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Batman Begins Walkthrough for PS2 (Final)
By: neeker
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               Thanks to Chris.com for the header.

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DISCLAIMER AND LEGAL STUFF
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This walkthrough can be posted on GameFAQs.com and its associates 
only, unless authorized by me. You may contact me at 
lestor_wong at yahoo.com for this purpose.


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THE STUFF IN HERE
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1. First Things First
2. Mission 1: Prologue
3. Mission 2: The Himalayas - The League of Shadows
4. Mission 3: The Docks
5. Mission 4: Passage to Gotham
6. Mission 5: Falcone's Black Market Club
7. Mission 6: The Narrows
8. Mission 7: Arkham Asylum
9. Mission 8: Saving Rachel
10. Mission 9: Wayne Manor
11. Mission 10: Defender of Gotham
12. Last Words
Appendix 1: Version History
Appendix 2: FAQ
Appendix 3: Credits

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1. FIRST THINGS FIRST
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Hi, I'm Lestor Wong. I post on GameFAQ.com/ GameSpot.com by the 
username "neeker". This is my second walkthrough. Feedback can be 
directed to lestor_wong at yahoo.com.

If you intend to email me, please help me to read your email. Remember 
to:

a. Include a title in the Subject field;
b. Make sure that the question is not already answered in this guide;
c. Try not to use HTML email because funny colors and fonts make me
feel sick;
d. Be courteous! I'm sick and tired of reading emails INSTRUCTING me
to answer their questions.

I trust that these are simple email etiquette that most people can 
adhere to.

This guide consists of a complete walkthrough of all 10 missions for 
Batman Begins, an action game based on the movie of the same name. As 
expected for a movie-based game, this game is spoiler heavy, so if 
somehow you haven't watch the movie and do not want to be spoiled, you 
should avoid this game altogether. Similarly, this guide also contains 
spoilers. 

You may want to know that this guide does not discuss basic issues 
like controls, etc. You should check out your manual for those. Also 
note that this guide is prepared spefically for play on the PS2. I 
don't know what are the differences between the different console 
versions, but if you're using this guide for the Xbox, for example, 
and something doesn't fit, don't come asking me why!

This guide may also have some typographical errors. Please bear with
me because most of the time I'm writing it while playing the game at 
the same time. It pisses my wife off, by the way, the playing and 
writing at the same time.

With all things settled, let's get started.


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2. MISSION 1: PROLOGUE
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An easy tutorial level, this is. Use this to master your controls. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Objective: Finding Dr. Crane
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The level begins when three Crane Thugs are splashing what look like 
petrol all over a room. One of them feels something is wrong, looks up 
and sees a man being thrown through the roof window. Said man being 
thrown utters: "Batman's...coming..." and expires. Before the thugs 
could react, the Caped Crusader jumps down from the roof window and 
you begin control of the Batman.

You need to take on all three thugs. The game will guide you through
the fight, for example, by telling you that you should press the
square button for punching, and triangle button for kicking. Follow
the instruction and you should be able to dispose these thugs easily.

When all three thugs are dealt with, a cut-scene appears as a thug
with gun enters the room, and starts firing all cylinders. This 
results in an explosion that causes him to go down. The environment
is more difficult to maneuver now since you will get hurt when the
fire hits you. Anyhow, Batman will start communicating with Alfred 
now. 

After the conversation, enter the room where the armed thug came in 
from. Walk up the stairs, and you will see another thug being thrown 
through a window by the explosion. There's no need to fight him since 
he should be already dead. The path to the right is blocked by some
heavy stuff, which you can't break, so just continue left all the
way. 

At the end of the corridor, turn right and you will see a ceiling 
come crashing down. The result is yet another block path, so take a 
walk back. You will now notice that the path that was originally
blocked by the heavy stuff is now cleared. Go straight through and 
you should see a door being blocked by debris. You can punch them away 
to go near the door, but there's no point since the door leads to no 
where. 

Instead, continue walking until you reach a T-junction. Go left 
to find an elevator. Press the circle button beside the elevator. The 
doors will open and the elevator, due to the fire all around, will 
malfunction and goes into a free fall with some thugs inside. This 
will teach them not to use the lift when there's a fire! 

You will now have the top of the elevator as standing ground. Jump 
onto it, and climb up the ladder nearby. Once you reach the top, the 
only way forward will lead to a door. As you approach the door, the 
game will inform you to press the select button. Do so, and you should 
see an objective of "Finding Dr. Crane". In future levels, pressing the 
select button will keep you in touch with what you need to achieve. 

Open the door to trigger a cut-scene. During the cut scene, two Crane
Thugs will be talking beside a locked up manic inmate. Batman will 
then swing his Batarang at the chains locking up the inmate. The 
inmate will start attacking the two thugs. 

Now, it's time for you to go right and go down the stairs. As you 
approach the foot of the stairs, the inmate will jump through a window 
and disppear (presumably dead). Take on the two thugs. They should be 
easy.

After you finish off the two thugs, jump out of the broken window 
caused by the inmate. You will now be outside, on a fire escape. You 
can now see another fire escape on the right, so jump towards it. A 
pipe is just beside this fire escape, so jump onto it and climb up. 
At the top of the pipe, jump towards yet another fire escape, this 
time on the left.

From here, go all the way to the left while walking past the windows 
and the thugs talking inside. There's no need to fight them, because 
in a few seconds, yet another explosion will occur, sending them to 
their maker. Instead, you should now notice a horizontal pipe on top 
of you. Jump up to grab it, then shimmy on the way to your left until 
the end. Drop down, walk left and you should reach a window that is 
blocked by some loose boards. You should also reach a checkpoint. This
is where you should save. 

After saving, punch the loose boards away and jump into the room. 
Right in front of you is a medical kit. Use it to heal if necessary, 
and walk left. Another explosion (yawn) will occur. Continue down the 
hallway to reach a corridor blocked by a block of, er, something, 
with fire. You can't go any further, but wait, there seems to be a 
door near the blockage. Walk carefully to this door and enter it.

A cut-scene appears, as Batman walks towards Dr. Jonathan Crane (yes, 
you've found him!) and two inmates. Crane will unleashed the two 
inmates. Fight, and destroy them, then walk towards a door. 

Another cut-scene appears, with Crane opening the door, and running 
away after that. Why he would want to do that, I don't know. But you 
need to chase after him, so just do it. As you approach a right turn, 
you will be reach yet another cut-scene. This time, Crane is with his 
gunny sack, er, I mean, Scarecrow mask on. He will spray the fear 
toxic onto Batman's face, just like in the movie. 

What will happens next will happen will a blur. Walk straight ahead, 
then turn left to find the Scarecrow standing in front of a window. 
The last cut-scene of this level will see Batman running towards the 
Scarecrow. But unknown to him, the Scarecrow is just a hallucination.
Batman will jump straight through the window, and this will trigger 
a cool clip of Batman on fire crashing down to earth, which is from 
the movie.

You've now end the level, and unlock three Film Clips, two Gallery of 
Fear characters and an Interview. Save and proceed.


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3. MISSION 2: THE HIMALAYAS - THE LEAGUE OF SHADOWS
======================================================================
The setting is one year earlier, when Bruce Wayne was under the 
tutorage of Henri Ducard, who is none other than... This is another 
easy tutorial level, but an important one too, as it brings you 
through the concepts of stealth, stealth killing, and interrogation.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Objective: The Trials
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After the movie intro, a cut-scene will appear with Bruce Wayne, Henri 
Ducard and Ra's Al Ghul all in conversation. The trials begin after 
the cut-scene, and you will begin on a long hallway. Go straight ahead 
until you see Ducard.

A short cut-scene appears again, with Ducard talking. You should go 
after him after that into the hut. Turn right, and then left to go 
outside to see Ducard again. He will then instruct you to attack some 
ninjas witht the concept of stealth killing.

Climb the ladder and enter the room with the three ninjas. The game 
will inform you to press the L3 button to enter into stealth mode. Do 
so, and walk slowly towards the ninjas. Only one of them is armed, so
you should take him down first. He's the one of the left, so walk  
carefully towards him to find a circle icon on his back, and an option
to "finish" him. This is the cue to press the circle button to down 
him. Striking the strongest opponent strikes fear into the rest of 
the opponents.


After this is done, follow Ducard through the door that he exited. 
Follow the linear path until you reach a big room, with Ducard on the
left, standing at a door. Walk towards him, and some poles will be 
activated that block the door. You must now find a way to go to the 
other side. A cut-scene will also show ceiling lights with chains 
holding them appearing.

Turn back to find a platform leading up to the second floor. Go up, 
then press the X button twice to double jump to the closest chain. 
Do the same until you reach the other side. Open the door and the 
game will load the next area.

Walk to the left to find Ducard again, this time with a weapon for 
you, the Shuriken. The Shuriken is housed in a cabinet, which you will
need to gain access to. However, as you go forward, fire will be set 
alight from the metal grating in front of you. You can't use this way, 
so look left to you instead for a ladder. Climb it up. 

You're now on a ledge. Walk across to reach the ledge on the other 
side. Carefully maneuver to the beam on the right wall. Once you reach 
the beam, you will enter context sensitive mode, which helps you 
balance on tight beams and ledges like this. Walk across the beam to 
reach yet another ledge on the left wall. Press the square button to 
exit the sensitive mode. 

Now, walk a little more forward on the ledge until you're past the 
fire underneath, and jump down. Open the cabinet to collect your new 
toy, the Shuriken! This will later be replaced by the Batarang in 
future levels.

As you pick up the Shuriken, the ground will open up, and you will 
fall outside. The game will instruct you to use the left/ right 
buttons on your D-Pad to check your surroundings. You should find a 
rope ladder that is being tied, and a support chain. Ignore the chain.
Walk closer to the ladder and a Shuriken sign will appear on the top 
right of your screen. This is the cue to use the Shuriken! Hit the 
ladder with the Shuriken using the R1 button, and the ladder will fall. 
Jump onto it and climb up, then walk towards the support chain on the 
right. 

As you approach the chain, the option to throw the Shuriken will 
appear on screen again. Do so, and the chain will break, lowering a 
platform for you to walk up to the next level. Jump over the small gap 
and Walk up the platform to find a bell on the left.

Strike the bell at the Shuriken and a voice will ask you for the 
pass phrase. You don't have it yet, but after striking the bell, Ducard 
will appear from the door in front of you. Follow him now through the 
opened door, and then another closed door to finally reach a 
checkpoint. You should save now.

You will now have to undergo your last trial. At least, that's what 
Ducard believes to be your last trial. Once you enter the room, turn 
right to meet Ducard. A cut-scene will happen, and Ducard will inform 
you that Your objective is to get the pass phrase from the three 
ninjas downstairs. 

From where you resume control, turn left and continue forward until 
you can hit a rolling ladder with your Shuriken. Hit it and climb up 
the ladder. Continue down the linear hallway and you should reach an 
area that has a horizontal bar above. Jump onto it and shimmy all the 
way to the other side. Drop down once you reach.

Go right to find a support cable holding a wooden cage. Throw a 
Shuriken at the cable to drop the cage. A cut-scene will show the cage 
dropping and the ninjas watering their pants (ok, not this one). Now 
is the time to jump down and beat the crap out of them. The last ninja
will not be finished off so quickly though, as you will be given a new 
"Grab" command. Press the circle button to grab him, and then another 
new command called "Interrogate" will appear on screen. Press the 
square button to force the pass phrase out of him. Finish him when 
you're satisfied. The pass phrase is "Looking Glass", by the way.

After you get the pass phrase, walk around for a little while, and a 
cut-scene will be triggered, showing a door opening. Go through this 
door back to the bell. Hit it again with the Shuriken, and Wayne will 
give the pass phrase. The door will open and as you walk through, you 
will reach another checkpoint.

Now, this is your real final test. Ducard and Ra's Al Ghul will 
instruct you to use the nearby lever to lower a cage, which has a 
prisoner within. Do so. Next, they will ask you to execute the poor 
dude. A cut-scene will see Wayne refusing, especially after learning 
about the League of Shadows' next target - Gotham! Wayne will trigger 
an explosion that will knock Ducard out. 

When you resume control, you will need to fight two ninjas and Ra's 
Al Ghul. I've never fought an easier boss in my entire gaming history.
Just punch him a few times and he's dead. Then again, he's not exactly 
Ra's Al Ghul, is he? Oops.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Objective: Escape
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With the place in turmoil, you need to escape. Hit the support cable 
holding the prisoner's cage to set him free. He will then lead the 
way while you should follow him to safety.

