)
Level: 5
Cost: 15000
Description: Deals devastating damage, more powerful than Elbow Fury.
Note: You need the Somersault Kick before you can get this upgrade. This move
      is only surpassed by Batman/Nightwing's version. Get it before the
      final boss fight.

POWER THROW
Command: Grab, (Grab)
Level: 4
Cost: 19000
Description: Deals devastating damage.
Note: You need the character's unique throw before you can get this. This move
      is a more powerful version of the character's unique throw.


[--JUMP ATTACKS--]

HOOK PUNCH (BATMAN/NIGHTWING)
Command: Jump, Punch
Level: 1
Cost: N/A
Description: Weak jump attack.

JUMP JAB (Robin/Batgirl)
Command: Jump, Punch
Level: 1
Cost: N/A
Description: Weak jump attack.

DIVE KICK (Batman/Nightwing)
Command: Jump, Kick
Level: 3
Cost: 12000
Description: More powerful than Hook Punch.

AXE KICK (Robin/Batgirl)
Command: Jump, Kick
Level: 3
Cost: 12000
Description: More powerful than Jump Jab.


[--PARTNER ATTACKS--]

BUDDY MOVE
Command: Grab
Level: 2
Cost: 15000
Description: Deals devastating damage.
Note: To do this move, one player must grab a foe, then the player who has
      learned the Buddy Move must grab the same foe from behind while the first
      player is still holding him. If done correctly, the first player will
      position the foe so that the second player can perform an awesome slow
      motion attack. Performing this move will earn you bonus points. As an
      added bonus, this move will fully charge the combo bars of both players.


*********
*GADGETS*
*********

BATARANG (Level 1, Initially Available)
Description: Can stun a single enemy or destroy explosive barrels.

SMOKE PELLET (Level 2, 15000 Points)
Description: Stuns all enemies in close proximity, but you only get three of
             these, so that reduces their effectiveness.

BAT GRAPPLE (Level 3, 15000 Points)
Description: Use this to swing into foes, knocking them off their feet.

ELECTRIC BATARANG (Level 4, 17000 Points)
Description: Can stun a single enemy as well as dealing minor damage.

FLASH PELLET (Level 5, 15000)
Description: More powerful pellet, it effects the whole screen.
Note: Requires Smoke Pellet.

RICHOCHET BATARANG (Level 5, 17000)
Description: Can stun up to four enemies, and if you have purchased the
             Electric Batarang, then it will damage them as well (this rocks!).


*******
*ITEMS*
*******

[--PICK UP ITEMS--]
These appear when some enemies are defeated.

SMALL HEALTH RESTORE
These small blue orbs restore about 15-25% of your health bar.

LARGE HEALTH RESTORE
These large blue orbs with a cross inside restore all of your health bar.

EXTRA LIFE
These large blue orbs with a bat inside grant you an extra life.

SMALL COMBO RESTORE
These small red orbs restore about 15-25% of your combo bar.

LARGE COMBO RESTORE
These large red orbs with a bat inside restore all of your combo bar.

PELLETS
These large orbs with pellets inside restore some of your pellets. These only
appear if you have unlocked Smoke Pellets or Flash Pellets.


[--TOKENS--]
These are purchased with your points at the end of a stage.

BRONZE TOKEN (3000 Points)
These can only be purchased on the Easy difficulty level.

SILVER TOKEN (3000 Points)
These can only be purchased on the Normal difficulty level.

GOLD TOKEN (3000 Points)
These can only be purchased on the Hard difficulty level.

PLATINUM TOKEN (3000 Points)
These can only be purchased on the Dark Knight difficulty level.

COPPER TOKEN (3000 Points)
These can only be purchased in a two player game.


********
*BASICS*
********

[--OBJECTIVES--]
There are four main types of objectives for stages. They are as follows:

RESCUE THE CIVILIAN
You must save the specified amount of civilians to progress to the next stage.
This is accomplishes by merely stepping in the white indicator around them. Be
warned though, they usually have a guard.

DEFUSE THE BOMB
You must defuse the specified amount of bombs to progress to the next stage.
This is pretty much exactly like Rescue the Civilian, in that you just have to
step into the white indicator to take care of it.

BEAT 'EM UP
You must beat up the specified number of thugs before you may continue.

PROTECT THE DOOR
This type will only come up once, in the next to the last stage of level three.
In this stage, there are three doors that you must protect. If any of them are
destroyed, you lose. The indicator at the top shows how damaged they are. So
be on your guard if any of your doors are in the red. Take note that only the
thugs dressed in red can actually attack your doors, so make them your
priority.


