___   _____   _____   _________   _____
___
| D \ |  _  | |_   _| |  _   _  | |  _  | |  __  |
|   / | |_| |   | |   | | | | | | | |_| | | |  | |
| D \ |  _  |   | |   | | |_| | | |  _  | | |  | |
|___/ |_| |_|   |_|   |_|     |_| |_| |_| |_|  |_|
___   ____   _____   _   ______   _____
| D \ | ___| | ____| | | |  __  | | ____|
|   / | __|  | |___  | | | |  | | |___  |
| D \ ||__   | |__ | | | | |  | |  ___| |
|___/ |___|  |_____| |_| |_|  |_| |_____|

A walkthrough from P3 Productions... for Game Boy Advance

Version Updates
08.29.2010 Guide started

09.06.2010 >1.07< Halfway done

Table of Contents              [BBTabl]
Level 01: Prologue             [BBLv01]
Level 02: Monastery Part 1     [BBLv02]
Level 03: Monastery Part 2     [BBLv03]
Level 04: Monastery Part 3     [BBLv04]
Level 05: The Docks Part 1     [BBLv05]
Level 06: The Docks Part 2     [BBLv06]
Level 07: The Docks Part 3     [BBLv07]
Level 08: Gotham City Part 1   [BBLv08]
Level 09: Gotham City Part 2   [BBLv09]
Level 10: The Narrows          [BBLv10]
Level 11: Arkham Asylum Part 1 [BBLv11]
Level 12: Arkham Asylum Part 2 [BBLv12]
Level 13: Arkham Asylum Part 3 [BBLv13]
Level 14: Wayne Manor          [BBLv14]
Level 15: Finale Part 1        [BBLv15]
Level 16: Finale Part 2        [BBLv16]
Enemies                        [BBEnem]
Bosses                         [BBBoss]
Bat Tokens                     [BBToke]
Accessories                    [BBAcce]
In-Game Dialogue               [BBIngd]
Cutscenes                      [BBScen]
Thanks                         [BBThan]

NO COPYRIGHT INFRINGEMENT INTENDED. ALL DC UNIVERSE CHARACTERS
ARE PROPERTY OF DC UNIVERSE. DC UNIVERSE LOGO PROPERTY OF DC
UNIVERSE!!!

My record: 46 minutes on easy mode
	     61 minutes on hard mode
	     104 minutes on ultra hard mode

First, I’ll tell you about how to use the FAQ. My table of
contents shows a 6 letter code to put into the Ctrl+F menu to
find the section easily. Use that to jump to a certain part of
the FAQ. This game, to me, is divided into 16 levels. For each
level I will state the enemies, bosses, and strategy. Also, I am
doing something new for my FAQ system. I am adding the dialogue
and script for the game’s cutscenes and in-game dialogue. This
will give you a little bit more of an idea of what’s going on in
the game, or something to look at if you accidentally skip
through these things too fast. They are not mandatory to look at.

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Level 01: Prologue [BBLv01]
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Enemies: Gray Shirt Thug, Brown Shirt Thug
Boss: Red Subject

>> Cutscene 1
(Thugs standing on rooftop)
THUG: (Scratches head)keep an eye out. That bat-freak could be--
THUG: (Has scared look on face) --anywhere-
(Batman punches thug in stomach)
(Batman holds thug in air by neck)
(Batman kicks thug away)
(Batman stands triumphant looking at moon on rooftop)

>> In-Game Dialogue 1
Batman: Alfred? Can you hear me?
Alfred: Quite clearly, sir. Please do be careful locating Dr.
Crane.

>> Walkthrough
To start out this game, you need to be clear of a few things.
Everything, in my book, has attack power (AP) and health (HP).
Batman has 10 attack power, and 100 Health. (10 Health per bat
segment on health meter) Go ahead and fight the enemy down there.
Attacks are dealt with the B button.

Enemy 1: Gray Shirt Thug
HP: 40
AP: 5-10
These enemies block low attacks.

Enemies are multi-talented. They can have attacks that deal
certain amounts of damage, such as that Thug you just defeated.
They may not know you are there, and they will take 100% more
damage if they are attacked without warning. But, touching them,
running, or attacking them will cause them to be aware of you,
and attacks will do normal damage. You know one knows you are
there when they have an exclamation mark (!) over their head. If
you are out of their reach, while they know you are there, then
they will eventually move out of the way. This being a movie game
on the GBA, be prepared for some glitches in enemy awareness. An
enemy that hears a noise, but doesn’t see you will have a
question mark over (?) their heads. Keep these quotes about
enemies in mind while in combat. After taking after taking the
Gray Shirt Thug out, keep moving on through the level. The first
jump you come across is not far from the beginning. Press A to
jump. Press A twice in a row to double-jump. Time the button
pressing wisely to make the jump farther and higher. Hold A after
a jump, regular or double, to glide. This comes in handy with
attacking enemies with stealth. If you need some more speed,
double-tap a directional button, left or right, to run. Once you
get to another thug, defeat him. If you pass the roof hole
boarded up with wood, Alfred will talk.

>> In-Game Dialogue 2
Alfred: You’ll need to enter the warehouse through the skylight.
May I suggest using your batarang? Press R to throw.

You can also cycle through your “R” items with the SELECT button.
You have batarangs, which can be used for stunning enemies,
making enemies drop their weapons, breaking weak walls and doors,
hitting long distance objects, or breaking things, such as the
skylight. The grappling hook, which is used to grab on to poles,
which you can slide across or up/down. Flash grenades stun all
enemies on screen for a short time. That item is only an item
good for bosses. Smoke grenades prevent enemy attack, and stays
for a moderate amount of time. This is also a boss only item, or
if you are being overwhelmed by enemies. Lastly, your bat swarm
is highly recommended for bosses only. But being swarmed by
enemies is a good use for it as well. Throw a batarang at the
wood to weaken it, then jump inside. Instead of wasting time with
a batarang, I prefer just doing a jump kick into the warehouse,
and having a chance of hitting an enemy. When you jump in, by the
way, there are two enemies. There is a Gray Shirt Thug, and a
Brown Shirt Thug.

Enemy 2: Brown Shirt Thug
HP: 40
AP: 5-10
These enemies block high and middle attacks.

Your main weapon has most likely been high attacks. The problem
is that this enemy blocks them! Duck by holding the down button,
and attack at the same time. If you need to roll, press left or
right while ducking. The L button allows you to block. Stand
blocking blocks high and middle attacks. Duck blocking blocks
middle and low attacks. High attacks miss duck blocking. The only
thing that can hurt duck blocking is gunshots, which isn’t in
this part of the game. After the thugs are defeated, go on to the
next room. You see that a guy (the boss actually) starts a fire
to try and stop you.

>> In-Game Dialogue 3
Batman: Alfred, we’ve got arson.
Alfred: Perhaps it’s best left to the fire department, sir.
Batman: Not until I find Dr. Crane.


Now, you probably know that you shouldn’t touch the fire. I’m
talking about the foreground fire. The background fire is
distinctive for its darker color. The foreground color is
brighter, meaning you should not touch it. You may have saw the
barrels explode. You may encounter those in other parts of the
game. If you hit them, they will explode. If you throw a batarang
at them, they will catch on fire, then explode. If they are on
fire, get away from it, since it will explode! Anyway, to pass
the fire, jump up on the pipe over the fire. Slide across it, so
that you are at the next part. When the ceiling blows open,
Alfred talks again.