Level completed! You unlock two Film Clips, one Gallery of Fear 
character and one Interview.


======================================================================

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4. MISSION 3: THE DOCKS
======================================================================
From now on, most of the missions will be quite long, and will be 
filled with plenty of objectives. I'll try to provide a step-by-step
guide. It's good for you to know that from now on, it's best to be in
stealth mode most, if not all the time. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Bring Falcone to Justice 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bringing Falcone to Justice is actually an overall objective of this 
level. It doesn't have a subtitle called "The Fall of Falcone" for 
nothing! What happens in the next two or three paragrahps don't 
exactly complete this objective, but it's a way to structure the 
walkthrough easier. You will eventually complete this objective when 
you complete this level.

With this in mind, let's begin from where you start - a room. Walk 
towards a nearby door and open it. Go left, then right. You will be 
walking on some sort of a bridge that has windows on both sides. Once
you're here, a cut-scene will show. Apparently, Falcone has arranged 
for heavy police presence (don't ask me how, Gotham is a screwed up 
place), and they've just arrived at the scene. 

Ignore them, since they can't see you. Instead, continue walking to 
the end of the path until you reach an elevator. Use it to go down by 
pressing the respective buttons. I trust that you don't need me to 
explain how to use an elevator.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Bypass Gotham PD 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What you did earlier is en route to completing this objective, so 
let's pan over here quickly. When you leave the elevator, go left to 
find another area. To your left, you should notice a fence, and a door 
behind the fence. Jump and climb onto the fence, then jump again to go 
over the fence.

Approach the door and use your optic cable (press sqaure) on it. You 
will see two Falcone Thugs in the room, but both of them are having 
their backs facing you. Exit the optic mode and open the door (stealth
mode, please) and slowly walk towards the thug closest to the door. 
Perform a stealth kill on him. 

Once he's gone, the second thug will attack you. Beat the crap out of  
him until you can grab and interrogate him. You will get information 
about Falcone's plans. Finish him when you're done with, and look 
around for a ladder. Climb it to go up.

You should find a ledge on the right. Jump onto it. Beside the ledge, 
you will find a metal platform. Jump over to it, and then jump over to 
a walkway beside it. Enough of jumping though, it's time to walk. 
Follow the path on the walkway and turn left to find a window. Open it 
and jump (duh!) out. 

Search for a stairs to go down once you're outside. Go down and 
continue forward. You should find a ladder to climb up to reach some
sort of a platform. From the platform, look up to find a horizontal 
wire. Jump onto it and shimmy all the way past a fence. Drop down 
when you go past the fence. Walk towards the boxes in front. As you 
go towards these boxes, you will reach a checkpoint. Save your game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Access the Sewers 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You haven't complete the last objective either, but you won't unless 
you gain access to the Sewers, so let's do this now.

Hop onto the boxes, and then jump onto the small entrance above the 
boxes. You should find some boxes on the right wall that can be 
removed. Use your Batarang to hit them, which will reveal a vent on 
the right wall. Open the vent and go through it (in stealth mode - I 
won't mention this again, but please go into stealth mode all the time 
just to save the trouble of dying unnecessary because some armed thugs 
discover you). 

Once you're outside, there will be a cut-scene showing a black van, 
and a few thugs going into it from the back. There is a forklift 
behind the van. You will need to use the forklift to trap those 
thugs inside the van so as you don't need to fight them, and the way 
to do it is to find the forklift key. 

Once you resume control, wait for them to go in, then sneak towards 
the ladder that is to the left a forklift. Go up the ladder, and open 
the window there. Jump in, and then look above you to find a horizontal 
pipe. Jump onto it and shimmy over to the right. There will be a thug 
below you, and as you approach him during the shimmy, the Grab option 
will appear. Grab and interrogate him for more information about Falcone. 
Once done, dispose him. 

Now, drop down and look for the forklift key that is prominently 
visible on a shelf. Take it, and go towards the mechanical door. A 
button is on the left of the door, so use it to open the door. Once 
it's opened, quickly sneak towards the forklift and use the key on it.

This will trigger a cut-scene, as the crates on the forklift will 
fall right behind the van to block the thugs from coming out. You will 
still need to fight two more thugs, who are sitting in front, so fight 
them. The game will teach you how to block attacks and counter-attack 
using the R2 and square button before you begin. Try that out. It's a 
pretty useful technique to avoid getting injured when under heavy 
attacks. 

After you finish the two thugs, walk towards a gate that is in front 
of the van. You will need to pick-lock the gate, which is a piece of 
cake. Just press the circle button when the red dot on the dial falls 
directly adjacent to the red dot on the base of the lock. Future 
pick-locking will all be done the same way, with perhaps some varaints
in speed.

Once you open the gate, walk in, go left and you should find a hole 
in the ground. This is the entrance to the sewers. Hop in to finally
end one miserable objective in this level! Remember to save your game 
at the checkpoint once you're in the sewers too.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d. Open the Feed Pipe Valves 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The next objective is, in my opinion, damn fun. Completing this will 
also wrap up the Bypass Gotham PD objective, so it makes it all the 
more worthwhile. But first, you will need to get access to the valves.

From where you begin, a conversation with Alfred will follow. After 
that, you will find an option to "Grapple". Grapple to the ceiling, 
and drop down. Your aim now is to go through the large pipe in front of 
you, but it's blocked. So, walk to the left wall and use the button to 
open the door on the large pipe. If you need help, go to the right 
wall for a medical kit.

Jump towards the large pipe when ready, and go through it. Once 
you're out, you will find a blockage in front of you, and a grappling 
point. You may also notice that on your left is a locked gate with a 
key pad, but you can't use it since you don't have the pass code.

Grapple to the top, and you will gain access to a horizontal pipe.
Shimmy over to find two thugs talking to a sewer technician. The thug 
on the left is armed, so you mustn't confront them directly. Instead,
drop down, walk carefully to the back of the armed guy and perform a 
stealth kill on him. Now fight the other thug.

Once the two thugs are gone, you will trigger a cut-scene which has 
Batman talking to the technician. He will give you information about 
the valves, as well as the pass code to the key pad that you saw 
earlier. The pass code is 1227, which is the technician's wedding 
anniversary. Leave the very sick technician, grapple to the pipe and 
shimmy back past the blockage. 

Drop down now, and use the key pad. Key in the pass code, and the gate
will open. A pipe is at the right corner of the small area, so climb 
it up. Once you're at the top, the camera angle will automatically 
pan to side view, so continue to shimmy along the pipe (which now 
takes a turn to the right). When you find yourself above a platform, 
drop down.

Go straight, then right to find a door. Go through it, and use your 
Batarang to remove the boxes. You will find a damaged handrail on the 
left. Blast it too with the Batarang. You can now jump into the 
shallow water on the left. Do so, and walk under the columns of pipes 
to go outside.

When you're out, jump to the left, then use the ladder to go up. At 
the top of the ladder, jump to the left again to finally find the 
first valve. Turn it.

What happens next is that the large pipe above will burst under heavy 
pressure. You will then be given the option to throw a Batarang at the 
broken pipe. Doing so will reveal a grappling point. Grapple towards 
it, and you can drop down intp the large pipe itself. Walk through it
to reach the next area.

The next area begins in a large room. There are two armed thugs on the 
other side of the room that you need to take care of. To do so, use 
the ladder on the right corner of the room and climb up. Jump to the 
right, then spin your camera around to find a horizontal pipe. Use 
this to shimmy across to the room where the two thugs are. Remember 
to shimmy all the way before dropping down.

When you drop down, you should be on top of some sort of cabinet. The 
thugs can't see you, and just beside them is a small little pipe that 
you can target. Hit it with your Batarang, and steam will burst out 
from it. Somehow, this will scare the thugs into dropping their guns.
Glide down to finish them. 

Once you're done, open the nearby door to reach a checkpoint. Save.

Spin your camera to your right now to find two support chains to 
target. Hit both of them to lower a ramp. You can now walk up the ramp
to another area. Continue walking on the ramp until you can't do so 
any further. Jump down to a platform. Continue going down the platform 
until you reach the bottom. Just under the platform, you can find a 
medical kit if you need to heal. If not, just walk towards the two 
closed pipes and use the button near it to open the right one. Go 
through it.

You will now be in another large room. There are four thugs above you,
which is a lot to take on, but it's not impossible.  Look above for 
a Grapple Point, and grapple towards it. You will gain access to a 
horizontal pipe, so shimmy all the way to the other side.

Drop down into a small alcove. Now, find a small entrance to the 
right, and jump into it. You will find yourself under the gratings 
that the thugs are standing on. They can't see you though, so quickly
sneak to the end of the "underpass".

Don't jump up yet though. Instead, use the Peek option to check out 
the movement of the one thug patrolling this particular area. As he 
turns his back to you, jump up and out, and quickly perform a stealth 
kill on him. 

The next valve is in sight! Quickly run towards it (don't turn left, 
or the other thugs will be alerted and you. will. die.), and turn 
it. Two down, one to go! The process will scare the other three thugs,
but they are bound by their responsibilites to kill you, so they will 
stupidly run towards you. Kill them all.

Next, walk across the bridge that the thugs ran across from. At the 
end of it, go right to find a door. Go through it and the game will 
load. Once it finishes, you will be in yet another new area.

Walk towards the ladder in front of you, and you will hear a few 
corrupt cops talking. Wait for them to finish their conversation. 
When they are done, climb up the ladder, and climb up another ladder 
to find the last valve. Use it and see the superb cut-scene, with 
the cops being so scared that they retreated! Without the cops around,
you can finally move around easily... and you also complete the 
Bypass Gotham PD objective!

The game will now prompt you to save. Do so.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
e. Interrogate Falcone's Consigliere 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This begins with a cut-scene of Batman on top of a container, over-
looking four thugs in conversation. When you resume control, look left 
to find a grappling point. Grapple towards it and drop down onto 
another container. Walk to the end of container to find an opening 
on the ground that is shaped like a triangle. 

Don't jump in first. Instead, spin your camera and look down to 
find a thug. He will soon walk away, but wait a little while more 
after he leaves, then jump down. You will find a chain immediately, 
so climb up, and jump to the the nearby container. 

Go right from here to find an opening in the ground. Jump down to 
find some boxes blocking your path. Hit them away with your Batarang 
to clear the path. 

Walk a little forward, then go left to find a raised container. You 
will need to walk under this raised container into the heart of the 
action. There will be some boxes in front, which you can hide behind 
to take a peek at the thugs. Next, go right to find a narrow walkway 
in between two containers, then use the ladder to go down.

Go right next to find a medical kit. Use it if required, then go up 
the stairs. You will find some boxes seperating you and the thugs.
On the right is an opened door. Go in and perform a stealth attack on 
the thug there. You will now be required to hack the crane controls.

You can't do it though, and Alfred will send over an Electro-Hacking 
Tool. Press the up/ down button on your D-Pad to find it, then press
L1 to engage. The hacking process is a piece of cake. Just press the 
circle button when the green zero is in between the two middle lines. 
Do it for all the rows,and you will gain control of the crane. A rough 
idea of how a successful hack looks like is this:

        = | 0 | =
        = | 0 | =  
        = | 0 | =  
        = | 0 | =  

As seen above, all the zeroes are in line. The "="s are unimportant.

Once you gain control of the crane, the camera angle will now change 
to a top view. Use your left analog stick to move the crane, which 
contains a load of heavy crate, around. You should find an unfortunate 
thug on the screen, so position the crate directly above him, and 
press the square button to drop it. The thug will be crushed to death, 
and the fear generated will make the rest of them to drop their guns. 

Exit the room, jump over the boxes and take them all on. You can grab 
and interrogate the last thug. Get the information about Falcone's 
shipment. Finish him when done, then climb the ladder nearby. The 
purpose of doing so is so that you can glide over to the fence. The 
game will teach you how to glide, so do it.

Once down, look for a narrow walkway in between two containers. Walk 
through it to reach a checkpoint.

Continue walking between the containers until you reach what looks 
like a dead end. It's not though. Walk closer to the orange container,
and you will enter Context Sensitive mode. Exit the sensitve mode when 
you can, then continue walking until you reach some boxes, which are 
just enough for you to hide behind them while you watch two thugs talk 
to each other. After they finish, one will leave. The one who left 
behind is Falcon'es Consigluere. Quickly do a stealth attack on him, 
and use the opportunity to interrogate him.

The Consigliere doesn't bulge under your usual interrogation 
techinques. You've to give it to him. But you've heard from another 
thug that you interrogated earlier that this guy is afraid of small 
spaces, so what happens next is a cut-scene of Batman locking the 
Consigliere into a container. The guy will then spill all the beans 
about "a doctor called Dr. Crane". Sounds like evidence.