[--TIMER--]
Virtually every objective presents you with a time limit. You must complete
the objective before the timer runs out. If it runs out, you lose a life and
get an additional fifteen seconds to attempt to complete your objective.
Time does not stack either, so if you defuse one bomb with over a minute left,
it won't be any different than if you defused it with three seconds left, as
the counter resets for the next one.
It's generally a good idea to wait until the last second to complete an
objective and take out all the surrounding thugs. That way, you won't have to
take them out when you're ready to head to the next objective.


[--WEAPONS--]
Sometimes enemies will emerge carrying weapons such as crow bars, machine guns,
rocket launchers, or fear gas grenades. Simply knocking them down will cause
them to drop the weapon, and it will promptly disappear, ensuring nobody else
may pick it up. The only exception is the claw weapons of the assassins in
level 4. They will never drop their claws.


[--BONUSES--]
There are several types of bonuses you can receive during gameplay. These
increase your points and combo bar.

HIT STREAK
A successful Hit Streak is how many times you've hit the foes without being
hit yourself. Also of note is that if you're idle too long, your Hit Streak
vanishes. As your Hit Streak grows, you gain points to your Attack Rating
Bonus. These are displayed as 'Fair,' 'Good,' 'Great,' 'Awesome,' and Perfect.'
Once you achieve Perfect, you'll continue to receive Perfects until your
Hit Streak ends. See the Statistics section further down for information on
how much each of these messages is worth.

HIGH STREAK
If you get a Hit Streak above 20, you will start getting this bonus every
five hits or so.

DASH ATTACK
If you dash at an enemy and immediately follow it up with an attack, you will
be awarded this bonus.

COUNTER GRAB
If a thug tries to grab you, you can hit Grab to get out of it. Successfully
doing this nets you a Counter Grab Bonus.

ASSIST
If you attack a thug who is about to attack the other player, you earn an
Assist Bonus. Naturally, this can only be done in two-player mode.

BUDDY MOVE
Successfully performing the Buddy Move nets you a nice bonus as well. It also
requires you to be playing in two-player mode.

TAUNT
If you attack a thug with a white '!' over his head, you will receive a Taunt
Bonus.

[--TAUNTS--]
Ringleaders (enemies with life bars over their heads, who are tougher than
normal enemies) have the ability to taunt you. When they do, red '!' appear
over the heads of all nearby thugs and they become much more aggressive. You
may counter this by taking out the ringleader, or taunting them back.
If you successfully taunt the thugs, white '!' will appear over their head, and
they will become cowardly. This is very short lived, but if you hit them during
this time, you will gain Taunt Bonuses and some extra energy in your combo bar.


[--COMBO METER--]
The combo meter is what allows you to perform special 'Power Combos.' When you
attack thugs and gain bonuses, your combo bar fills. Once it is full, you may 
then perform power combos. Once you perform a power combo, the bar will begin
to slowly deplete back to zero. While the bar is depleting, you may perform
as many power combos as you like. There is no way to stop the depletion, and
you cannot pick up Combo Bar Restorative Items until your bar is completely
empty. Then you must fill it up again before you can use power combos again.
So decide when to use your combo meter wisely.


[--CHAIN COMBOS--]
Chaing together multiple combos results in a Chain Combo Bonus. There are four
levels of Chain Combos.

CHAIN COMBO LV.1
Generally performed by linking together several basic moves, such as Punch,
Punch, Throw and the like.

CHAIN COMBO LV.2
Generally performed by linking together a stun attack with basic combos.

CHAIN COMBO LV.3
Generally performed by linking together a stun attack with a more advanced
combo such as a delayed attack.

CHAIN COMBO LV.4
Generally performed by linking together a stun attack with a Power Combo move.


[--STATISTICS--]
These appear at the end of a stage to show how each player did. The points you
earn can be used to buy combos, gadgets, and tokens for your character.

CLEAR TIME
Displays your total time in the stage. The quicker you finish a stage, the
more points you get in this category.

COMBAT EFFICIENCY
The more times you successfully attack your foes. So try to avoid doing a combo
in the wrong direction.

GADGET EFFICIENCY
The more times you successfully use your gadgets, the more points you will
receive in this category.

DAMAGE RATING
This one relates to your damage dealt. Again, more damage equals more points.