>> In-Game Dialogue 4
Alfred: May I suggest using your grapple? Press SELECT to switch
your gadgets. Press R to use your current gadget.

Don’t grapple up there just yet. Keep moving on through the room,
until you see a bunch of boxes. Get on the pipe, and press up
when you are hanging on it. This will allow you to get across the
pipe, over the boxes. Drop off the pipe and pick up the golden
bat symbol. This is a bat token. Collecting the one in all 16
levels will grant you to play the game again, in hard mode. This
is normal mode that you are playing at the moment. After
collecting all of them in hard mode, you get ultra hard mode,
which is the last mode. I will tell you that I have not found all
of them in hard mode, and that ultra hard is the last difficulty.
After picking it up, get back on the pipe and go back to the part
where you need to use your grapple. Grapple up through the busted
ceiling and onto the pipe. After getting off the pipe on the
upper floor, keep running shortly until you encounter a wall.
This is what I call a weak wall, which is a wall that can be
broken open by attacks or batarangs. Break it open and jump on
the wire hanging from the ceiling. Slide down it by holding the
down button. Break the other weak wall here and go in there.
Defeat the thug and go to the window to the far right. Press UP
to get in. There may be instances where you have to press up to
get inside of a door and window, like here. Run on this balcony,
since the floor will break on the one area of the balcony. Climb
up the ladder with the up button, all the way to the top. Get off
on the balcony to the right, and go all the way to the left. Then
run back to the ladder, but don’t get on. Instead, do a double-
jump so that you get to hang on to the next rooftop. There is a
thug up there too, who should be defeated with no problem. Go in
the next room there, and go down the ladder. Run across the
ledges, and defeat the other two thugs (one comes out of a door).
Go in that next door. This is the boss’s room. Oh, and see the
smoke blasting out of the pipes? Don’t touch it. It will hurt you.
Roll under the first two pipe-smokes, and run across the next one
when it doesn’t have any smoke. Once you get over there, Dr.
Crane starts talking.

>> In-Game Dialogue 5
Crane: Batman.
Batman: Dr. Crane.
Crane: I’d kill for a look inside your head. Luckily I have my
patients to do that for me.

Boss 1: Red Subject
HP: 90
AP: 10-15

For this boss, I prefer the coward’s technique. Hurry back to the
entrance when the fight beings, and do a duck block in the corner.
The subject, on his way, will get hurt by smoke (possibly). Then
just pummel him with low kicks until he is defeated.

When he is defeated, go to the door to the left, and go inside.
Then simply walk to the left some more until Crane/Scarecrow
sprays you with some gas.

LEVEL 1 COMPLETE!

>> Cutscene 2
Batman: The gas! It was the same...the same fear...that made me
become...what I am.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 02: Monastery Part 1 [BBLv02]
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Enemies: None
Boss: None

>> Cutscene 3
Batman: Years ago, my parents’ death taught me there was no
justice. So I travelled (that’s not how you spell “traveled”) the
world seeking a way to make my own. I found the League of Shadows
led by Ra’s al Ghul... and Henri Ducard.

Ducard: To master the fears of others you must first master your
own. Are you ready to begin?

>> In-Game Dialogue 6
Ducard: Learn to use your environment and it can become your
greatest ally.

So, you pretty much know what to do, right? Run over to the right
and jump on the ledges, until you get to some poles. Get to the
top of the left one by jumping from one to the other. When you
are at the top of the left pole, jump off of it by jumping to the
left. You should hit a bat token over there. Then jump on the
next ledge and keep moving on it by rolling under the walls. Then
keep moving across the ledges and climb the ladders. After
climbing both ladders, the next ledge is a jump. Run off the
short ledge with a jump at the end, so that you can either land
on it or hang on to it. Then swing across the vines. Jump on the
vine, and swing back and forth, so that you can eventually get to
the next one. Later in the game, you will find that swinging will
not be this simple. Off the next ledge, jump on the pole, and
land on the next mass of land. When you see Ducard, you know
you’ve beaten this part of the second level.

In-Game Dialogue 7
Bruce(Batman): Impossible! How did you get here?
Ducard: Respect and master your environment and you can become a
wraith in men’s minds.
Ninja: You must prove you understand the basics if you wish to
proceed.

From here, you must use your attacks and shuriken to your
advantage, to hit switches to open doors. On the first switch,
simply punch it. On the next switch, do a low kick on it. On the
next one, do a jump attack. Just attack in midair. For this one,
throw a shuriken at the switch. On this one, throw a shuriken at
the switch while ducking. Since you cannot touch the fire, do a
jump and throw a shuriken at the switch at the peak of your jump.
From here, run on to start the next talk with Ducard.

>> In-Game Dialogue 8
Ducard: Do you still feel responsible for your parents’ death?
Bruce(Batman): My anger outweighs my guilt.
Ducard: Your anger will make you strong... but you will need more
than strength. It is time for you to learn more advanced
techniques.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 3: Monastery Part 2 [BBLv03]
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Enemies: Ninja
Boss: None

>> In-Game Dialogue 9
Ra’s al Ghul: The ninja is thought capable of the impossible. But
it is simply a matter of training.
Ducard: I know you can fight as well as any man, Wayne. But here
we will teach you to fight as the things that men fear.

You start out fighting. Here is the ninja’s information.

ENEMY 3: Ninja
HP: 50
AP: 5-10

If you jump back up to the platform where Ducard and Ra’s al Ghul
are, Ducard will talk. He will say these things with Ra’s al Ghul
throughout beating the ninjas.

>> In-Game Dialogue 10
Ducard: Attack from above, make your own advantage. Press B while
in the air to perform an air kick.

Fight the first ninja, and here is the advice Ra’s al Ghul (RaG)
will give you.

>> In-Game Dialogue 11
Ra’s al Ghul: Aim where your enemy is most vulnerable. Hold DOWN
and press B to perform a crouch attack.

Then you will fight 2 ninjas at once. Beat them and see Ducard’s
advice.

>> In-Game Dialogue 12
Ducard: There is no such thing as “too much force.” Hold UP and
press B to perform an uppercut.

2 ninjas, then advice from RaG.

>> In-Game Dialogue 13
Ra’s al Ghul: Fend off blows, choose your moment to strike. Hold
L to block.

Now you will have to face 5 more ninjas. Use the coward strategy
here, where you duck-block in the corner, while attacking
periodically with a low kick. The ninja groups are 3, then 2 more.

>> In-Game Dialogue 14
Ducard: Endgame is rewarding, but it can be the most dangerous
time of all. Remember that...Access is restricted beyond this
point. You must learn to proceed undetected.

This part can be hard if you don’t do it right. I will tell you
how to do it right though. Start by wall jumping up the two walls
here. Jump on a wall, and jump from wall to wall until you reach
the top. Then go across the pipe and do an attack-from-the-pipe
(we’ll just call those AFTPs.) Don’t run here. There is a blue
ninja. If you run while he is in screen, in his sight, or if you
attack him, he will detect you and you will have to start over.
If you are caught, this is what the ninja will say.

>> In-Game Dialogue 15
Stealth Ninja: The ninja must not be seen before he strikes. More
practice, Wayne!