When you resume control, walk a little further to find a forklift. 
No need for a key here. Just use it to lift some crates. A checkpoint
is also found as you approach the forklift.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f. Expose Falcone's Shipment 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walk under the crates until you reach another stack of crates. Peek 
through to find a thug. Another thug will join him in conversation. 
Don't even attempt to attack them as they are all armed. There's 
nothing to cause fear here too, so abstain! Instead, from where you 
peep, spin your camera to find sheets of plastic on the right wall. 
Go through the sheets to find a chain. Jump onto it and climb up.

As you climb to the top, you gain access to the horizontal railing. 
Climb until you're on top of a container, then drop down. Hop over to 
the container next to it, and jump on the horizontal railing above it.
Shimmy all the way across, drop down, and enter the door. 

As you proceed in the long walkway in this room, you will reach yet 
another checkpoint. 

You will end up at a door. Open it to go out. You will be greeted with
a door on Falcone's ship! Don't open it though, since a lot of armed 
thugs are behind it. Go to the left instead to find yet another 
forklift, after you pass through a gate. 

Use the forklift to lower some barrels. Jump onto them to climb up the 
containers. Keep jumping up the containers until you reach the top. A
horizontal wire can be easily found here, so use it to shimmy across 
to Falcone's ship.

Drop down once you reach the ship. Go left for a while until you see 
a somewhat poetic thug looking at the sea. Perform a stealth kill on 
him, and use the medical Kit just beside him if necessary. After that,
turn around, and go left past a long hallway. You should reach an area 
that has an armed thug with his back facing you. Stealth kill him too. 

Three thugs will be alerted, so it's time to have some fighting 
action. After you defeat them, look for a small gap in between two 
orange containers. Walk through this gap to find a military crate, 
which houses five Smoke Grenades. These are effective gadgets to  
create fear. You will have the chance to use it very soon, too. Take 
note, however, that they are only useful when your enemies are already
scared.

NOTE (7.25.05): I just played through this game and realised that the
number of grenades (whether Smoke or Flash-bang) that you get from 
a military crate is, at certain points, random. Therefore, if the 
number of grenades that you take from now on during your game differ
from what I wrote, I offer my apologies. You know, sometimes you could
just get ONE miserable grenade, which is really, er, miserable. I'm 
sure you will get five here though, because each time I play, I get
five here.

Look up to find a hole above the military crate. Jump up. Scroll 
your camera around to find a Conveyor Controls at the far right area 
of the screen. If you toggle your D-Pad left and right, you could also
see a thug just beside the controls.

The fact that the thug is looking away from the controls means that 
it's stealth kill time again! Walk close to his back, then do the 
thing. When he's gone, turn around to use the Electro-Hack Tool on 
the Conveyor Controls. 

A cool cut-scene will follow, as you will see Falcone's shipment go 
crashing down on the thugs below at the docks. The Area Fear will be 
very high now, so it will be good to test out your Smoke Grenades. 
Move to your left while facing the docks (which is the direction that 
the thug you just stealth killed was looking at), and a grenade logo 
will appear on the top right of your screen. This is the cue to throw
a grenade! Use the Up/ Down buttons on your D-Pad to select the Smoke 
Grenades, and one of these grenades will automatically be thrown down 
to the docks. When you get different Fear Gadgets in future, you can
use your up/down button on the D-Pad to choose what you want to use.

After you throw your grenade, a vulnerability bar will appear, which 
depicts how vulnerable your enemies are now. Glide down and kill them 
all! Do note that the vulnerability only applies to the enemy that got
hit directly by your grenades.

While you're doing all these, you will notice that the Expose 
Falcone's Shipment objective has also ended. Great! Just a *little 
more* to do to end this level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
g. Isolate Falcone 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After defeating the thugs on the docks, walk towards the gate on your
left (assuming you're facing the sea). As you approach it, take note 
of another thug who's hidden beside the gate, presumably too scared.
Dispose him, and he will drop a key. Use the key on the gate to enter.
As you walk through the gate, you can now save your progress at a 
checkpoint.

You will see some large crates in front of you, which provides a form 
of cover for you, as an armed thug lurks on higher grounds just 
opposite you while talking to Falcone on the phone. Quickly sneak to 
your left to find a small room with a ladder leading down. Use it to 
go down.

What you're doing now is to use an alternative to get to the thug on 
the phone without him noticing you. As you go down the ladder, follow
the only way to go to finally find a ladder to go up. As you climb 
up, you will find that you're already under the thug. A military 
crate is there for you too, as it houses some Smoke Grenades to 
replenish what you've just used earlier at the docks.

Beside the military crate is a staircase. Go up, and then hide behind 
the crates there. Spin your camera to find an angle that allows you 
to see the thug just in front of the crates that you're hiding behind,
wait for him to turn around, then go forward to perform a stealth kill 
on him. 

The area is now clear. Continue forward and turn right to find a door
on the right wall. Go through it to find another door on the right.
Pick-lock it to go through. Walking down the only way to go, and at 
the end, a conversation with Alfred follows. It seems that to isolate 
Falcone, you will need to find, and use a crane. 

Go through a door on the left, then jump over the railings to reach 
lower grounds. Go down the ramp until you see another door. Notice 
also that just beside this door, there's a sea of crates. They're 
there because you will need to use them. Use your optic cable on the 
door to see three armed thugs walking towards you! Quickly exit the 
optic mode and run behind the crates beside the door, and hide. The
thugs will open the door and walk up the ramp. Wait until their sound 
of the footsteps fade, then go come out from your hiding place and go 
through the door. 

There's only one way to go now, so just follow the path until you 
reach another door. As you go through it, the game will load. You're 
now at the Pier. You will also find a checkpoint. Save.

Go out to find a split path, one to the left, and one to the right.
Use the medical Kit on the right, then take the left path to find 
a pillar with "rings" in black and yellow on it. These rings are 
your key to get out of here, because as your jump towards them, you 
can grab onto them. Jump all the way up while grabbing the rings until
you gain access to a horizontal pipe. 

Shimmy on the pipe all the way to the other side, then drop down. 
Don't drop too early, or you may end up falling to your death into 
the sea. Once you're down, look around to find a blue transporter 
will boxes on it. Target the boxes and break them with your Batarang.

Next, go to the opposite side of the transporter to find a control 
unit. Use it to activate the transporter. The transporter will now
move towards you. Quickly jump onto it so that it will bring you to 
the far right of this area. When it stops, you will find that you can
now access the path on the right. 

Take this path all the way until you reach what seems like a deadend.
Spin your camera to find, however, a door below. Simply glide down 
to the door and go through it.

As you continue walking in this area, you will first see a door on 
the left that has a button. Don't go to it directly, because just 
right to the door are two thugs! Bet you didn't see them. Perform a 
stealth kill on the nearest thug, then defeat the other one. 

You're now safe to use the button. The door you saw is actually one 
for an elevator. Wait for it to arrive, then use it to go up. Once 
it reaches, exit and go to the left of the room to find a military 
crate. This one has a HF Transponder. What this does is that it 
summons a sea of bats to attack your enemies. This is a very useful 
tool scare your enemy, but I tested it once and never bother using it 
again, because the enemies in this game are just not worth such a 
hi-tech gadget!

The other side of this room has a door on the left, and another on the
right. The left door is locked, but it's the way you need to go, so 
you will need to find a key. Go to the right door, and use the optic 
cable on it. You will see Falcone and his lackeys. He will send one 
of his thugs away, and the thug will walk towards the door you're 
peeping. Quickly exit optic mode and run to a hiding place - the place
where you found the HF Transponder or the area where you exited the 
elevator are both good places. 

The thug will then start facing the wall just beside the left door you 
need to go, and start talking on his phone. What's with these people 
about facing away from you? Stealth attack him to grab and start an 
interrogation. He will drop a key. Now, you can use the key on the left 
door.

Go forward to find a ladder to go down. You will find a door. You 
may use your optic cable to check that the coast is clear, but as you
open this door, two thugs will open a door from the far side. They're 
unarmed though, so just dispose them as usual. 

Go through the door that these thugs came from, turn right and find a 
metal chain holding a crate. Jump onto the crate, and use the chain to 
climb up. Once you're up, jump onto a nearby platform. 

Your next destination is a door over the other side. You can't just 
walk there because there's no path to take. Instead, notice the wires 
holding the lights that are hanging over the water. Wires? Ok, that 
means there's a way! Glide over from wire to wire to finally reach the 
door.

When you reach it, however, you will find it's locked! All this 
effort for nothing? Well, there's a pillar on the right that has those
black and yellow rings thing again. Jump up to grab a ring, jump up
again to grab another. You can go no further, so shimmy to the other 
side of the ring. You should be able to jump up again to grab the last
ring. On this last ring, shimmy back to reach a platform. Drop down.

On the right wall, you will find an opened vent. Jump up to it, and go 
through it until you find an access grate on the floor. Open it to 
drop down to yet another checkpoint. Save.

A military crate is just around the corner. Open it to find a 
Flash-bang Grenade. This works just like the Smoke Grenades, but it 
blinds your enemies temporarily. Very useful when you need to preserve
health during combats.

A window is just beside the crate. Open it and climb out. Look right 
to find a ladder. Climb it up, and then jump onto the higher platform
on the left. Walk a little to the left and jump to hang on a 
horizontal piple. Shimmy all the way until you find another pillar 
with those black and yellow rings. Drop down ring by ring.

While you're moving on the pipe, you will notice a whole lot of thugs
over the far side of the area, across a bridge. Another thug is near 
the pillar that you just dropped down from, and guess what? His back 
is once again facing you! Stealth kill him, and use the computer that 
he was using earlier to activate a transporter similar to the one 
you used earlier. The cargo will send three thugs into the water, 
woohoo! Two more thugs will then run across the bridge to fight you. 
Down them, then cross the bridge to reach an elevator. Go up. Trust 
me, you're really very close to ending this level now.

Once you're up, you will find yourself in a room with a door. Walk 
towards the door to save at a checkpoint. Exit.

You will now find the crane that you need to use. A lot of thugs and 
(I think) Falcone are all the way over the other side. Carefully sneak 
to the metal chain in front. You can't reach it from the ground, so make 
use of the stack of boxes nearby. Jump to the highest box, spin your 
camera around  to align to the chain, then jump towards it. Climb up 
to find a small platform with a ladder. Jump towards the platform and 
climb up.

You will find another ladder. Climb up again until you reach the 
crane's controls. A thug is on the left of the controls and, blimey, 
his back is facing you. Stealth kill him, and use the Electro-Hack 
Tool to hack the crane controls. You will now have control of the 
crane. Good luck, Falcone.

The camera view will shift to top view, just like how you control 
a crate to crush a thug to his death earlier. You will need to 
position the crane directly above Falcone's car. The general direction 
is to move the crane left until you see his car, then move it down 
to reach above the car. An option to grab will appear when the crane 
is above the car. Grab the car up. You've successful isolate Falcone!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
i. Interrogate Falcone 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You don't need to do much now. Just go up the stairs in the control 
room. When you're up, spin around to find a grappling point, and use 
it to grapple to the crane itself. Shimmy on the crane all the way to 
Falcone's car, which is now in mid air. The bugger has been crying 
for help for quite a while (he's afraid of heights, remember?). 

As you approach him, a cut-scene will follow. You've downed Falcone, 
and finally complete the Bring Falcone to Justice objective as well.
The level finally ends, and you will unlock 2 Film Clips, 4 Gallery of 
Fear Characters and an Interview.


======================================================================

======================================================================
5. MISSION 4: PASSAGE TO GOTHAM
======================================================================
Welcome to Burnout 3.5: Passage to Gotham! You've now reach the first 
of two racing levels in this game, and if you're a fan of the Burnout 
franchise, you will enjoy them. This level sees three objectives, and 
two of them will employ the Road Rage and Time Attack modes of 
Burnout 3: Takedown. The last one is something new, but it should be 
fun. I mean, come on, you're driving the Batmobile!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Takedown the Escort Vehicles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You're hot on the trail of a group of thieves. The truck that carries 
the stolen item is being guarded by a number of escort vehicles driven
by thugs. You will need to take them down. There's no time limit, and 
you really can't fail this mission. Start accelerating, go forward and 
Alfred will inform you about the truck. As you continue down the road, 
turn right when you see the blue arrows and you should see a gate. 
Drive through it to begin.