STYLE BONUS
You get points here for various things such as Taunt Bonuses, High Streak
Bonuses, etc. You may also be awarded more points the more varied your attacks
are. So try not to use the same attack over and over.

ATTACK RATING
This is adding together all of your Streak Bonuses. Each 'Fair' is worth 10
points, 'Good' is worh 20, 'Great' is 30, 'Awesome' is 40, and 'Perfect' is 50.


[--TIPS--]
*On the Pause Menu, there is a 'Tips' category which will give you random tips.
*A lot of objects on the screen can be picked up and thrown with the Grab
 button. However, you are slower while carrying an object. Enemies can also
 pick up these objects.
*Use your batarang to set off explosive barrels and damage nearby enemies.
*Kicks are more powerful than punches.
*Enemies can be knocked off of ledges. Players cannot be knocked off of ledges.
 Try to knock as many enemies into pits as you can if you are running low on
 time.
*Use your Batarang as often as possible. It will boost your gadget efficiency
 and overall make your life easier as it stuns thugs and the like. This is
 especially true after you get the Richochet upgrade.
*Whenever there are no enemies on screen, use your dash to get around and save
 time.
*Not really a tip, but you can not normally hurt the other player, however, you
 can pick up and throw objects at them to hurt them, or use your batarang to 
 set off traps that they are near, such as falling pipes and exploding barrels.


*************
*WALKTHROUGH*
*************

[--LEVEL ONE: SCARECROW--]
This level covers the alleys and the police station. The enemies are pretty
basic, and rarely carry weapons. You will get the occasional guy packing a
gun or rocket launcher, but they are easily enough dispatched. The real threat
in this level is the Fear Gas Grenades. If an enemy successfully throws one
to the ground, then all enemies on screen instantly recover to full health and
become super aggressive. The screen also becomes distorted and full of smoke
as your character rambles about fears and the like. Try to knock down anyone
you see carrying one of these grenades.
Pretty much every stage in this level is Rescue the Civilians.

*BOSS STAGE: FEAR THE REAPER*
Whenever Scarecrow throws down a fear gas grenade, instead of the usual effect,
the room will fill with smoke and ghostly apparitions of some of Batman's foes
will appear and swoop at you. You can defeat them in one hit if you'd like to
try and build your combo meter, though it can take a while.  Occasionally these
ghosts will drop restorative items to help out.
The way to beat Scarecrow is to stay still and look for where the smoke is
parting, that's where he is running around. So head him off and swing at the
parting smoke and Scarecrow will appear. You may then proceed to attack him.
After he takes a certain amount of damage, or if you leave him alone too long,
he will throw down another gas grenade. Repeat process until he is defeated.


[--LEVEL TWO: CLAYFACE--]
This levels covers the roof tops and factory. Most of the enemies are Clay
Soldiers made by Clayface himself. They are a little tougher than the thugs
you faced in the last level, but you no longer have to worry about Fear Gas.
The main annoyance in these stages are the Clay Soldiers with guns for arms.
They cannot be disarmed as their weapon is a part of them, so they are always
standing away from you, firing globs of clay at you and disrupting your Hit
Streaks.
Pretty much every stage in this level is Defuse the Bomb.

*BOSS STAGE: ?*
The first thing you'll notice is the sets of electric antenna on the sides of
the arena. What you must do is hit each of the two sets three times a peice
with your Batarang. Just watch out for Clayface's swinging blades. If you 
successfully pull it off, then an electrical discharge will immobilize Clayface
and allow you to attack him.
If my combo bar is not full, then I try to hit him until I earn a Perfect
before running away. If it is full, then I try to unleash as many high level
Power Combos as possible before he recovers.
One he recovers he will try to squash you with his hammer arms for a while, and
then throw out three blobs of clay which will spawn a few bad guys. You can use
them to fill your combo bar or just quickly dispatch them. After they're gone,
the antenna will come back on, and Clayface will go back to using his blades,
so just repeat the cycle.
The important thing to remember is to NEVER get close to Clayface when he is
not stunned, because he will hit you very hard with his brick chest attack.


[--LEVEL THREE: BANE--]
This level covers the docks, a barge, and ultimately the Batcave. The thugs are
mostly just muscle heads, few with projectiles, but they are still pretty
strong. Luckily, in the dock and Batcave stages, many foes can simply be
chucked into pits and the like to easily dispatch them.
This level has a bit of a variety in objectives, including the biggest
Beat 'Em Up objective in the game. You must defeat 75 enemies in a short amount
of time, and are very limited in places to throw enemies off of for a quick
dispatch in that stage. Know your delayed combos well before attempting that
stage.