Wall jump up onto the ledge, and wait. When the ninja walks away,
get on the ledge immediately. Then walk after him and get on the
pipe. Make sure you bring your feet up, or he will see you. Then
jump off the pipe when both ninjas leave. Then, once you walk in
front of the square that is in front on the wall, hold the up
button. This will make you hide in the shadows to stay undetected.
When the ninja walks in front of you THEN back past the next
shadow, then go to the next shadow. Then wait for him to walk
away, then go up on the barrels and get the next bat token. Keep
moving and throw a shuriken at the switch to ride the elevator to
the lower floor. Jump over the barrels and wait for the ninja to
leave. Then wait in the first shadow. When he comes back, follow
him, walking, as soon as he leaves. Then wait in the next shadow.
When he leaves again, head for the finish, where the ninja will
speak.

>> In-Game Dialogue 16
Ninja: You learn fast for an outsider. Ra’s al Ghul awaits your
presence.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 4: Monastery Part 3 [BBLv04]
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Enemies: Ninja
Boss: Ra’s al Ghul

>> Cutscene 4
Ra’s al Ghul: You are ready. Here is your final test. This man is
a murderer and a thief. Kill him.
Bruce(Batman): No. That’s not justice. I’m not a killer.
Ra’s al Ghul: If you can’t kill now, how will you destroy Gotham?
Bruce(Batman): Destroy... Gotham?
Ra’s al Ghul: Of course. Like this wretch, it is too far gone to
be saved. Kill him Wayne. Show me you know what is right.
(Spotlights and alarms go off in the monastery)
(Explosion)

>> In-Game Dialogue 17
Ra’s al Ghul: For the cost of one wretched life, you’ve
sacrificed an entire city’s justice.

BOSS 2: Ra’s al Ghul
HP: Infinite
AP: 5-10

I know that it says “infinite HP” there. He does have infinity HP.
To kill him though you need to bring down a piece of ceiling on
his head. You need to destroy the cracked parts of the pillars
here, so that flaming wood planks fall down. You have to bring
down all four pillars, then escape. You could use attacks, but I
prefer shuriken. Ra’s al Ghul’s attacks are weak, and he can
easily be avoided. His attacks are easy to block, and he can be
knocked down with three simple attacks. He blocks all shuriken
though (he must have some iron arms if he can block shuriken! :O).
There are certain spots of the playing field where RaG will
simply stare at you and stand in one spot. But be careful of his
great reflexes in jumping ability. When you jump, he jumps. To
get past him easily, you just have to knock him down. You know
you beat him when a big piece of ceiling smashes him in the head
(PWNAGE!).

>> In-Game Dialogue 18
Bruce(Batman): The fire will destroy this ancient monastery in
minutes.

So, you have 1 minute and 10 seconds to get out of here. This can
be hard, if you are still struggling with the controls. Run to
the right and wall jump up the shaft. Then run to the left and
roll under the fire. Be careful of the falling flaming wood too.
Jump over the barrels and watch for flaming wood again. Then,
when you come to a long jump, don’t jump. Instead, go to the
lower areas and get the bat token guarded by the ninja. Quickly
jump back up and make the far jump. Then run the rest of the hall
for the next part of the escape.


>> In-Game Dialogue 19
Bruce(Batman): The guards are still on alert, but scattered...

You get another 70 seconds to get out of the second part, which
is a little bit harder. Run over to the left and just avoid the
ninjas. Jump up to the ledge and go along the pipe. Then, once
you get to a door, do a double jump and throw a shuriken at the
switch right above the door. Move on, and you come to a high
ladder. Jump over the ninja over there and throw a shuriken at
the low switch. Then get away from the ninja and stay on the high
ladder. Wait there until the platform comes to you. Be sure to
time this right, since the ceiling could cause a problem with
your jumping abilities. Duck under the fire that comes over the
platform. Then get across that last pipe and finish the level.

>> In-Game Dialogue 20
Bruce(Batman): Ducard...

>> Cutscene 5
(Building explodes)
Bruce(Batman): Ra’s al Ghul perished in the fire. Ducard I
saved...but left behind. And then I came to Gotham.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 5: The Docks [BBLv05]
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Enemies: Brown Shirt Thug, Gray Shirt Thug, Police
Boss: Bat Thug

>> Cutscene 6
Batman: As a man, I can be beaten, I can be forgotten. But as a
symbol, I can be incorruptible, elemental, terrifying. It’s time
my enemies shared my dread. Starting with one of Gotham’s most
notorious criminals... Carmine Falcone.

>> In-Game Dialogue 21
Batman: I contacted Alfred back at Wayne Manor. Falcone has
police protection.
Alfred: No doubt corrupt sir.
Batman: Either way, there are too many of them. I can’t let them
see me.

Walkthrough
This is the first super-stealth mission you’ve got. It can be
challenging, depending on how you do it. If you follow my
walkthrough for it, then it will be done the easy way. With all
the police here, you cannot run, let them see you, or attack them.
Then you will have to start the level over. Start the level by
waiting for the police. Glide by him and hide in the shadow of
the wall there (the brown part). When he walks the other way,
come out and jump on the next crate. You don’t have to do the
whole thing. Instead, stand on the end of the crate. Then jump up
to hold on to the hanging group of crates above you. You will
have to stay on the side, and do a wall jump back on the crate.
When you get on it, and get the bat token there. Then run across
the crate and do a long double jump, topping it off with a glide.
You should do this to the right and hope you hang on to another
hanging group of crates. Get on there and jump on the next group
of crates. Then, don’t go on the upper level of the inside (which
is more to the right). There is a stationary policeman there that
is impossible to get past. So take the lower level. Don’t run
just yet. Shimmy across the pipe and wait at the end of it. When
the policeman goes to the left, then you can get off and move on.
Defeat the Brown Shirt Thug and move on to the hole in that fence.
Next, roll under the crates and beat another thug. Then jump on
the crates you just rolled under, and jump across the next group
of crates. As you keep moving, you will see crates hanging
unstably on small hooks. If you hit a thug with one unsuspecting
it, then it will do a lot of damage and put it into critical
condition. Just hit it with a batarang or an attack. Then keep
moving, after beating two more thugs. When you get to a pipe,
don’t worry about it. Beat the brown shirt thug and wall jump up
the wall and crates. Then walk out the window with the up button.

>> In-Game Dialogue 22
Batman: I need somebody I can make talk. Somebody inside
Falcone’s organization.
Alfred: Police records do list a well-informed man who should be
in your current vicinity. He’s known for carrying a baseball bat.

First thing, is to get on the groups of crates. You should stay
higher off the ground, so that you don’t get beat up by the thugs
on the lower levels. When you come across a chain hook, you can
swing on it to get to the other side. Beat the gray shirt thug
you should see after getting off the group of crates after the
chain hook. After swinging on another chain hook, go in the hole
in the roof. The Bat Thug boss is in here.

>> In-Game Dialogue 23
Bat Thug: I’m gonna crack your head open!

BOSS 3: Bat Thug
HP: 100
AP: 10

After you defeat him, you can keep hitting him to give you
information about your upcoming events.

>> In-Game Dialogue 24
Batman: Let’s talk. What’s got Falcone on edge? He brought at
army for a simple cargo drop.
Bat Thug: I dunno, he’s spooked. He doesn’t trust anybody. His
Consiglieri, his advisor. He’d know what’s going on.
Batman: What does this advisor fear?
Bat Thug: Small spaces. He’s claustrophobic.

After that, hit him again and leave the door.

YOUR GAME SHOULD HAVE BEEN SAVED

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LEVEL 6: The Docks Part 2 [BBLv06]
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Enemies: Gray Shirt Thug, Brown Shirt Thug, Lesser Bat Thug
Boss: Gunman, Falcone’s Advisor

>> In-Game Dialogue 25
Batman: The Consiglieri will know about the shipment. I need to
find him.
Alfred: Might his loyalty to Falcone keep him quiet?
Batman: His fear will make him talk.

