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.