*BOSS STAGE: WEAPON OF MASS DESTRUCTION*
Bane is basically indestructable to anything you can throw at him. So stay away
from him. The only way you can damage him is to wait until he charges at you,
then dash out of the way, causing him to miss and be off balance. It is now
that he is vulnerable. Attack with your delayed combos and power combos.
When he recovers, he will stomp the ground and cause rocks to fall from the
ceiling. Some of these will leave behind helpful items, but most just hurt you,
so try and avoid them.
After you deplete Bane's life bar, he cheats and uses Venom to become even
stronger and get a whole new life bar.
Now the only way you can damage him is to not only cause him to miss when he
charges at you, but cause him to run into a wall as well. If he smacks into
a wall, he will become dazed and vulnerable like before, so attack him then.
However, when he stomps to call down the rocks, he now sends out a shockwave
that hurts all those near him, so get away before he does that.
Then just repeat until he's dead. But beware, as his second form is much more
damaging than his first.


[--LEVEL FOUR: SIN TZU--]
This level is Arkham Asylum. The enemies here are lethal. They are all Sin 
Tzu's assassins, and are very powerful. The clawed ones can hit you for a ton
of damage, especially in later difficulty levels. A lot of the assassins also
have the most annoying attack in the game, the Mehta-Sua blast, which has
homing capabilities, and effects BOTH players if just one is hit. The effect
is the reversing of your controller so that pressing up makes you run down and
so forth. It makes fighting very difficult. Throw a batarang or something to
stop anyone who you see charging up for this move, or be prepared to dash away
from the homing orb. There are also some muscled guys that can throw exploding
orbs of energy at you.
This level mostly has Rescue the Civilian objectives.

*BOSS STAGE: THE SHOWDOWN*
This guy is very, very annoying. He is insanely fast, and only Power Combos
can hurt him. His attacks are unblockable and highly damaging.
So what you must do is manage to hit him enough that you build up your combo
bar to full so that you can unleash Power Combos and hurt him. After a
successful power combo, he will let out some energy, so get away from him. Then
he will either try and attack you, or if he has taken enough damage, he will go
to the center of the arena. If he goes to the center of the arena, you must
immediately press Block, as he is about to unleash Mehta-Sua energy in the
ENTIRE arena, and your controller will be confused if you don't block it.
After this, he will go hide in the room above you, chucking exploding orbs of
energy at you, while his thugs attack you. The thugs can help you charge your
combo bar, but you must dispatch them quickly as Sin Tzu can heal while in that
chamber.
Once they are defeated, he comes back down and you may continue the fight, so
you just repeat until he's finished.
But how do I hit him? He's so fast! Well, there are two ways to do it (besides
being lucky). You know how if you get to close, he will instantly dash away?
Well, if you dash at him from the right distance, you can start off a combo
and get him that way. The other option is to wait for him to attack you (he is
invulnerable to everything while he is attacking by the way), and if you
manage to dodge all four of his strikes by dashing repeatedly in various
directions, then he will leap into the air, and land, staying there for a
second so you may hit him. Alternatively, if you can dodge at least two of his
attacks, then he will stop to gloat after hitting you instead of running off.
The absolute best attack to use against him is the power combo of Punch, 
Punch, (Kick) as it will deal the most damage to him. So try and make sure
you've learned it as it will shorten the fight. He's tough, so good luck.

Congratulations. You beat Story Mode. Your final shot of the heroes before the
credits will change depending on your difficulty level. It is during this shot
that it will tell you what you have unlocked.


****************
*CHALLENGE MODE*
****************

Challenge Mode is a kind of survival mode or what not for you and your friends
to do. In it, you only have one life, and it decides which combos and gadgets
you have based on which arena you pick. You start out with only one arena,
but each time you beat a boss (except Sin Tzu), you unlock another arena for
a total of four. There are a total of four modes of play in Challenge Mode.


[SINGLE PLAYER OR TWO PLAYER COOPERATIVE--]

BEAT THE THUGS
You merely beat up the required amount of thugs and you win.
Arena One has 20 thugs.
Arena Two has 40 thugs.
Arena Three has 60 thugs.
Arena Four has 80 thugs.

BEAT THE CLOCK
You must survive for the specified time.
Arena One is 5 minutes.
Arena Two is 10 minutes.
Arena Three is 15 minutes.
Arena Four is 20 minutes.


[--TWO PLAYER VERSUS--]

LAST MAN STANDING
As the title suggests, the last player standing wins.