Start out by using your grappling hook to go up. There is a bat
token right above you. Head on to the left, running across the
unstable floors. Climb down the ladder and jump over the crates.
Beat the gray thug and move on to the part with the blue walls.
Wall jump up the walls and stand in the alcove. Throw a batarang
over the crate and hit the switch over there. This moves the
elevator so that you can move on. Jump down the wall and roll
under the wall. There is a brown shirt thug down there. Go ahead
and beat him if you want to. Then go on the lift you just moved
with the switch and jump up on the area above you. Keep moving
over and get on the crates. Go one level down and stand on those
crates on the middle level. Throw another batarang there and hit
another switch. When heading to the switch, crossing through the
lower level, be very careful about the Lesser Bat Thug patrolling
there.

ENEMY 4: Lesser Bat Thug
HP: 60
AP: 5-15

Do your best beating him up, and move on. Get on the lift and
jump up on the pipe above you. Move along on it and get a one-hit
kill on the gray thug reading a newspaper. Then keep going onto
the lower level, and defeat the gray thug and brown thug that may
come to get you. You may just want to move on through the door.

>> In-Game Dialogue 26
Alfred: I’ve done a bit of eavesdropping, sir. It appears there’s
a gunman above you.
Batman: Maybe I’ll drop in on him.

When you enter and try to move on, the gunman starts talking.

>> In-Game Dialogue 27
Gunman: Let’s see if that costume is bulletproof!

BOSS 4: Gunman
HP: 60
AP: 15-20(Gun) 5-10(Melee)

This boss is easy, if you stay away from him. You can duck under
his gun attacks and spam him with low attacks. If you get close,
he will annihilate you with close range punches and kicks. He has
low HP, so it shouldn’t take real long. After he is defeated, you
can exit out the sliding doors. Then you can fight Falcone’s
Advisor.

>> In-Game Dialogue 28
Advisor: Whatever you are, do your worst. I won’t talk. I’m more
afraid of Falcone than anything you could do to me.

BOSS 5: Falcone’s Advisor
HP: 90
AP: 5(Fists) 15-20(Gun)
This boss’s melee attacks break through blocks.

This is basically a clone of the Gunman. Do the same as you did
on the other gunman and beat this one with no problem. To make
him talk, punch the wall he’s inside of.

>> In-Game Dialogue 29
Advisor: No! Please! Let me out! The walls...!
Batman: You come out when you talk. Tell about the shipment.
Advisor: I don’t know anything about that.
Batman: Losing my patience.
Advisor: Please, you don’t know Falcone, he’s horrible...
Batman: You don’t know me, and I’m worse.
Advisor: Falcone splits the shipment! The crates marked with
white falcons go to his dealers. The rest go to a warehouse in
the Narrows, to some doctor from Arkham Asylum.
Batman: Where’s Falcone now?
Advisor: At a meeting on the roof of the warehouse on the other
side of the docks.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 7: The Docks Part 3 [BBLv07]
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Enemies: Gray Shirt Thug, Lesser Bat Thug, Brown Shirt Thug,
Knife Throwing Thug, Pistol Thug
Boss: Falcone

I will let you know now, that the rest of the time on from here
WILL GET DIFFICULT. But don’t quit. I know I sound corny right
now, but still, don’t quit this game. The Narrows were mentioned,
which is a future level. But the story starts to lose its
interest (as if it already didn’t) and the dialogue gets boring.
This doesn’t mean that I’ll stop listing it though. Okay, now to
the walkthrough! Jump over those crates, and up on the area above
you. It has a gray shirt thug, which is easier than the lesser
bat thug on the lower level. Walk along up there, and don’t use
the pipe. Instead, fall to the lower level, and jump across pipes.
If you go too far, or if you just want to see this enemy, you
will encounter the knife thug.

ENEMY 5: Knife Throwing Thug
HP: 70
AP: 10(Fists) 15-20(Knife)

If you lost a lot of health, you may want to consider getting
killed on purpose, and then moving on. Go on through the door
when your ready, which is guarded by a brown shirt thug.

>> In-Game Dialogue 30
Batman: Getting Falcone won’t be enough. I need evidence.
Alfred: His crates are marked with white falcons.
Batman: Then that’s my target.

First thing you do is to do a running jump off of the area you
are on, and try and land a surprise attack on the lesser bat thug
down there. Defeat him, and hit the switch to the right. Go back
to where you were, and do another running jump off of there. Make
sure you glide as well. You will land on a newly lowered crate,
which you can land on to hit a switch. Now go back down, and run
to the new opened area. Jump over the crates and hit the next
switch. Now that the past area is closed, jump on the crate that
closed it. Now do a running jump off the right to hang on to the
group of crates up there. If you cannot do that, then wall jump
off the wall to the left, then try to hang on to the thing. Keep
moving, and climb down the ladder.  Go down to the lower level
and defeat the two gray shirt thugs down there. Then hit that
lever to the left over there. Then go back up on the ladder and
jump onto the moving crate when it comes by. Make sure you duck
when you come across the lower part of hanging crates. Get off
the crate and get on the pole. Right on the pole, jump off and
get on the chain. Swing on to the next part, and climb up onto
the ledge. The bat token of this level is up here. Now keep
moving, to the next area. Throw a batarang on the lever to
initiate the next part.

>> In-Game Dialogue 31
Thug A: The shipment!
Thug B: Falcone’s gonna kill us!

>> In-Game Dialogue 32
Falcone: Help me, you useless slags!

BOSS 6: Falcone
HP: ~100
AP: 5
He’s invulnerable until you defeat his thugs.

The boss fight has begun!! Falcone is pretty much a coward, since
he sends out thugs to fight you before you get to fight him.
Defeat all the thugs first. His first wave makes you fight a
lesser bat thug, a brown shirt thug, and a gray shirt thug. They
are easy to defeat. You use your coward strategy to take them out
without getting hurt. Then you can start fighting Falcone.

>> In-Game Dialogue 33
Falcone: Let’s see if this nutcase bleeds!

Now you can start attacking him! After a certain amount of HP is
taken from him, he sends out more thugs. Make sure you use low
attacks on him, so that he doesn’t block them all. This wave is a
little harder. He sends out a pistol thug. You can easily duck
under his bullets, easily.

ENEMY 6: Pistol Thug
HP: 60
AP: 15(Gun) 5-10(Fists)

>> In-Game Dialogue 34
Falcone: Where are my cops?

After he is gone with the two gray thugs, you can finish off
Falcone with some low kicks.

>> Cutscene 7
Falcone: Who... what are you?
Batman: I’m Batman.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 8: Gotham City [BBLv08]
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Enemies: Machine Gun Thug, Gray Shirt Thug, Brown Shirt Thug,
Knife Throwing Thug
Boss: Thug Leader

>> Cutscene 8
Batman: What was in Falcone’s shipments? Where were they going? I
need to find out. Police Sergeant Gordon’s crooked partner,
Flass... He’s on Falcone’s payroll. He’ll know.
(Batman peeks around the corner)

>> In-Game Dialogue 35
Alfred: Falcone’s arrest has made bedlam of Gotham crime.
Batman: But his club’s still active.
Alfred: And still dangerous, sir. You’ll find Flass inside.