I won't go into details about the road conditions and all. You only 
need to knock into these escort vehicles as you continue driving. 
Along the way, you should pick on instant boost, which helps you 
accelerate faster. There's no time limit, and there's no minimum 
number of vehicles to takedown, so just enjoy it until you reach a 
checkpoint.

Do note though that you can actually clear this objective without 
taking down a single vehicle. This will preserve your armor, but your 
reputation suffers. Yes, you gain reputation by knocking these cars 
out, so why not? Be careful, however, not to knock into civilian 
cars. Your reputation decreases when you do that.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Jump the Narrowborough Bridge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You will have two minutes and fourty five seconds (I think, can't 
exactly remember even though I've beat this game like, four times) to 
reach the Narrowborough Bridge. The thugs are trying to raise the 
bridge, so that the gap will be too wide even for your heroics to jump 
over. 

My strategy is, speed! Pick up instant boost whenever and wherever 
possible, and don't let go of your accelerator unless you're attempting
to drift. Don't bother taking down enemies, avoid civilians car, and
you can beat the timing comfortably with some time to spare.

You also don't need to "jump" the bridge. A cut-scene will appear when 
you reach the bridge, and you will see a cool sequence of the Tumbler 
fyling over the bridge. Pretty awesome.

Oh, and you will reach another checkpoint after the cut-scene too.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Destroy the Truck
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first part of this objective is for you to catch up with the 
truck. Speed up until you find the truck in sight. As you drive closer
to the truck, a distance meter will appear on the back of the truck. 
When you're ready to attack, the R2 signal appears on the back of the 
truck. This is when you press the R2 button. Two missiles will be 
fired towards the truck.

You will also notice the health of the truck on the left side of the 
screen. Repeat the process of closing in, and firing at it until its 
health depletes completely to end this level. Save and proceed.

You will also unlock a host of goodies, including two Film Clips, an 
Interview, a Passage to Gotham Mission Mode, a Passage to Gotham Time 
Attack Mode and a Prototype Batmobile. Access these under the Bonus 
option in the Main Menu!


======================================================================

======================================================================
6. MISSION 5: FALCONE'S BLACK MARKET CLUB
======================================================================
Right from where you ended the last level, Batman found out that he 
was duped. The truck that you destroyed wasn't carrying the loot. It 
was a smokescreen to defect attention away from the real thing. You 
will now need to infiltrate Falcon's Black Market Club and find 
corrupt cop Flass and get information out of him. 

Personally, I find this a really enjoyable level. Full of fun and 
challenges. The intro is also awesome, as you burst through the 
opening in the Tumbler that gives you free reputation, as well as 
scare the hell out of the thugs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Find Flass
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is one of those objectives that you can't do at the moment, but
whatever you do from now can help you achieve this objective. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Gain Access to Upper Floors
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first thing you should do is to dispose the thugs. After that, go 
behind the Tumbler to find a door. It's time for some pick-locking, 
which you should be quite skilful at right now. Open the door and a 
conversation with Alfred follows. You are also informed that to reach 
Flass, you will need to go up to the upper levels. And to do so, you 
will need a pass phrase.

Once you open the door, go left to find a military crate. It has 
three smoke grenades. Next, go right to find a ladder that is near a
black car. Climb up, then jump to the vent on the left. You should 
find a horizontal pipe above the vent. Jump and get hold of it.

Shimmy along the pipe to get over the fence. Go all the way, then drop 
down. You will be near a locked fence, and the trick to opening this 
lies in the control room just beside it. Go around to the right side 
of the control room to find a broken window. Throw your Batarang at it, 
then jump through to go into the room. Use the computer to open the 
gate, then jump out through the window again, and go through the gate,
Continue left.

You should go into stealth mode as often as possible, as I suggested 
earlier. But if you didn't, this is the time to do so, because armed 
thugs are just around the corner. You should notice a black car as 
you proceed, so quickly hide behind it, as a thug is talking on the 
intercom near the car. He doesn't have the pass phrase to go up to the
upper floors. Ignore him and use the black car as cover to sneak 
quickly to the right. Carry on until you reach another fence.

Look up to find a grappling point. Grapple, drop and glide over the 
fence. You're now on a ramp behind the fence. As you walk down the 
ramp, you will reach a checkpoint, save.

At the end of the ramp, you will find a wall on the left. Go close 
to the wall to enter context sensitve mode. The camera angle will 
automatically adjust to side view, so that you can see a thug working
on his car. Once he's done, he will turn around. This is the time for 
you to stealth kill him.

Turn around now to find a medical Kit on the far wall. Use it if 
required, then use the ladder on the left of the kit to go up. At the 
top of the ladder, you can jump either to the left or right vent. On 
either vent, continue walking forward to reach a closed vent. Open it 
and go through. Repeat the process until you finally reach the last 
vent, where the left and right vents merge. Go through.

Look up to find a horizontal pipe. Jump and hang onto it, then target 
a nearby support beam. Hit it with your Batarang and watch some 
barrels drop down from the beam. This will scare some thugs nearby, 
and they will come into this area to investigate.

Now, this part is a little tricky. As the thugs walk under you, you 
will have the option to finish one guy. But, you will need to do it 
on the thug with a gun. You will get only one chance to do the 
stealth kill from the pipe, so if you didn't do it correctly, there's 
always a chance that, when you drop down, you will alert the thug 
with the gun to kill you off. 

Anyhow, after killing off the first guy, drop down quietly, and 
preferably behind the remaining thugs. You can greatly reduce your 
fighting time by doing a stealth kill on one of them. After this, 
finish off the rest until you can grab and interrogate one of them. 
You will get the pass phrase, which is "Little Pig". Nice sense of 
humor. 

NOTE: If you can't find the last thug for the pass phrase, he's 
probably hiding beside a black van, squatting down.

Open the gate beside the van, and backtrack to the area where a thug 
was talking on the intercom. He still hasn't given up! Go forward 
and perform a stealth kill on him.

Next, use the intercom, and Batman will say the pass phrase. As you 
enter the lobby, immediately go to the right. As you go right, you 
should notice a guard at the receptionist area. Quickly go behind him 
and stealth kill him. Then, get a HF Transponder from the military 
crate just beside where the guard originally stood.

Jump over the counter and call for the elevator. Use it to go up. 
When you reach the top, exit the elevator to reach a checkpoint.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Find the Control Room
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You're now at Falcone's Black Market Club. There's a medical Kit on 
the right, so use it if you need it. Go forward and enter the door at 
the end of the hall. You need to be very quick when you enter this 
room though, so take note of the following.

Quickly run forward to the far left of the room, which has a sofa 
and coffee table. As you're running through, you will trigger an 
infra-red trap, which will start filling the room with gas. The 
gas quickly depletes your health, so jump onto the coffee table, look
up to find a Grapple Point, and grapple up. 

Drop down quickly and go to the other side of the room while on the 
higher area. The gas will spread to this area too, so quickly target
an antique vase that is beside a window on the far side, and throw a 
Batarang at it. The vase will fall and break the window, and the gas 
will disperse via the window. Wait until the "zzzzz" sound of the gas 
fades away before jumping down to the area that previously has the 
vase.

NOTE: During the gas attack, you can use R2 to roll around to avoid 
breathing in the gas. But if you follow the walkthrough quickly, 
there's actually no need to.

When you're down at the lower area, you should find a door on the 
right, go through it and continue down the hall.

You will reach a split junction, and two doors will be near you, one 
in front, and to the right. You may also notice that there's a grapple 
point on the ceiling. The front door has two thugs, one armed. The door 
is locked, so ignore it first.

Instead, go to the door on the right. As you approach it, you will 
trigger another infra-red trap. Quickly turn around and grapple to 
the ceiling. This trap will activate a series of guns behind a 
portrait on the wall opposite this door, and they will start firing 
at you. 

Wait on the ceiling to avoid being screwed. The two thugs in the 
locked room will also be alerted. The armed thug will come out to 
investigate. As he approaches under you, you will have the option to 
finish him. Do so, and then drop.

You can now access the other door. Remember though that there's a 
thug inside, so quickly defeat him. You should find the security 
controls in this room. Use the Electro-Hacking Tool to hack it. 

Once that is done, you will find Flass through the security cameras.
The infra-red trap at the other door will also be deactivated. Most 
importantly, however, you will complete the Find the Control Room 
objective.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d. Find Flass's Office
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now, this will be a long and tedious road to the finish of this level.
It's also, at times, frustrating. Be warned.

From the Control Room, go back to the door with the infra-red trap 
(which is disabled, as mentioned). Go through the door to find a room
with some billiard tables. There's a checkpoint there, so save your 
game now.

Go through the door on the right. As you approach the door, Alfred 
will send a Camera Hack over. This is useful in hacking security 
cameras all over this building, so that you can see exactly where 
are the infra-red traps. 

You can use the Camera Hack almost immediately. As you go through 
this door on the right, you will reach narrow hallway. Walk forward a 
little to find a camera at the far right corner. Use L1 to select the
Camera Hack, then press the Circle Button repeatedly to completely 
remove the camera's resistance. You can use the on-screen camera 
resistance diagram as a reference. 

Once the camera is hacked, a small screen will appear on the bottom 
right of your screen. It shows that there is an area, marked in red,
just in front of you that has a trap! You can also see yourself in the 
camera as you get nearer to the trap. The best way to avoid this trap
is to simply run towards it, and before you step on it, jump and glide
over. 

There will be a door on the left, open it and go through.

The next area will give you headache, because you've to be very 
careful not to get toasted. Once you open the door, you should find
another camera. Hack it the same way as you did earlier, and a 
small screen will appear on the bottom right of your screen. You need 
to reach the door on the other side, but this room is full of 
"landmines"! There's only one route to take, and you can see the safe
route from the small screen. Slowly maneuver through until you reach
the other side. Halfway through your walk, you may notice some barrels
beside the door that you need to reach. Do not, I repeat, do not hit
them with your Batarang. Not yet. Hitting it while walking towards the 
door will send the barrels down to the red traps, which will kill you
instantly. 

Once you reach the other side, do not go through the door yet. You 
should find a sofa on the right of the door. Hit the barrels now to 
set off the alarm, and quickly jump to the side of the sofa to hide.
The alarm will alert some thugs again, and one of them will come 
out to investigate. Once he appears in this room. he will face away 
from you. Quickly jump onto the sofa and go to his back and stealth 
kill him. Now, it's safe to go through the door. 

As you proceed, once again, you will see another camera! Hack it to 
find another infra-red trap. You can't walk through, so look up to 
find a pipe. Engage it and climb over the trap. As you're climbing 
over, you should reach a checkpoint while you're still in mid-air. 
As usual, save. 

Drop down after you past the trap. There are three routes for you to 
go now, but the straight route is the best - the left route leads you 
to a host of thugs, while the right is another trap. Go up the stairs
to find a vent on the right wall. Throw your Batarang at it to open 
it. You may also want to use the medical Kit on the left before you 
jump onto the crates under the vent to jump to the vent itself. 

Go through the vent until you find an opening on the ground. Break it 
open with your Batarang, then drop down. Drop down to the lower part 
of this area to find a military crate with some Flash-bang Grenades.

More action next, as you should now go up to the higher part of this 
area. Jump onto the lights on the ceiling, then toggle your camera 
around to find some barrels to target at. Throw yor Batarang at the 
barrels to cause an explosion. The thugs are getting lesser and 
lesser as your trigger explosions after explosions, and they will get 
lesser as yet another goon came to investigate. While still on the 
ceiling, position yourself above him, then finish him.

Drop down now to go through the nearby door. Then, go straight, right
then left to find another door at the end. Go through it now to fight 
the remaining thugs. This should be easy.

To the far left of this room is a button. Beside it is a projection 
screen. Use the button, and the screen will retract. Quickly jump 
and grab onto the base of the screen, and let the retraction brings 
you up. As you go to the top, you should now find an area to jump to 
on your left. Jump towards it, and go to the other room. You will need 
to find Jim Gordon's (you're a Batman fan, you should know who he is!)
informant. The informant, who goes by the name Walter Pfister, is 
down in the lower area of this other room. Glide down and find him, 
then beat the crap out of him until you can grab and interrogate him.
He will give you information of how to find Flass. He will also give 
you a pass code to open a locked door.

Once this is done, go right to find a door. Go through it, then 
follow the only way to reach a door on the right. Use the pass code, 
which is 1337, on this door, and go through it. You should find a 
cable car. Go into the cable car and use the lever, and you will 
be told that the cable car is damaged. Instead, jump onto one of the 
wires in front of the cable to climb over to the other building, 
where Flass is. As you approach, you can target the loose boards on 
the windows. You need to knock off three boards to go into the 
building.