PICK UP MONGER
Each thug defeated drops an Obsidian Token. Pick up the specified amount and
you win. These tokens are only used in this mode and may not be used to
purchase anything in the Trophy Room.
Arena One is 10 tokens.
Arena Two is 15 tokens.
Arena Three is 20 tokens.
Arena Four is 25 tokens.


*******
*BONUS*
*******

[--TROPHY ROOM--]
Here you may use the five types of tokens to unlock artwork and 3D models. Each
purchase costs three tokens of one of the types.
The categories are:

3D MODELS
You can purchase and view 3D models of Heroes, Vehicles, Gadgets, and Villains.

GRAPHIC NOVELS
You can purchase and view artwork of the various Batman graphic novels.

TOYS
You can purchase images of many of the Batman toys.

CONCEPT ART
You can purchase concept art.


[--BONUS FEATURES--]

CINEMATICS
View any cinematic you have seen on this game file.

CREDITS
View the game credits.

SIN TZU ORIGINS
Series of sketches with Sin Tzu narrating his origin. This video is initially
locked.

THE MAKING OF SIN TZU
Interviews and the like with creators. This video is initially locked.

TRAILER
Watch the trailer for the recently released animated movie, 'Batman: The
Mystery of Batwoman.'

BOOK
Gives you a minor amount of information about the 'Batman: Rise of Sin Tzu'
book.


*********
*SECRETS*
*********

[--UNLOCKABLES--]

CLASSIC COSTUMES
Beat the game on any difficulty level to unlock an alternate costume for all
four characters. To toggle between costumes, press L1 on the selection screen.

MAKING OF SIN TZU
Beat the game on Normal difficulty or greater to unlock this video.

DARK KNIGHT DIFFICULTY LEVEL
Beat the game on Hard difficulty to unlock this setting.

SIN TZU'S ORIGINS
Beat the game on Dark Knight difficulty to unlock this video.


[--CODES--]
At the 'Press Start' screen with Sin Tzu and Batman, hold down L1+L2+R1+R2 and
enter the following button combinations. If done right, a message will display.

INIFINITE HEALTH
Up, Right, Down, Left, Up, Left, Down, Right

INFINITE COMBO BAR
Left, Right, Up, Down, Right, Left, Down, Up

ALL CHARACTERS AT 100%
Up, Up, Left, Left, Right, Right, Down, Down

UNLOCK DARK KNIGHT DIFFICULTY LEVEL
Down, Left, Right, Up, Up, Right, Left, Down

UNLOCK EVERYTHING
Down, Up, Down, Up, Left, Right, Left, Right


*****
*FAQ*
*****

Q. Is there a level select or way to change difficulty?
A. Unfortunately there doesn't appear to be. When you beat the game, you go
   back to the first stage on the same difficulty level.

Q. Is there a way to disable the timer?
A. Not that I know of. For the most part, it's not too great of a threat
   anyways, but it at least provides some of a challenge.

Q. Who created Sin Tzu? Is he from the comics?
A. Jim Lee, a comic artist who recently illustrated Jeph Loeb's "Hush"
   storyline, created Sin Tzu. He was made specifically for the game, but may
   appear in the comics soon.

Q. Can you play as Batwoman in this game?
A. No, the movie was in production at the same time as the game, so she didn't
   make the cut.

Q. Is ____ in the game?
A. No. Besides random thugs and hostages, only characters listed in the
   Characters section are in the game.

Q. Are there any other Beat 'em Up games on next generation systems?
A. There is a Ninja Turtle game on all three systems, and a game called
   The Bouncer on the PS2. Those are the only ones I can think of off hand.

Q. Will you ever list any Action Reply or other cheat device codes?
A. No.


*****************
*VERSION HISTORY*
*****************

[--COMING SOON--]

*More detailed walkthrough describing how many civilians, bombs, etc. are in
 each area of each stage.
*Any important information which was overlooked in this version.


[--HISTORY--]

1.00 (Nov-10-2003)
Guide created.


*************
*LEGAL STUFF*
*************

This guide is for reference purposes only. It is not to be copied, reproduced, 
sold, or tattooed on one's backside without the express permission of the 
author. It is protected by copyright laws and belongs soley to the author. 
Should you wish to copy the guide to another medium, please contact the author,
Aratir, before you do so.
As of the most recent update, the only party authorized to have this guide is 
GameFAQs. Any other copy, modified or otherwise, is an illegal distribution.