When you start walking, you will see an indication to press the B
button. This is for admittance into the club. It won’t work, no
matter how much you try.

>> In-Game Dialogue 36
Thug: What’s the pass phrase?
Batman: ...
Thug: Buzz off, buddy.
Thug: Get lost, moron.
Thug: Go take a long walk off a short pier.
Thug: Scram.
Thug: Make yourself scarce.

He will say all of those things if you keep pressing B at the
speaker. By the way, there is a machine gun thug over there,
which is the last thug in the thug type enemies.

ENEMY 7: Machine Gun Thug
HP: 75
AP: 10-15(Fists) 15(Gun)
Cannot duck under gunshots.

Defeat him with close range, or just stun him. Get up on the pipe
and move along on it. Just run through the garage and don’t worry
about enemies if you don’t want to fight them. Hit the switch at
the end to ride the lift to the lower floor. Do the same on this
floor as the last one, and ride down. Be careful, since this bat
thug could catch you by surprise when you go down. Beat him up
and DON’T RUN. There is a knife throwing thug at the end of this
hall that could mess up your HP if you are not careful. Take the
pipe on the ceiling and do a kick off the pipe, to defeat the
enemy in one hit. Then walk in the door to get inside.

>> In-Game Dialogue 37
Alfred: Sir, Gordon’s records warn that Falcone’s club is thick
with lethal traps and video cameras.
Batman: Maybe those cameras can show me Flass. Where are they?
Alfred: The security station.

First, move to the left and get on the pipe. Crawl along it and
kick off the pipe down the narrow walls. Keep moving on and BE
CAREFUL HERE. The laser beams could glitch and kill you. Don’t
move too fast, or you will get caught bouncing between the two
laser beams. Go slow, take your time, and jump over it slowly.
You don’t want to start at the beginning. The next group of beams
aren’t as deadly, since you can just walk under the horizontal
one. When it goes to the left, you should use your grappling hook
to hook onto the ceiling and get the bat token. While you were
hanging on the ceiling, you may have seen feet of a thug walking
around. This tells you to be careful, and don’t speed through
this. Get on the pipe at the end of the room, and be careful you
don’t hit the laser. You should bring your legs up so that you
don’t hit your legs on the laser. Wall jump through the gray part
of the wall, and stay on the pipe. Don’t go down there and start
fighting, since there are two of the toughest thugs in the game
right there. You will have to do an AFTP (check the monastery
part 2 level to see what I mean) to beat them both. Bring both
legs up for a faster drop. Break through the door and move on
through the laser trap after jumping the file cabinets. After
that, defeat the machine gun thug and go through the door for the
boss fight.

>> In-Game Dialogue 38
Thug A: That snitch pfister (what?) is inside Falcone’s office.
Thug B: He knows too much.
Thug A: He won’t know a thing once were done with him.

BOSS 7: Thug Leader
HP: 90
AP: 10-15
Chances with a 2-hit combo.

This is a good battle to use your bat swarm, flash bombs, and
smoke grenades in. The combination of powerful attacks from the
leader and the knife throwing is a lethal combo. There is a
chance you will die if you are not careful at how you do this. I
usually use bats, but here is the itemless strategy. I take out
the knife guy and back him up against the wall, and defeat him. I
do this while blocking attacks from the others. Then I take out
the brown shirt thug, or the leader, since the brown one doesn’t
cause a huge problem, unlike the knife guy. Now, like the bat guy
and the advisor, you have to beat this one up to make him talk
about stuff.

>> In-Game Dialogue 39
Leader: The Batman! You’re real!
Batman: Where’s Flass?
Leader: Don’t hurt me, I’ll talk. Flass is interrogating that
psycho, Zsasz.
Batman: You turned snitch to Gordon. What’s your info.
Leader: Something was stolen from Wayne Enterprises. Some kind of
weapon. That’s all I know, I swear.

After that you can exit through the door to the left.

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 9: Gotham City Part 2 [BBLv09]
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Enemies: Pistol Thug, Knife Throwing Thug, Machine Gun Thug
Boss: Flass

You start out right in front of a pistol thug, so beat him up.
The ascent is pretty straightforward. When you come up to a lever,
hit it. There should be a lift that comes down. Throw a batarang
at the lever to the right to go up. There is another one of these
right after you get off. When you come to a part with unstable
floors, run across them, and jump to the wall. Wall jump and grab
on to the swinging hook over the unstable floor area. Swing on to
the next part, and move on through the door at the top.

>> In-Game Dialogue 40
Alfred: You’re nearing Flass’ office now, sir.

Before you start, switch to your grappling hook and use it right
in front of the door. The bat token is overhead. Go to the left,
to the door over there. But break it open ONLY when the knife
thug walks away. He can catch you there and kill you in no time.
Throw a batarang at him as soon as the door is open. Be sure to
beat him up in one spot, since there is a lesser bat thug further
up the hall. Then beat him up and open the next door. While
destroying it, crouch while hitting it, since there is a pistol
guy up ahead. After he is defeated, hit the switch to move the
lift out of your way. Then, wall jump up there, but don’t go all
the way up. There is a machine gun guy there that can shoot you
back down the wall if you don’t be stealthy. As soon as he walks
away, get up there and hide in the shadow. While in the shadow,
wait for him to walk by. When the thug does, press B when he is
right in front of you. Batman will do an instant kill on the guy.
Then move on and break the door. There is another knife thug up
here. Kill him in one spot, so that you don’t attract the
attention of the machine gun thug close by. Then move on to the
machine gunner and get on the pipe. Crawl along it and jump down.
Defeat the last pistol guy if you want and move through the next
door. The boss is in here. When you walk up to the bars, they’ll
start to talk.

>> In-Game Dialogue 41
Flass: I know you’re not stupid, Zsasz, just crazy.
Zsasz: I’ve got a hunger for chitlins, piggy.
Flass: You know Crane. Who’s he working for?
Zsasz: Someone a hell of a lot scarier than me.

BOSS 8: Flass
HP: 80
AP: 30-40

This part is very challenging, since you must anger Zsasz to
destroy the bars, but do it while avoiding Flass’ gunshots. His
gun is extremely powerful, and can kill you very fast. As soon as
he goes to reload, jump over the drawers, and crouch while
throwing a batarang. Then go back to crouch behind the drawers,
after one batarang. After a bunch of batarangs, Zsasz will jump
up and destroy the bars. My way is to just jump over and release
the bat swarm. It goes through the bars and hurts Flass all the
way. Then you can start releasing Zsasz. But you’ve still got
Flass to go after. You can start punching him to make him talk.

>> In-Game Dialogue 42
Flass: Don’t hurt me!
Batman: Why would I? That’s what Zsasz is for. Falcone’s shipment.
What was it?
Flass: Some kind of chemical!
Batman: Who did it go to?
Flass: A doctor at Arkham Asylum! Jonathan Crane!

YOUR GAME SHOULD HAVE BEEN SAVED

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Level 10: The Narrows [BBLv10]
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Enemies: Pistol Thug, Machine Gun Thug, Lesser Bat Thug, Knife
Throwing Thug, Gray Shirt Thug, Brown Shirt Thug
Boss: Zsasz, Machine Gun Thug x1

>> In-Game Dialogue 43
Batman: Falcone’s chemicals went to the Narrows. Flass said it
was for a Dr. Crane…
Alfred: The warehouse ahead is registered to one Dr. Crane of
Arkham Asylum. You should be able to get in through the roof.