There will be a vent on the left in this new area. Break it open with 
your Batarang, and climb up and go through. Once you reach the other 
side, you can save at a checkpoint. You will now reach another 
frustrating area of this level.

Walk on the plank just beside the right wall to reach a beam. Once 
you reach it, you will enter context sensitive Mode. Walk over. As you 
reach a wooden platform, the camera angle will automatically adjust. 
Exit sensitive mode and spin your camera around to find a platform to 
the far right. Jump and glide towards it. A metal chain holding a crate 
will be on this platform. Jump onto the crate, then onto the chain to 
climb up. 

At the top, look to your right to find a wooden plank. You will need 
to jump and glide towards it. Be careful not to overdo the jump and 
you may lose balance and drop down. Turn around now to check out 
the far left. Just above the chain that you just jumped from is a 
light fixture. Use your Batarang to hit it to lower it. This will 
create an avenue for you to climb further up. Jump and glide 
towards the wire that holds the light, then climb up.

Spin your camera again to find a vent. This means that you must jump 
and glide over it. Go through the vent to go into a room. Go up 
the ramp to find a medical Kit on the right, or continue left to the 
end of the room to go outside again... it's not over! You still need 
to jump and glide around to the top! Damn it!

Look up to your left to find a roll of wire. Target it and throw your
Batarang at it to lower a fence. Jump and glide towards it. It's a 
little tricky since the angle isn't very helpful, so be careful. 
Climb up the fence, then jump to a platform on the right. Spin your 
camera again to find a large area to your right now, so jump and 
glide towards it. 

In this large area, you should find a platform with some crates on it.
Hit the crates off it to lessen the weight holding the platform down,
and a bucket will drop down behind you. A rope will be holding the 
bucket. Jump onto the rope and climb up.

At the top of the rope, spin your camera to find another roll of wire
to target. Hit it with the Batarang to drop yet another fence. You 
can now either jump to this fence, or like me, jump towards the 
platform where the fence originated from. This nightmare is ending 
very soon.

Spin around now to find yet another roll of wire. Repeat the hitting 
action to drop a fence, and jump and glide towards it. This is the 
hardest to jump fence, since you need 100% precision, or you will end 
up dropping down to the large area with the bucket. I can't help you 
if you can't jump over. I've known of some people repeating 20 over 
times just to get it right! The trick to do it is double jumping.

Once you successfully reach this fence, climb up to find an opening 
on the left. Jump to your left and you will automatically grab the 
base of this entrance. Climb up next to go in. Contine going to 
finally reach a checkpoint. Yes, finally!

There's a door at on the right at the end of this area. Go through to 
find a ladder and a medical Kit. Use the kit if required, then climb 
up. Once you're up, you will find yourself in a drain. Don't jump out,
because three armed thugs are out there. Instead, go through the drain
under the metal gratings. At the end of the drain, jump out.

On the right is a loose fence in red. Open it and go through the area.
On the other side is another loose fence to the right. Open it and 
go through again.

You may notice that you're actually making a big turn from where 
the drain is. The aim is to generate fear in the three thugs. As you 
exit the hidden area, you will go into the open again, but the thugs 
won't be able to see you from where you exited. There are some barrels 
in front of you which you can use to take cover. As you walk towards 
the barrels, you can target the scaffold support. Hit it and a cut-scene 
will follow, showing the entire fixture falling. This causes great fear 
in the thugs. It's time to go out and take them out.

NOTE: Don't go too near to the barrels when trying to hit the scaffold
support, as you may not be able to target properly. If, after the you 
hit the support, a cut-scene doesn't appear, it means that the thugs 
have already noticed you. You will probably die and have to restart 
from the last checkpoint.

After disposing these thugs, go into a door nearby to find a military
crate that houses some Flash-bang Grenades. Look up to find a skylight
above a filing cabinet, and hit it with your Batarang. Jump onto the
cabinet, then jump out of the skylight to reach the roof of this room.

You should see another roof nearby with Skylights to hit. Glide over to
this roof and hit them, then jump into the room. There's a medical Kit 
in this room, so use it if needed. There's also a table with a note that 
gives you a pass code.

Leave this room via a door, then go right up the stairs to find a door
with a key pad. The pass code, which is 1024, comes in handy. After 
entering, go right to reach a checkpoint. Save.

Go straight, then left. Look up to find an elevator button. Hit it 
with your Batarang to lower the elevator. Jump up onto the elevator,
look up to hit the button again to make the elevator go up again.

NOTE: Don't stand under the elevator after you hit it the first time.
If you do, the elevator will crush you to death when it comes down!

From the elevator, spin around to find a chain holding a metal beam.
Jump to the beam, then climb up the chain to the top. From there, 
spin around to find a floor in the building beside the beam that has 
a hole on the ground. Jump and glide into the the hole to reach the 
building. 

You will find gas tanks there, but don't hit them, or your mission 
will fail right away. Instead, look out for some loose boards on the 
right wall that are blocking a window. Hit them with the Batarang, 
then climb through. Search this area for a military crate that has
Smoke Grenades. There's also a medical Kit should you need it.

From the kit, turn around, keep left and proceed until you're just 
before another chain holding another metal beam. From the left wall, 
jump towards the beam, then climb up the chain to gain access to a 
crane. Shimmy over.

You will reach a control room at the end. Go into the room, then 
Electro-Hack the crane controls. This should be like breakfast, lunch
and dinner to you now. The crane will start moving, causing some 
panic, but no fear in the thugs under it. Quickly leave the room and 
grapple to the crane again, and shimmy back.

At the end, use the "Drop" option to drop back to the chain again, and 
climb down. The camera angle should be facing the room with all the 
gas tanks as you're doing all these, so use your Batarang to hit the 
tanks. A whole load of pipes will roll out of the room and down to the 
thugs below, causing much fear. Glide down now to finish them off.

A door is nearby that requires some pick-locking. You should be an 
expert by now, so do it and enter. Go down the only way to find 
another checkpoint. 

Ignore the door on the left as you can't enter. Instead, continue 
forward, then turn left to reach a new area. Walk forward to find a 
large, but closed shutter. The controls to open the shutter is on the 
other end, so go straight, then turn left to find it. Use the controls 
to open the shutter, then quickly jump up the shutter. At the top left
corner of the shutter is a window that you can jump through.

When you're in, go right, then quickly glide to the room down below.
You will need to do this quickly and quietly, because some thugs are 
already in action. 

In this room, quickly use the Electro-Hack Tool on the fan controls. 
The giant fans will stop once you do that. A cut-scene will trigger, 
as two thugs argue as to who should check the fans. They then decided 
to call for back-up. It's a race against time! 

Immediately leave this room and go straight, then right to find the 
giant fan. Go through the opening between the fan blades, then and 
glide down the hole in the ground until you reach the bottom.

At the bottom, look around to find a way out. Use it to leave, and 
continue walking until you drop down into another room. You can now 
see a video of Flass interrogating a manic 
... you're close.

There are some platforms in this room, which you can jump onto to 
reach the top. You should find a ladder here, so climb up to reach the 
roof. From the roof, you will find more platforms. Look up to find a 
wire to climb on. 

To reach the wire, jump onto the right platform, then glide towards 
the left one. If done correctly, you will grab on the edge of the 
higher platform. Pull up, then jump onto the rope above. From the rope, 
climb over until you get a signal to hit something above. It's actually a
rope holding a metal beam. Just hit it without even looking.

The beam will start crashing onto the roof and into where Flass is. 
The fear generated will cause the enemies there to drop their guns. 
Glide in to dispose them all.

The Area Fear will be very high now, but you can't get to Flass yet, 
because he's so scared that he can't even move his legs. And he has 
locked himself in a prison cell together with the inmate. To get him 
out, jump onto the cell, and you should be able to target the chains 
locking the inmate. Hit the chains to free the inmate, and he will 
attack Flass. 

Flass will then have no choice but to run out of the cell, and you can 
now grab and interrogate him. You get to tell him "SWEAR TO ME!" like 
in the movie, so that's cool. At the end of the sequence, you will 
gain the information that Dr. Jonathan Crane is involved in this 
issue as well. He's at the Narrows, which is where you played in 
Mission 1 earlier. Let's go there now, as you complete this level to 
unlock 2 Film Clips, 2 Gallery of Fear characters and an Interview.


======================================================================

======================================================================
7. MISSION 6: THE NARROWS
======================================================================
You're now midway through the game, and they're giving you a breather
with this cool level. It's relatively short and can be completed in 
less than half an hour if done right and quickly, so let's get 
started.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Access the Archive Warehouse
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You begin the level facing two windows. Walk up the stairs to get 
closer to the windows. You will notice that the one of the left is 
broken. Don't go in yet though. Position yourself in between the two
windows, behind the walls, and spy on two thugs in the room. There's 
one with his back facing you, and there's one walking towards the one 
facing you. 

Wait until the one walking towards the other to turn back before 
jumping in to perform a stealth kill on the one facing you. This will
alert the other, so put him down too.

Look around the left and right corners of the room now to find pipes 
for you to climb out. The pipe on the left has some debris, so if 
you choose to use this pipe, hit the debris away with your Batarang
before climbing up. If you choose to use the pipe on the right, you 
can climb up straight away.

As you approach the top, you will gain access to a horizontal pipe.
Shimmy towards the centre of the pipe. The camera angle will adjust 
to show you a support cable to hit. The cable is actually holding on 
to the back of a plane. Apparently, this place used to be a museum, 
so expect to find some artefacts as you go along.

Anyway, hit the support cable with your Batarang to drop the back of 
the plane. Drop down from the pipe now, and walk up the tail of the
plane to its nose. You should now find a grappling point. Grapple to 
it,drop down and look up for another horizontal pipe. Hang onto it 
and climb all the way to the other side.

It's a long distance to climb, but eventually, you will reach above a 
bridge. If you're unsure, toggle your camera to see what's beneath 
you. Drop down to the bridge, and access the door to your left. 

After you enter this door, turn right, and you will hear some thugs
talking. There are four of them to take out, so go towards the area 
without handrails to find hanging lamps and a support chain opposite 
you. Glide to the first wire holding the lamp, then to the next one.
You should now be able to hit your Batarang at the support chain. Do 
it to trigger a cut-scene of a dinosaur crumbling down.

This will create fear in the thugs. One of them will be so scared 
that he will even run away from the fight eventually. You will find 
him later. Instead, concentrate on whoever are around and dispose them 
all, then look around to find a military crate that has some Smoke
Grenades.

Opposite the military crate is a door. Go through it and go down the 
stairs. Turn around to find the thug who escaped earlier. You can 
immediately finish him without even fighting him. Pansy.

Continue forward until you find some loose boards on the right wall.
Hit the boards off the wall with your Batarang, then climb through the
hole. You're now in the Archive Warehouse.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Access the Roof
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Turn right next, and continue down the hall. You will pass through a 
door, but don't go in since there are armed thugs inside. Go all the 
way forward, then turn right to find some kerosene barrels. Don't hit 
them first. You should also find a grappling point here, so grapple
all the way up to the ceiling. 

If you need health, toggle your camera around to find a medical Kit 
on a platform. Glide to it to use, then grapple back to the ceiling. 
Now, look down to target at the kerosene barrels, then hit them with 
your Batarang. This will cause an explosion that scares the hell out 
of the thugs in the room that you didn't go in earlier. Drop down, 
run to the room and take all the thugs down.

Once done, look around for an elevator. Don't press the button outside
since the elevator is already here. Go in and use the button to go up.
Halfway through the journey, the elevator will break down. Press the 
button again to open the door, and you will see that the exit is 
half-blocked by a wall. Jump up above the wall to get out. There's 
a medical Kit just right of the elevator exit.

NOTE: You may want to use this kit later, after the next fight.

Keep left now as you find some crates. Two thugs will talk about a 
colleague who's turning insane. After they finish, go out and dispose
them. A military crate is here, and it has six Smoke Grenades. A sign 
of things to come, perhaps.

Now, go back to the elevator and use the medical Kit (if you haven't
earlier), then jump onto the elevator's roof. There's a ladder right 
in front of you, but it leads to nowhere. Instead, look to your left
for another ladder. This is the one that you should climb to go up. 
Once at the top of this ladder, jump into the opening.

From here, hug the right wall and spy on an armed thug to the right
of the hall. Wait for him to turn his back on you before stealth 
killing him. Continue down the hall to reach an opening. Jump through 
it to go outside. 

