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.