Start this level by beating the pistol thug to the right of you.
Keep moving to the right and wall jump to the pole. Stay out of
sight of the machine gun thug so he doesn’t shoot you. Get up on
the pole and get on to the next higher platform. Defeat the bat
thug there and get up the ladder to the left. When you get on to
the next ledge, switch to your grappling hook. Hook on to the
pole above you, and shimmy across it. You should see the head of
a knife throwing thug at the bottom of your screen. Pull an AFTP
on him and continue on. Jump down the chute that has a pipe down
the middle move right. Defeat any thugs in your way and pull a
wall jump on to the next platform. Do a running jump to the left
to the unstable wooden platform next. Keep your running to get
onto the next ledge without falling. If it breaks, get back up
and use your hook to get on to the pipe overhead. Go across and
jump onto the ledge. Wall jump off the left wall to get on to the
crates on the next ledge. Jump to the left again to get on yet
another ledge. There are some randomly placed poles there in a
line, getting shorter and shorter as you go. Land on the ladder
all the way to the right, and climb up. Cautiously stun or defeat
the pistol thug roaming the final platform before you go outside.

>> In-Game Dialogue 44
Alfred: Sir, this may be too great a force, for even you.
Batman: I can even the odds with flash-bangs... take them down
while they’re disoriented.

I like to think of this part as a speed run part. If you’ve had
enough practice, then you can run through this whole part without
getting hurt, in less than 5 minutes flat. But I will list the
buildings and what to do on them. Save your flash bangs until the
end of the level! Trust me, they REALLY come in handy.
1: Jump to the next one. 2: One gray and one brown thug. Jump to
the lower level and hit the switch to lower the box to jump on. 3:
2 gray thugs. Jump on the pipe and shimmy across to the next one.
4: 1 gray, 1 brown thug. Jump up to the higher part of the
building. Keep going on to hang on a chain hook. Swing across the
next one, and land on the next building. 5: 1 pistol thug. Land
on the building with a roll or a duck. Beat the thug and jump to
the next one. 6: 1 brown thug, 1 gray, one lesser bat thug. Dodge
the thugs if you want to and avoid fighting the bat thug. Walk
into the door for the next part. Jump to the next building. 7: 1
brown thug, 1 pistol thug. Run away from the thugs and make a
leap to the poles. Jump between them and get to the top of them
to pick up the bat token. Then land on the next one. 8: 1 brown
thug, 1 gray thug, 1 machine gun thug. Hit the lever twice to
make the lift get high enough to progress to the lower ledge.
Beat the brown and gray thugs down there, and jump along the
ledges to move on. Be careful when fighting the machine gun thug.
Do a running jump and glide across the next building. 9: 1 pistol
thug. Beat the thug if you want then enter the door. 10: 1 brown
thug. Jump to the higher part of the building and attack the thug.
Jump on the next building. 11: 1 gray thug. Beat the thug and
jump to the next building. 12: 1 gray thug, 1 knife throwing thug.
Try and avoid the fight. The building after this has the bosses
on it. 13: Zsasz, 1 machine gun thug. Walk along the building,
and they will start talking. As soon as you are done talking, run
straight back to the higher part of the building where they
cannot get you.

>> In-Game Dialogue 45
Thug: I’m gonna wipe the floor with that cape!
Zsasz: GRRRRR!

BOSS 9: ZSASZ
HP: 80
AP: 5-10

Use your flash bangs right here. Take out the machine gun thug,
and then head towards Zsasz. Keep using low attacks, while
blocking. This is not a hard fight, since Zsasz’s equals are a
common enemy later.

>> Cutscene 9
(Scarecrow hits Batman with the same gas as before)
(He jumps out the window.)
Batman: Crane... Scarecrow... he gassed me with a weaponized
hallucinogen.
Alfred: I took the liberty of calling Lucius Fox when your
condition worsened.
Lucius: And I synthesized an antidote. Feeling better?
Batman: Much. But we’re going to need more antidote. A lot more.

YOUR GAME SHOULD HAVE SAVED

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Level 11: Arkham Asylum P1 [BBLv11]
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Enemies: Gray Shirt Thug, Red Subject, Green Subject, Insane
Subject, Pistol Thug
Boss: None

>> Cutscene 10
Batman: Assistant D.A. Rachel Dawes is inside Arkham Asylum
trying to uncover Crane’s secret.
Crane: This is where we make the medicine, my dear. Perhaps you
should try some.
Batman: Crane has Rachel at Arkham. I have to get her out.

>> In-Game Dialogue 46
Batman: How do I get to Crane?
Alfred: There’s a Dr. Emma Thomas being held captive. She should
be able to help.

Well, here you are! Arkham Asylum. I will tell you this is my
least favorite 3 levels ever. And I will tell you Level 13 is no
doubt the hardest level in the game. Okay, move to the right, and
jump over the file cabinets. Beat the gray thug, then stay there
for a second. There is a Green Subject not too far ahead. They
have machine guns and use them ruthlessly.

ENEMY 8: Green Subject
HP: 70
AP: 10-20 (Gun) 5-10 (Fists)

To avoid fighting him, either throw a batarang from a distance or
to an AFTP. Keep moving up ahead. If you don’t use the pole to
elevate, there is a Red Subject up ahead. Don’t get scared. They
don’t have guns and they are just like the first boss.

ENEMY 9: Red Subject
HP: 70
AP: 5-10

Take him out, and move on. Keep running, defeating or skipping,
if you want, Red Subjects. Jump down the ledges, and keep moving,
until you see a tall brown structure. Use your grappling hook
here, and shimmy along the pipe. Keep moving to the left until
you see a door. Walk up to it so that you are touching it. Turn
around and take about a step or two away from the door. Use your
grappling hook to hook on to the ceiling and pick up the bat
token. Now go in the door and take out a gray thug. Shimmy along
the next pipe and do an AFTP on the next Green Subject. Walk in
the door. The Insane Subject behind the glass there will jump out
the glass and attack you when you get close enough. Just run! If
you’d like... they have the same stats as Zsasz, and there are
lots of them to come.

ENEMY 10: Insane Subject
HP: 80
AP: 5-10

After you are finished with him, keep moving through the level to
the left. Keep following the halls, defeating random enemies
along the way. Once you get to a pole, Use it to get up on to the
next ledge, using wall jumps to progress higher and higher. Once
you are at the top, keep moving to the right. Attack the Green
Subject there, and then after him, there is a red subject farther
up ahead. Once you get to an area where a pistol thug is walking
on a lower level, then you can use your grappling hook. But it
doesn’t really  matter what you do, taking the low way or the
high way. Be cautious when you enter this door! Pause your game
as soon as you enter, so that you can read the next part. In here
are two red subjects, on either side of you. As soon as you enter,
jump right over the one on your right, getting in the corner.
Block while ducking there, and keep using low kicks to eventually
defeat them. Then move to the left and talk to Emma Thomas there.

>> In-Game Dialogue 47
Emma: What... are you?
Batman: I’m here to help. Where’s Crane?
Emma: He’s gone insane. He’s down in the hydrotherapy room.
Batman: Stay put and wait for help.
Emma: Stay here? Are you nuts? Great. I’m asking the vampire in
tights if he’s nuts.

Exit out the door, and your game will save.