You are now on a fire escape. Go left and past a window. You may 
notice an armed thug by the window. Continue on the fire escape until 
it takes a left bend. You will reach an opened window. The same thug 
will come over here, then turn his back on you. Quickly jump in and 
stealth attack him. You can now grab and interrogate him. He will 
tell you about how to get to the Pilot, who has information about 
Dr. Crane. 

Look around to find the door in this room. Beside it is a platform. 
Jump onto it, then to the next one, and another one to reach the top.
Take a wide turn to find a gap on the right wall. Go through it.

You will now enter in context sensitive mode as you walk on a beam.
Walk straight, then turn left. Continue until you can grapple to a 
point. Do so, then drop down.

Look in front of you to find a metal chain holding a crate. Glide to
the chain, and you can now target, and hit a damaged support with 
your Batarang. This will again scare the thugs down below, so glide 
down and finish them off.

Look around now to find a hole in the wall. Jump through it, then go 
right to find a door. You will need to pick-lock this door to gain 
access. Once you enter this door, you will reach a checkpoint.

Continue down the hall until you can turn right to find a medical 
kit. Left to this kit are windows. You can see some thugs outside,
down below. You will need to find a way to scare them.

Continue down the hall until you hit a turn. After the turn, you will 
find a beam. Engage it in context sensitive mode and go to the other 
side. Exit this mode, and make a turn to the right to find a hole in 
the ground. Drop in.

From here so, exit the next room and look right for several windows 
with thugs inside. Quickly sneak past the first window, then hug the 
wall immediately. This is because a thug is at the second window, and 
if you just run through immediately, he will see you. Wait for this 
thug to walk to the right before running all the way to the end.

Here, you will find a ladder. Use it to go down. You will encounter a 
similar situation like the one you encountered during the start of 
this mission. Hide behind the walls and toggle your camera to spy on 
the armed thug. Once he goes to the left (it may take a while), jump 
in and do the stealth kill. 

A fence is inside this room. jump over it and you will find tons of 
kerosene barrels. Don't hit them though, but instead go into the 
nearby elevator and use the button inside to go up.

Once up, exit and walk forward to the wooden platform. You should now
be able to grapple. Do so to reach a higher platform, then drop down.
Turn around now and you can target the kerosene barrels. Hit them 
with your Batarang to trigger a superb cut-scene of the explosion 
and destruction. 

When you resume control, go right now to look down at the thugs. There 
are actually a higher and a lower area, each with two thugs to fight.
The higher platform is where you want to go, since the door to the 
next area is here. But the door is locked, and the thug with the key 
is at the lower area. Tough luck. 

Jump down to the bottom area first and take out the two thugs. The 
one with the key will be so scared that you can finish him immediately 
without fighting. Get the key, then turn around to find a military 
crate. This has a HF Transponder.

Beside this crate are some boxes, jump onto them, then onto the 
broken wall, then up to the higher platform. Be careful not to over-
jump or you will end up at the elevator area, and you can never get 
back. Once on the higher platform, finish off the other two thugs and
use the key on the door. You will reach a checkpoint now. As usual, 
save.

Go up the stairs all the way. Turn right next and go all the way to 
find a medical Kit. This one fills up all your health. Turn around 
now to find an access grate on the wall opposite the kit. Hit the 
grate with your Batarang, then jump into it and walk through.

You will now be in a room full of kerosene barrels again. Why did 
these people leave these dangerous stuff lying around? Anyway, to 
your left are three thugs on lower grounds. Don't fight them since
they are armed. Instead, just go straight from where you exited the 
grate and go out of the opened window. 

You are now on a fire escape. Go right to find a grapple point across
the street on the next building. Grapple towards it, and drop down to 
the fire escape there. Go right now to the end of the fire escaple, 
turn around to find the room with the barrels. Hit your Batarang first
at the windows, then at the barrels to cause another huge explosion.
Quickly glide towards this window to get back into the room, and 
go to where the thugs are and dispose them. One of them will drop a 
key. Take it. 

Exit this room via door, turn right and go straight to find another 
door. Use the key to open it, then enter to find a checkpoint.

Go up the stairs now to find a door, but don't open it. If you do it, 
the pilot will find you and your mission will fail immediately.
Instead, look to the right wall for another access grate. Hit it with 
your Batarang and go through to the outside.

I'm not entirely sure when, but the Access the Roof objective should
be over now.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Disable the Helicopter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You will now see some sort of large power engine in this area. An 
armed thug is behind this engine. Go right, then left, and hide close 
to the engine to spy on this thug. After a while, he will walk towards
your direction. Quickly run back to hide, then spy on him again by 
toggling your camera. He will walk back to the left, exposing his back. 
Run in and stealth kill him. 

To the right is a fence, and the bottom left of it is a hole. Walk 
through it to drop down onto a fire escape. Turn around to find a 
grappling point, so grapple towards it. Drop down onto another fire 
escape, then jump onto the boxes and then to a horizontal pipe. Climb
to your left as you admire the brilliant sequence of you sneaking 
directly below the pilot and some thugs while they haven't got a clue 
about what's going to happen.

Toggle your camera to find another fire escape beneath you. Drop down
to it. There will be an opened window to your right, so jump into it
in such a way that you do a double jump while in mid air to grab onto 
a horizontal pipe in this room. Shimmy left and right on this pipe 
to target two damaged girders and one scaffold support. Hittin them 
will trigger the cut-scene as the ceiling comes tumbling down, 
resulting in a hole in the ground of the roof. More on this later.

NOTE: If you didn't manage to grab onto the pipe, you can still access 
it by using the platforms in this room. Jump onto the lowest platform.
From here, jump to the higher one. Turn around and glide to the other
platform across the room. You can destroy the first damaged girder 
from here. Jump to the pipe now to hit the other two fixtures. This 
is a little troublesome though so try to do the "get to the pipe from 
the window" stunt right.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d. Interrogate the Pilot
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With these fixtures destroyed, enjoy the cut-scene that has Batman
coming through the hole to the roof, and appearing like a demon to the 
pilot. When you resume control, dispose three unarmed thugs, then
go towards the pilot and interrogate him.

He will tell you about Crane, and about why he worked for Crane. You
promised to let him go, on condition that he brings you to Crane. He 
will accept the pact, and will quickly fly off in his helicopter.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
e. Follow the Helicopter Pilot
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As the helicopter take off, look up to find a grappling point on the 
helicopter itself. Grapple towards it and see another cool cut-scene
of the helicopter flying away wuth Batman grappling onto it.

The helicopter will arrive at Arkham Asylum. During the cut-scene,
you will also reach a checkpoint, so you may want to save when you 
resume controls. The next lap is easy. Just go down the stairs 
beside the parked helicopter, and you can see from a small screen on
the bottom right that a berserk inmate is attacking the pilot. Poor
dude. Looks like he can run, but he can't hide. 

Turn right at the foot of the stairs to find a pipe. Climb up to gain
access to some horizontal wires. Climb on the wires until you can 
grapple. Do so and you will find yourself grappling to right beside a 
flag pole. 

Drop down and finish off the berserk inmate. As you press the "Finish" 
option, a cut-scene will follow, as Batman holds up the inmate, and
told him to "Tell them Batman's coming", before throwing him down the
glass roof.

This ties in with the opening scene of Mission 1: Prologue, as the 
inmates falls and utters: "Batman's... coming..." before expiring.
Batman will then jump through the glass roof. What a cool way to tell 
a story! I'm truly, truly impressed.

You will unlock two Film Clips, four whopping Gallery of Fear 
characters and an Interview for your effort.


======================================================================
8. MISSION 7: ARKHAM ASYLUM
======================================================================
There are actually three parts of the Arkham Asylum mission, but I'll
just describe them as if they are one. This is a long and tedious 
mission, and some parts require very precise controls. You may need 
to retry a few times to get things right.

That said, let's roll.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Inflitrate Arkham Asylum
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The level begins with an intro as a van drives into the Asylum. As it 
comes to its halt, Batman will roll out from under the van. You will
get to save immediately since a checkpoint appears right away.

You will begin beside the van. Do not head forward since all the thugs
have guns. Instead, turn around to find a ladder beside the van. Climb
it to go to the top. You will now be on the top of the outer walls 
of the Asylum. 

Go left on the wall to find another ladder. Climb up, then jump onto 
the horizontal metal bar there and shimmy over. Once you reach the 
end of the bar, drop down. Continue forward by first jumping down a 
little on the wall, then proceed, turn left, and straight until you 
can target a grappling point. Grapple to the flag pole and drop down.

You will now be on the balcony of what looks like a library. There 
are two armed thugs here. Use your D-Pad to find where they are, then 
sneak in to the right to stealth kill the one closer to you. Approach 
the one near the window on the left of the room and do the same.

After you finish them off, jump out of the window to reach another
balcony. Go right to find a pipe, so use it to drop down below. You 
will find yourself beside a big dumpster. Walk past it to find a fence
and some thugs behind it. Thankfully, there's a green trash bin that 
you can use to take cover.

A car will arrive as you move past the big dumpster. Wait for the 
driver to get off the car. He will trigger the alarm on the car. Now,
move to your right to find an opened gate on the fence, walk through 
to find another green trash bin to hide from. Toggle your camera until 
you can hit the car with your Batarang. Do so and the alarm will go 
off, causing fear in the thugs. The armed thug to the left won't drop 
his gun though, so quietly sneak out from the left of the bin and do a 
stealth kill on him. Now take out the other thug who only has a knife.

Opposite the car are two windows. You can open either of them to 
enter. Go to the right end of this room to find a document. Read it 
to find that it's actually some sort of a "warning letter" to a 
certain Dr. Emma Thomas. Apparently, she has found out something about
Crane, and has decided to whistleblow.

Right across the document is a phone. Use it to listen to Dr. Thomas'
voicebox. The second message will give you a pass code, which is 4563.
Turn to the right of the phone to find a security door, which you can 
use the pass code on. Open the door and walk through for a checkpoint.
Save.

From here, you will find a door on the right. Use your optic cable 
to check out what's in store... manic inmates! But they're all locked 
within their cells, so they can't hurt you. Enter and walk down the
hall, go left, straight then right to find a fence and some boxes. You
can't get over the fence, so jump onto the boxes and you should find a
horizontal pipe. Jump onto it and shimmy to the middle of it to 
align yourself with another pipe that is above.

This higher pipe will help you to get pass the fence to the control
room, which is shaped like a dome. Jump onto the higher pipe and climb
over. Halfway through, the small video will appear on the bottom right 
screen to show the thugs shutting the gates on some inmates. Continue
all the way until you can go no further. Drop down and immediately 
glide over to the ladder on your left. Climb up.

On the top of the ladder, go a little left to enter Context Sensitive
Mode as you walk on a ledge. At the end of it, exit the mode. You will
be in front of an access grate. Turn around and open it, then jump 
down onto the metal platform that has a square opening in the ground.
A thug is under you. Toggle your camera downwards to find where he is, 
the jump down and stealth kill him. 

You can now use the controls. Electro-Hack it to unleash the inmates,
who will attack the thugs and cause the Area Fear to be very high. 
Don't go out first, since you can enjoy the fighting scenes between 
the inmates and the thugs. After a while, a thug will notice you, and
two of them will come towards the control room. Wait at the door, then
as they open it, immediately beat the crap out of them.

NOTE: Sometimes, you can even stealth kill a thug if your position is
right enough to do so, but don't count on it.

Once you beat them, run around this area to find a gate that says 
"EAST WING". Walk past the gate to find a dead thug body and an 
inmate. He will attack you, so defeat him as well. 

Turn left next to find a door. You will need to pick-lock it, but 
that's hardly a problem. Walk through the door and continue down 
the hall. A video will play on the bottom right of the screen again,
but it has no bearings at the moment. Go all the way until you reach 
a door. Enter it and the game will start loading.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Gain Access to the Basement
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When the game finishes loading, you will get to save at a checkpoint.
Open the next door to go outside. You will find two thugs talking.
Turn right and go down the stairs immediately. Continue along the 
right wall to find an access grate. Open it and walk through the vent.

Walk through all the way until you reach the outside. From here, you 
can go to the far right side of this area to get a medical Kit, or 
turn left to find a pipe on the left wall. Climb onto this pipe to 
reach the top, then jump to the right onto a metal platform.

Continue on this platform until you reach a ledge, turn left and you 
will enter context sensitive mode. Keep going on the ledge until you 
reach a horizontal pipe. Jump onto it and hang there.

A thug will be walking below you, to and fro. Wait for the moment 
when he walks under you. You will get the "Finish" option as usual, so
finish him off. The other two thugs will be scared, because their 
partner has disappeared in a flash! Drop down now and finish them off.

Opposite from where you hung from a pipe is a black SUV. Jump onto its
roof to access a window. Jump in, then go right. You will reach a 
gate to the left wall, which you can open. Open it, go through and you
will find a similar gate. Open it again.

You will find a staircase here. Go down, then continue down the hall, 
then turn left to find a gate blocking your path. On the left wall is 
a pipe, so climb up, then jump onto the horizontal pipes above you to 
get past the gate. Drop down after that.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Find Dr. Emma Thomas
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note that the first two objectives are still not met now, but you 
should know the nature of the game now, so no worries.

After you drop down, continue down the hall until you hit a left turn.
You will find an elevator there. Use the button to open the door, then
enter. When you try to use the button inside to go up, however, you 
will find that they are not functioning. Instead, look up to find a 
grate on the ceiling of the elevator. Hit it with your Batarang to 
open it, then double jump to grab the opening and pull up. 

On the roof of the elevator, you should find a hanging cable. Look 
around also for an elevator powerbox that is on the wall to the left 
of the cable. If you look up, there are also two doors, one to the 
left and one to the right of the powerbox.

Jump onto the cable and climb up until you can target the powerbox.
Hit it with your Batarang, and the door to the right of the Powerbox 
will open. Climb up slightly higher on the cable, then drop and glide
towards the opening. 

From here, turn right to go down a staircase, and right again to go
past a gate.  You will see an opened door, but before jumping through
it, go to the left corner of this room to get two Flash-bang Grenades
from a military crate first.

Outside of the window is a fire escape. Walk right to the end of this
escape, and look up for a horizontal pipe. As usual jump onto it and
shimmy across the street. Drop down onto a balcony at the end.

Move a little to your right while on this balcony and you should find
a horizontal pipe attached to the wall. Jumo onto it and shimmy to 
yor right until you reach another balcony. Jump through the window
here, then pick-lock the door on your right. Go through to finally
reach a checkpoint.

On the wall opposite you is a medical Kit. Use it if necessary. 
Otherwise, turn left, right and right again to find two doors in 
front. Go to the one on the left and go through.

You're now in a kitchen. The high wall is blocking you from some thugs
and several stove. Keep close to this wall until you get an option to 
peep. Do so, and you will find a thug trying to find something to 
eat. When he turns his back, quickly exit peep mode and run towards 
where he is, which has a stove. 

Use the stove, and the thugs will smell gas. Quickly run back to near
the wall, and at a safe distance throw your Batarang at the stove 
to cause an explosion. Fear follows, so take out all the thugs. 

NOTE: For fun's sake, there are a few stove to light and hit.

Another thug will come in from another door to investigate during 
your fight. Take note of where he comes from. You will also need to 
beat him. After all thugs are gone, go through the door that this
last thug came from to find another door. Go through it and head left,
then right to go down the hall. An opened window is at the end of it, 
so jump out to reach a wooden platform.

A fence is right infront of you, so jump onto it and climb all the way
up until you can't do so anymore. Drop onto the highest platform from
the fence. Next, turn around to find another opened window. Jump
through, and go straight. 

Continue heading straight until a Grapple Point appears. Grapple to the
pipe on the ceiling, and shimmy to the end. To your left, you should
find a scientific machinery. Whatever that is, hit it with your 
Batarang while you're still hanging on the pipe. A thug will come over
to check things out. Finish him when he's below you.

Drop down now and run past the machinery to find another thug. Defeat
him as well. Emma Thomas is here! She's imprisoned in a cell though,
so walk up to her and use the Intercom to talk to her. After that,
turn right to pass a gate, then go left. 

As you walk away, a small video will show her turning crazy as she 
attempts to escape. She will unleash the fear toxin accidentally. 
Poor girl.

Anyway, continue on this hall until you reach another opened window.
Jump through to find a fire escape. Walk on this until you reach a 
wall. Above the fire escaple, on the wall, is a horizontal pipe. Jump
onto it, and shimmy right until you find an opening. Pull yourself up
from the pipe to reach a checkpoint.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d. Destroy the Water Tower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This part is fun, but you need great precision to get through it if 
you choose to be gung-ho. 

Let's take a look at your surroundings first though. You're on a roof.
In front of you, to your left, is a crane-like thing. In the middle, 
is a horizontal pipe that you can use to climb over to the building
opposite. To your right, is a water tower that you will need to 
destroy. Holding this tower is a cracked support. When you try to 
engage the support, the game tells you that you don't have the 
required tools to destroy it.

First off, go to the crane-like thing and use it to turn the grapple
point on it so that it faces the opposite building. You will need 
this point later.

Next, jump onto the pipe and climb all the way over to the next
buidling. When you can't go anymore, drop down, turn left to find 
a ladder leading to another water tower. Use the ladder to go up.

Turn around to find a grapple point, then grapple towards it. Drop
down onto the balcony, and open the middle window. Quietly jump in 
and you will find a cloth screen. Quickly hide behind it.

Two armed thugs will walk behind the screen. Wait till they go away, 
then follow where they go until you see an attic hatch that you 
can target. Hit it with your Batarang to lower a ladder, then climb 
up to reach the attic. Walk around here to find some crates to hit
on the ground. Hit them twice to find a hole, so drop down.

You're now in an area of goodies. There's a military crate that 
has Flash-bang Grenades, a medical Kit that fully replenish all
your health, and the gas bottle! Grab them all, then jump up the 
hole again. 

NOTE: One wonders where did Batman keep the bottle?

Once you jump up, you should find a path to the left with a crate on 
the ground. Ignore the crate, and walk to the window. Jump out onto 
the balcony, you will now need to get back to the roof with the Water
Tank. There are two ways that you can do it - the standard way, or 
the gung-ho way. Take your pick.

The standard involves simple jumping and walking. From the balcony,
go all the way right until you see a chimney just to the right of the
balcony. Jump across, then walk on the ledge towards the direction of
the roof with the Water Tank until you can grapple. Yes, this grapple
point is the crane-line thing that you just turned earlier. From the
point, drop down to hold onto a horizontal pipe, then shimmy left till
there's an opening. Pull up.

If you prefer to be more gung-ho, instead of doing the above, move 
slightly right while on the balcony until you're in line with the pipe 
pipe that you just used to climb over to this building. You will need
to jump and glide to a balcony on the other side. Please refer to the 
following diagram (roughly drawn) to see where to jump to:

                                --	
                                |G|	 
   _______________R O O F_____________________
   -------------------------------------------
		Horizontal Pipe
   -------------------------------------------
        ____            ____    ____    ____
        |  |            |  |    |  |    |  |
        |  |            |  |    |  |    |  |
        ____            ____    ____    ____

        ____            ____    ____    ____
        |  |            |  |    |  |    |  |
        |  |            |  |    |  |    |  |
        ____            ____    ____    ____

        ____            ____    ____    ____
        |  |            |  |    |  |    |  |
        |  |            |  |    |  |    |  |
        ____            ____    ____    ____

        ____            ____    ____    ____
        |  |            |B |    |  |    |  |
        |  |            |  |    |  |    |  |
        ____            ____    ____    ____

                                ____    ____
                                |  |    |  |
                                |  |    |  |
                                ____    ____

   __________________________________________   


The ugly square things are the windows. Pardon me, I'm poor in this 
kind of thing.

The windows that says "B" is the one with the Balcony to glide to - 
it's a very long gap to glide, so you need to be very, very precise.

The thing on top of the roof that says "G" is the crane-like thing 
that you earlier turned. When you successful glide over to B, you can
grapple to this point to go up to the roof. Drop down and you will
automatically grab the horizontal pipe on the wall. 

The part that says R O O F with a gap is an opening. Shimmy on the 
pipe to your left until you reach this opening, then pull up. You see,
this is a more "Batman way" of doing things, no? :)

Anyway, go to the cracked Support and place the Gas Bottle beside it 
by using the circle button. Walk away to a safe distance, then hit the 
tank with your Batarang. This will trigger a cut-scene, as the 
explosion causes the Water Tank to collapse and water to gush out all
over the place. 

During the cut-scene, Batman will glide down to meet the thugs below.
Fight them all off.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
e. Overload the Generators
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once the battle is finished, look around to find a small gate with 
control. You can't access this gate now, so go opposite of this gate 
all the way to find a main generator. You will need to Electro-Hack it
to gain access to the Generators. Once this is done, go left of the
main generator to find a lever on the left wall. Use it to push it 
down. Then, go to the right to find another lever on the right wall.
USe it too to push it down. You've now overloaded the generators.

Quickly run back to the gate with the control. It has now been 
disabled. Open it, go through, then turn right. The game will load, 
and the first part of the game will end.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f. Rescue Rachel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you resume control, you will reach a checkpoint. Save. Then, go 
forward, turn right and you will see an elevator. You don't have the 
pass code to use it, so keep going until you see a "sliding gate". 
Get past the gap, then continue forward, then left to see another 
sliding gate. For this, the gap is too small to go through, so jump
onto the fence instead and swing through. 

A small video will appear on the bottom right screen as you drop down.
You will Rachel through the windows on the right. Continue forward
until you see a fuse box. Hit it with your Batarang. This will alert
two thugs. One of them will run out and be electrocuted by the wires
beneath the broken tiles on the ground right in front of the gate he 
ran through. Avoid the wires and go past the gate to grab and 
interrogate the other thug for a pass code, which is 5839. You will 
also know now that Crane has call the Police in. 

Back track to the elevator now, and use the pass code. The door will 
open but there is no elevator. Your act of overloading the Generators
have caused the whole place to be "in chaos", as Alfred noted. Glide 
down into the elevator door instead.

As you're glide down, toggle your camera to see an opening on the roof 
of an elevator. Glide towards it and drop into the opening. Exit the
elevator. You will now see stacks of crates around. You will also 
hear some thugs talking about fixing the fuses. Wait for the 
conversation to end, then head left to find a thug indeed fixing the 
fuses. Go behind him to quickly take him down with a stealth attack.

You now gain access to the Fuse Box. Use the two fuses in the box to 
shock the thugs, and bring down the elevator that was stuck. Go into 
the elevator now to dispose the two thugs inside, then use the button 
inside to go up.

Once go up, exit the elevator to reach a checkpoint.

From here, go right to find a medical Kit, then head left. Go through
the gate on the right. As you walk through here, you will hear some 
thugs talking about fixing the electrical cables. Hide in a gap with 
some boxes until the conversation is over. 

The thugs are gone now, so quickly go forward to find a Hatch at the 
end of the hall. Open it and go through, then jump into the drain. 
You're now below the thugs. 

Go straight, then turn right while you're in the drain. Continue until
you find a Hatch. Open it, but don't jump up first. A thug is there, 
but he's blocked by a fence. To your left is an opening. Wait for 
the thug to turn his back on you, then jump out from the left, and 
quickly run to the thug and stealth kill him. 

A door is on the left. Use your optic cable on the door to find 
another thug inside. He will to the door, but don't be alarmed, he 
won't come out. Instead, he will walk away with his back towards you.
Exit the cable and open the door quickly, then stealth kill him as 
well. 

To the left of this room is another door. Open it and you're back 
on the hall that you hid behind boxes just now. Right infront is a 
medical Kit, so use it if needed.

Continue down this path until you find a door to your left. Enter, 
and you will see a platform on the right. Don't go any further as
there are two thugs there, one armed. Instead, jump onto the platform,
then onto the boxes on the platform. Look up to find a ledge to hang
onto, and jump towards it. Pull up to find yourself in a small alcove.

A horizontal pipe is above, so jump to it and use it to climb over to
the other side. Drop down, then go left. You will enter Context 
Sensitive Mode as you engage a ledge. Go all the way, then exit when 
you can. You're now in another alcove. Spin your camera around to 
find a Fuse Box, then hit it with your Batarang.

The thugs will come running over to check things out. The armed thug
will somehow step onto an electricity grating and get toasted. Upon 
seeing this, the other thug will be scared and run away. Glide down
now and chase after him. Before you do that, however, you may want
to jump over a fence to the left, some distance behind the door that
the thug opens, for a military crate with five Flash-bang Grenades.

As you follow the thug into the door that he opens, you will reach 
another checkpoint.

Open the door on the right, then go run down the stairs, and turn 
right to take on some thugs. Once done, head to te door in front.
You can't open it, since it's locked. Instead, engage the ladder 
beside it and climb up to the second level.

Walk on this level until you see a horizontal pipe. Use it to climb 
over to the next platform on this level. Drop down, then go straight 
to find an access grate, and some boxes under it. Jump onto the boxes,
open the grate and jump in. 