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Level 12: Arkham Asylum P2 [BBLv12]
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Enemies: Green Subject, Red Subject, Lesser Bat Thug, Gray Shirt
Thug, Insane Subject, Brown Shirt Thug
Boss: Professor Crane

>> In-Game Dialogue 48
Batman: Alfred, check the schematics for Arkham’s hydrotherapy
room.
Alfred: It’s behind the door ahead of you, sir... but Crane has
installed a security system.
Batman: Then I’ll have to uninstall it.

Start this part by coming face to face with a Green Subject.
Throw a batarang at him to stun him, then defeat him. Go down the
pole and do the same with a red subject. Go down the next pole
and jump over the boxes to the right. Defeat the bat thug and
then hit the switch. Go back on the boxes and do a running jump
to get on the box that just went up. Do a wall jump to the higher
ground and roll under the piece of wall that juts out of the
ceiling. You can get the bat token here. Go back down the path
you just took, and go to the left this time. Keep moving to the
left and defeat the gray thug. Jump on the pipe on the ceiling
and shimmy along it to get to the other side of the high wall.
When you get to the switch, don’t hit it yet. Go stand up against
the wall you just got off of the pipe from. Throw a batarang at
the switch, and you will notice that it opened the cell of the
insane subject right behind the door. As soon as the subject
jumps out, jump right up to the pipe and pull your legs up. Wait
for the guy to come right by the wall, and then do an AFTP to
take a chunk of it off. Then finish the last 20 HP with a couple
punches. Keep moving to the left until you get to a pile of cargo.
Jump on the highest box, and jump again to get on the piece of
floor above you. Watch out for the security laser there. Climb up
the next ladder and watch for another laser. Wait for it to go
back up before you climb on to the next ledge. Hit the switch and
have batarangs ready for this part. An insane subject will have
appeared on the higher floor to the right. Get on the area across
from the subject and do the following. Do a running jump, and act
like you are going to do a wall jump on the wall overhead of the
subject. Do this by just jumping on to the wall, and just waiting
on it like you are going to wall jump. If it is done correctly,
then the subject will deliberately jump off the ledge and down to
the lasers. If the subject wasn’t blocking the way, then you
don’t have to do that. Keep moving and there will be another
insane subject behind a door. Just let it run towards you and
then you stun it with a batarang. Run past it and enter the
sliding doors at the end of the hall. In this next room, move to
the right. Climb down the ladder and get off at the lowest level.
Defeat the brown thug and move on. Defeat the red subject nearby,
then jump on the boxes. Shimmy along the pipe and do the AFTP
maneuver and defeat the gray shirt thug reading the newspaper.
Climb down the ladder and move to the right, not the left. Open
the door and defeat the red subject. Go on to the pole to the
right and then on to the pipe on the ceiling. Shimmy along it,
over the boxes. Then jump down on to the ledge at the end and hit
the switch across from you with a batarang. Then go to the right
and into the door.

>> In-Game Dialogue 49
Crane: Batman. He’s back. Fascinating.
Thug: What do we do?
Crane: What any sane person would do. Call the police. Grab the
girl. Let’s go.

Get on to the pipe above you and go along it. Go past the boxes,
and eventually a green thug will show up. Be cautious so he
doesn’t catch you off guard with his gun. Make him drop his gun
as soon as possible and beat him. Break down the door and defeat
the red subject up ahead. Go along the pipe at the end of the
hall and jump down to defeat a thug reading a newspaper. Keep
moving to the left and defeat the green subject. Again, be
careful of the subject’s gun. The door up ahead will open up,
revealing a brown thug. Beat him up and break down the door. Hit
the switch and defeat the green subject. Then head into the door
to find the place where you find Crane. Run over to the left, and
the battle starts.

>> In-Game Dialogue 50
Crane: You’re too late, Batman... a few minutes more and her mind
will be tapioca. Put that lunatic out of his misery.

BOSS 10: PROFESSOR CRANE
HP: 70
AP: 5

ENEMY 11: CRANE’S SUBJECTS
HP: 95
AP: 10-15

As soon as he says that last sentence, run to the right. Crane
will send out two insane subjects and some toxic fumes that will
mess up your controls temporarily. So run over to those boxes and
crouch. Do some ducking kicks, so that when the subjects jump,
you kick their heads. When they are dead, run over to where Crane
is, on the higher ledge. If he keeps pushing you down, off the
ledge, then to attacks in the air. Jump up and just press the
attack button, and he will punch Crane. Just do this enough until
he is defeated. You will have to hit him to make him talk.

>> In-Game Dialogue 51
Batman: Taste of your own medicine, doctor? Who are you working
for?
Crane: Ra’s... Ra’s Al Ghul.
Batman: Ra’s Al Ghul is dead, Crane! Who are you working for?
Crane!
Crane: Dr. Crane isn’t her right now... if you’d like to leave a
message...?

Exit the door to finish this place.

YOUR GAME SHOULD HAVE BEEN SAVED.


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Level 13: Arkham Asylum P3 [BBLv13]
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Enemies: Green Subject, Red Subject, Insane Subject, Police,
Lesser Bat Thug, Gray Shirt Thug, Brown Shirt Thug
Boss: None

>> Cutscene 11
Alfred: I’m afraid the police have arrived, sir. They’ve been
authorized to use lethal force.
Batman: Is Jim Gordon with them?
Alfred: He is, sir.
Batman: Rachel’s been poisoned. She doesn’t have long.
Gordon: How can I help?
Batman: Get her downstairs. Take the fire escape.
Gordon: They’re locked, to keep the loonies in.
Batman: I’ll pull the alarm. It will unlock the emergency exits.
Gordon: Hurry. She looks bad.

Now... I will tell you this is altogether the hardest part of the
whole game. This is a long, difficult police escape level, and it
takes some skill. Start out by waiting for the policeman to walk
away. Follow him by walking, and hide in the alcove that he stops
next to. Stay in it until he walks away. More to the left, there
is a brown shirt thug. Try not to get hurt, ok? You’ll need all
your HP at the end of this level. TRUST ME. Follow the next
policeman by walking behind him, and hide in the second alcove
from the right. Wait for him to walk away, then move on. Jump
down the pole


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Level 14: Wayne Manor [BBLv14]
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Level 15: Finale P1 [BBLv15]
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Level 16: Finale P2 [BBLv16]
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Enemy Guide [BBEnem]
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1: Gray Shirt Thug
Locations: Prologue, The Docks, Gotham City
HP: 40
AP: 5-10
Desc: Common enemy, found in many places. Has low HP and AP, but
can block
crouching attacks. They are a walking enemy, and tend to lose
interest in you quickly.
   Punch      5 DMG
   Kick       5 DMG
   Uppercut  10 DMG
---
2: Brown Shirt Thug
Locations: Prologue, The Docks, Gotham City Part 1
HP: 40
AP: 5-10
Desc: Another common enemy. Low HP and AP. Can chain attacks in
harder difficulties.                   Blocks standing attacks.
Walking enemy, loses interest quickly.
	Punch       5 DMG
      Kick        5 DMG
      Uppercut   10 DMG
---
3: Ninja
Locations: Monastery Parts 2 and 3,
HP: 50
AP: 5-10
Desc: Not a very common enemy. A little quicker than thugs. Low
HP and AP. Occasionally blocks high and low attacks. Quick
attacks. Ruthless. Rarely chains combos. Keeps great focus on
target.
	Punch         5 DMG
	Stab          5 DMG
	Low Kick      5 DMG
       High Kick     5 DMG
	Uppercut     10 DMG
	Cheap Kick   10 DMG
---
4: Lesser Bat Thug
Locations: The Docks parts 2 and 3
HP: 60
AP: 5-15
Desc: A powerful enemy. Carries a moderately ranged baseball bat.
Keeps attention for not very long. Moderate HP. Can destroy you
with the bat attacks.
	Overhand Slam      15 DMG
	Underhand Slam   5-10 DMG
---
5: Knife Throwing Thug
Locations: The Docks part 3, Gotham City
HP: 70
AP: 10(Fists) 15-20(Knife)
Desc: a dangerous enemy. Stay close when fighting. Can throw
knives at any direction but up or down.
	Punch      10 DMG
	Knife   15-20 DMG (depending on range)
---
6: Pistol Thug
Locations: The Docks part 3. Gotham City part 2
HP: 60
AP: 15(Gun) 5-10(Fists)
Desc: a dangerous enemy if you are not strategic. Roll to him to
dodge the bullets. Attack with low attacks. Can drop his gun.
	Gunshot   15 DMG
	Punch      5 DMG
	Kick      10 DMG
---
7: Machine Gun Thug
Locations: Gotham City
HP: 75
AP: 10-15(Fists) 15(Gun)
Desc: A very dangerous enemy. Cannot duck under shots. Moderate
HP and AP. Can drop his gun.
	Gunshots   15 DMG per bullet
	Punch      10 DMG
      Kick       15 DMG
---
8: Green Subject
Location: Arkham Asylum
HP: 70
AP: 10-20 (Gun) 5-10 (Fists)
Desc: A dangerous enemy. Attacks fast. Shots are not dodgeable
with ducking. You must jump.
	Gunshots   10-20 DMG per bullet
	High Punch     5 DMG
	Low Punch     10 DMG

9: Red Subject
Location: Arkham Asylum
HP: 70
AP: 5-10 (Fists)
Desc: Quick hits, easy to surprise
	Gunshots   10-20 DMG per bullet
	High Punch     5 DMG
	Low Punch     10 DMG


10: Insane Subject
Location: Arkham Asylum
HP: 80
AP: 5-10
Desc: dangerous, bulky, quick, resemblance to Zsasz
	Punch         5 DMG
	Uppercut     10 DMG
	Jump Attack  10 DMG

11: Crane’s Subject
Location: Arkham Asylum P2
HP: 95
AP: 10-15
Desc: same as Insane Subject, but better stats
	Punch         10 DMG
	Uppercut      15 DMG
	Jump Attack   15 DMG

12: Red Ninja
Location: Finale
HP:
AP:
Desc: More dangerous than regular ninja.
       Cheap Kick
       Uppercut
       High Kick
       Low Kick
       Stab
       Punch
	Shuriken

13: Advanced Ninja
Location: Finale
HP:
AP:
Desc: same as regular ninja, but better stats.
       Cheap Kick
       Uppercut
       High Kick
       Low Kick
       Stab
       Punch

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Boss Guide [BBBoss]
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1: Red Subject
Location: Prologue
HP: 90
AP: 10-15
Desc: easy to defeat. Use fumes blowing from pipes to your
advantage. Lure him to    the fumes and he will get hurt. Then
finish him off.
	High Punch   10 DMG
	Low Punch    15 DMG

2: Ra’s Al Ghul
Location: Monastery Part 3
HP: Infinite
AP: 5-10
Desc: Destroy the 4 pillars around the room with kicks or
shuriken. Then, after they’re gone, Ra’s Al Ghul will be crushed.
	High Punch     5 DMG
	Low Punch      5 DMG
	Jump Attack   10 DMG

3: Bat Thug
Location: The Docks Part 1
HP: 100
AP: 10
Desc: An enhanced lesser bat thug. Stay on the boxes and use low
kicks to kick through the boxes, and hit the guy.
	Overhead Slam    10 DMG
	Underhand Slam   10 DMG

4: Gunman
Location: The Docks Part 2
HP: 60
AP: 15-20(Gun) 5-10(Melee)
Desc: a powerful gunman. Wait for some shots. Then roll to him to
defeat him.
	Gunshot   15-20 DMG per bullet
	Punch         5 DMG
     	Kick         10 DMG

5: Falcone’s Advisor
Location: The Docks Part 2
HP: 90
AP: 5(Fists) 15-20(Gun)
Desc: Melee attacks break through blocks. Duck under shots and
defeat him with low kicks.
	Gunshot   15-20 DMG per bullet
	Punch         5 DMG

6: Falcone
Location: The Docks Part 3
HP: 100
AP: 5
Desc: Sends out thugs to cover him. Defeat all of them to do
damage to Falcone.
	Punch      5 DMG
	Call Out   0 DMG (sends thugs)

7: Thug Leader
Location: Gotham City Part 2
HP: 90
AP: 10-15
Desc: Defeat other thugs before defeating this one.
	Punch      10 DMG
	Uppercut   15 DMG

8: Flass
Location: Gotham City Part 2
HP: 80
AP: 30-40
Desc: Super powerful gun. Use batarangs to anger Zsasz and make
him defeat Flass and break down the bars. Or, you can use bat
swarm to just beat him quickly.
	Gunshots   30-40 DMG per bullet

9: Zsasz
Location: The Narrows
HP: 80
AP: 5-10
Desc: basically an insane subject. Use flash bangs to disorient
them, and defeat the thug. Then work with Zsasz.
	Punch         5 DMG
	Uppercut     10 DMG
	Jump Attack  10 DMG


10: Professor Crane
Location: Arkham Asylum Part 2
HP: 70
AP: 5
Desc: Easy boss. Defeat his subjects with low kicks off the boxes.
Then attack Crane with jumping attacks.
	Punch         5 DMG
	Uppercut      5 DMG
	Gas Grenade   0 DMG (messes up controls)

11: Scarecrow
Location: Finale Part 1
HP:
AP:
Desc: Let him dash over to you. Jump over him and get a combo
landed on him. Fight in a spot without the fumes aren’t floating
around.

12: Ducard (Ra’s Al Ghul)
Location: Finale Part 2
HP: 210
AP:
Desc: The final boss. Comes with two advanced ninjas. Let them
come over, and use batarangs to explode the fuel tanks. Use low
kicks to defeat whoever’s left.
	High Punch
	Low Punch
	Uppercut
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Bat Tokens [BBToke]
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Accessories [BBAcce]
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Batarangs
Importance: Very important
Uses: stunning enemies, hitting switches, breaking some latches
or chains
Pros: infinite amount, good for stunning difficult enemies, drops
guns
Cons: glitches sometimes, not hitting enemies

Grappling Hook
Importance: sort of important
Uses: hooking on to pipes and the ceiling
Pros: good for getting hard to reach places
Cons: doesn’t reach too far out the screen

Flash-Bangs
Importance: not very important
Uses: stunning enemies
Pros: good to use when getting pummeled by many enemies, stuns
bosses
Cons: you only get one

Smoke Bombs
Importance: not very important
Uses: confusing enemies
Pros: good to use to get out of a tight spot
Cons: you only get one, doesn’t work on all enemies

Bat Swarm
Importance: moderate
Uses: attacks enemies in a swarm of bats
Pros: good to use against difficult bosses and lots of enemies
Cons: you get to use it once, pushes enemies away from it

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In-Game Dialogue [BBIngd]
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Cutscenes [BBScen]
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Special Thanks [BBThan]
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THANKS TO...

The people who made the original comic to make all this possible

DC for keeping the character strong

GAMEFaqs for giving me an intro to FAQs

And anyone else I missed!