As you walk through this vent, you will end up finding an opening in 
the ground. Jump in, and as you land on some crates, you get to save
at another checkpoint. 

There's a door on the left, which is the one that was locked earlier.
Two large crates are beside it. Hit them until they break. The thug
who ran away earlier is in the right box, Interrogate him until he 
drops a key. Pick it up and use it on the fence just right to the 
crates. 

Go left, straignt then right to find a door. Beside the door is a heap
of junk. Use your optic cable on the door, and you will see the 
Scarecrow, Rachel and some thugs. This is the factory that makes the
fear toxin! After the conversation, two thugs will come towards you.
Quickly exit the cable and hide behind the heap of junk. One thug will
leave, another will stay, so sneak up on him and stealth kill him.

Enter the door to the factory now. As you enter, you will be greeted 
with a staircase and a medical Kit up stairs. Don't go up first. 
Instead, look to your right to find two thugs and a drug processor. 
Hit the processor with your Batarang and the toxin will spill out, 
killing the two thugs instantly.

Go up the stairs now and use the medical Kit if required, then go 
right until you can grapple to the ceiling. Do so, then drop down onto
a small platform. Turn around to find hanging lamps, so this means 
gliding time. Glide to the nearest wire holding a lamp, then climb 
down (NOT drop down, just climb slowly down) until you can target 
another Drug Processor. Hit it to scare the thugs, then drop down to 
finish them off.

A large sewer pipe is just around the corner. Walk towards it and 
try to open it from its front. You will have to pick-lock it, so do 
so. When it's over, jump down into the sewers.

In the sewers, walk straight ahead until you find an opening on the 
left that leads to a hallway. Jump into this hallway to find another
checkpoint.

Walk down the stairs and enter a small room to find a medical Kit. 
Exit this room to find a large pipe opening on the far side. Go 
towards it and jump into the opening. Walk through the pipe until you
reach the outside again.

NOTE: Don't walk too fast forward when you're exiting the pipe or you
may end up falling back to the bottom again.

Turn right to find a platform, so jump towards it. Punch the crates
in front of you away, then go left to enter context sensitive mode, as
you shimmy on a ledge past two large pipes. Exit when done.

Go up the stairs on the left, then turn around to find a hanging lamp.
Glide to the wire holding the lamp so that you can now target the 
loose boards on the right wall that are blocking another large pipe
opening. Hit the boards with your Batarang, and glide to this opening.
Walk through.

When you exit, to your right is a hallway with a fence. Jump onto the
platform, then jump over the fence. Continue to walk on this halway 
to save at a checkpoint.

Continue forward until you find a ladder to the right. Use it to 
climb down. Across the ladder is a green pipe. Use it to climb up. 
This pipe is joined to a horizontal pipe. so continue to climb to the
left now until you reach a bridge with a thug below. Wait for him to 
be directly under you, then finish him. 

Drop down now to find a military crate. Open it for seven Flash-bang
Grenades. There's another ladder on the right. Beside the ladder is a
large pipe that you need to jump into, but's locked. Climb down the 
ladder to find two red wheels on the large pipe to your left. Turn both
to open the pipe door. Climb up again to find that the pipe door 
opened, and jump into it. 

Walk in this pipe until you find a ladder at the end of it. Climb up,
then go right, straight and left into another area. A thug will see 
you and run away, presumably calling for backup. Ignore him. In front
of you are hanging lamps. You know what to do - glide towards the 
nearest wire. 

On this wire, climb up to its top, then glide to the next wire. Look 
to your left now to find another hanging lamp. Again, climb to the 
top, then glide to this final wire. You can now glide to the walkway.

There's a gate in this walkway. Go past it, then turn right to find 
a ladder. As you climb it up, the game will load. When it resumes, 
you will be at a checkpoint. Save.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
g. Question Dr. Crane
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You haven't rescue Rachel yet, but you will soon do when you find 
the Scarecrow. 

There's a door to the left. Use your optic cable to listen to the 
Scarecrow. He will leave, and the thugs will be in this room. Don't
enter. Instead, go forward, then turn left to find two shelves with 
some items on top of them. Near the shelf is a medical Kit. Use it if
required.

Next, target the shelves and sweep the items off to the ground. This 
will alert the thugs, so quickly jump up to the top of the left shelf 
and jump into the vent on the left wall. Go through, then turn right 
in the vent until you reach an access grate. Open it to go out. 

You're now in the room. Two thugs are here. One is using the computer,
while the other is hidden behind some shelves. Use the shelves as 
cover to sneak behind the hidden thug, then stealth kill him. Use the
shelves as cover again to reach the back of the thug on the computer 
to do the same.

It's time to Electro-Hack again. Hack the computer and a cut-scene 
will follow. The doors to the compartments housing the coarpses of 
inmates will be slided open, thus scaring the rest of the thugs. From 
the computer, jump through the opening in front to and down to the 
area where the rest of the thugs are. Dispose them.

Walk around to look for a medical Kit to heal. Beside the kit is 
another door. Pick-lock it, then walk through. Go right next to 
reach a checkpoint.

The Scarecrow Hide-and-Seek begins now! Turn left to find the 
Scarecrow with Rachel. Run towards the elevator that he's in, but 
before you can reach him, he goes up. Turn around to find an opening
to the right. Go through, then go up the stairs until you can grapple.
Do so, and drop down onto the platform. 

From here, go straight (not down the stairs), left, then right pass
another opening. Go right again to see the Scarecrow giving you the 
slip again in the elevator. Turn around to find some crates blocking
another opening. Punch them away, then go through.

Use the stairs to go up to find a horizontal pipe. Jump up and climb
it all the way to the end. Drop down, go through the opening, and go 
left again. As you approach a Fuse Box, hit it with the Batarang to 
open the gate to the right. Run through to see Scarecrow going up 
a platform, as he sends three inmates to fight you.

Defeat all of them. Then, look around for some crates. They are 
blocking a door. Punch them away, then open the door. A ladder is 
there, so climb up. You will find a control panel. Use it to send 
a hook on the ceiling towards you. Go down the ladder and back to the
room where you fought the three inmates. You should now be able to 
grapple to the hook that you released earlier. Do so, then drop down.

Run down the hallway to the left, straight, right, straight and then 
left to see the Scarecrow behind a fence. You can't reach him, so 
continue straight until you can turn left. There's an access grate on 
the right wall. Hit it with your Batarang, then jump onto the boxes
under it to jump into the vent. 

As you continue running in the vent, you will reach a checkpoint. 
Save.

At the end of the vent, drop down to trigger a short cut-scene. The 
Scarecrow will release a trap on the ground, so quickly jump in and 
glide down. You will find crates there, punch them away and open the
door to walk through. Open the access grate there and drop down.

You will now be in an area with a broken staircase. Jump over the 
blockage, and run up until you see a gap. Precision is once again
needed here as you need to jump and glide to the other side. Once 
done, continue all the way up the stairs. 

NOTE: Midway through, there will be more crates to punch.

At the top, punch the crates away to enter the door for another 
checkpoint. 

Go right, left, then right again into another room. As you enter, a 
cut-scene will trigger, as the Scarecrow attempts to generate the 
fear of Batman into Rachel. Go left all the way to find a broken 
window on the right. walk towards it to find a Grapple Point.

Grapple to the pipe and shimmy over to the right, just above a thug. 
Use the Finish option on him to trigger yet another cut-scene. This 
time, Batman will drop down and be faced with the Scarecrow and two
thugs. Defeat the two thugs first, then take on the Scarecrow. He's 
not at all brilliant, and fights just like the rest of the thugs.
Easily defeat him, then interrogate him. He will tell you that he's
working for Ra's Al Ghul. 

But Ra's Al Ghul is already dead! Or is he?

Leave Rachel lying on the ground for now, and exit the room. You will
reach another checkpoint. 

Walk out to the open to find another Grapple Point, this time on a 
hanging lamp. Grapple towards it, and you should be directly above
Jim Gordon. Grab him to trigger the last cut-scene of this part. 
Batman will ask Gordon to bring Rachel down to the Tumbler. Gordon
will obliged, but Batman will still have to escape from the police
and SWAT team...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
h. Escape from the Asylum
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The final part of the Arkham Asylum level, and thank God for that. 

From where you begin, turn right to look for a Broken Window on the
left wall. Hit it with your Batarang to reveal a Grapple Point. 
Grapple towards the flag pole, then drop down onto the platform below.

Toggle your camera to find a lower platform on the right. Glide
towards it, but don't enter the room first. Wait for the SWAT team
to comb this area until one of them says: "The area is clear". Jump 
into the window now, and head to the left door. Open it to find a 
ladder beind a fence. Go past the fence and climb up to the top. On
the top, go straight to find a Broken Window on the right, hit it 
with the Batarang and go through. 

You will need to jump to the another platform on the right, but the 
police's spotlight are shining on the walls. If the spotlight hits 
you, the police will start shooting you and you will die right away.
Wait for the spotlight to go away before jumping over to that said
platform. 

Walk to the left of this platform to find a pipe beside it. Jump onto 
it and drop down. There's a window on the left. Quickly open it and 
jump through for a checkpoint.

From here, run (and I mean RUN!) forward quickly to the end of this
hallway, and turn left to find an opened window. Do not approach the
door here, because the SWAT team are trying to break this door open
to check this area. 

Jump out of the window instead and hide behind the walls. Toggle your
camera to see three SWAT members behind the window that you just
jumped out from. Wait for them to leave the room, then go to the left
of this platform to find a horizontal pipe on the wall. Jump up and
start climbing on it to the left. Avoid the spotlight when necessary.

You will take a right turn while climbing on the pipe, and once that 
is done, another spotlight awaits. Wait and avoid as usual, then 
toggle your camera downwards to find a platform below. Climb until 
you're above the platform before dropping down. 

Look to your left now to find another platform across the building.
Glide and land onto it. Go right now until you enter into Context 
Sensitive Mode as you walk past a large pipe. Wait before the window
as a SWAT member is there. Once he leaves. go right again while still
in sensitive mode, then make a left turn.

There's another spotlight here. Wait and avoid, then go left further 
until you reach a platform. Exit sensitive mode before the window,
then toggle your camera to spy on the SWAT member behind it. He will
walk away soon, so quickly jump through the window. 

You will see a door. Open and go through it, then go left to hit a
checkpoint. Save.

Once you're in this area, you will see another hanging lamp. Jump onto
the wire, and you're directly the police. Toggle your camera to find a 
Broken Window on the right. Hit it with your Batarang, then glide
towards it.

Jump through the window and walk forward on the hallway. You may 
notice that at the end of the hall, on the left, is a Fire 
Extinguisher. On the right are some crates blocking a door. Don't go 
all the way, because to the left of the extinguisher is a fence with
some SWAT members. Instead, walk until you can target on the 
extinguisher, then hit it with your Batarang.

The extinguiser will fall onto the ground and start spraying foams.
This will temporarily blind the SWAT members. Run to the right and
blast the crates away with your Batarang. You're very close to your
escape!

Run through the door now and continue running on the hallway. You 
will eventually reach a door on the right. Go through to bring up a
Cut-Scene, as Gordon is already there with Rachel. Gordon will tell 
Batman to use his car, but Batman will decline and said that "he
brought his". This means another racing level next!

Meanwhile, you've completed the Arkham Asylum level (phew!) and unlock
two Film Clips and two Gallery of Fear characters. 


======================================================================

======================================================================
9. MISSION 8: SAVING RACHEL
======================================================================
Second racing level! This one, in my opinion, is even easier than the 
first. There are four objectives though.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Race to the Tunnel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This isn't a challenge at all. You will be given three minutes and 
ten seconds (I think, once again not entirely sure) to do this, but 
you should complete it with a lot of time to spare. Simply accelerate,
accelerate and accelerate. Before long, you will reach a checkpoint.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Avoid the SWAT Helicopters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok, this is a little tricky, but not impossible. What will happen is 
that as you're driving, police helicopters are hovering above you, 
trying to locate you. They will shine spotlights at you, so your job 
is to reach the checkpoint without having the spotlight bar that |
appears on the left corner of the sceen reaching its full. 

Due to the tricky requirement of avoidance, driving quickly may not be 
a good idea at times. Instead, drive quickly only when no spotlights 
are around. Swiver left or right, or simply slow down to avoid the 
spotlights when they are shining down on you. You will need to reach
a tunnel to be safe, and then you can save at a checkpoint.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Disable and Lose the Pursuing Cop Cars
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Takedown mania! Two minutes and twenty seconds to down 12 police cars 
and reach a checkpoint. A counter will show on the screen to inform you 
how many cars to go. Once you're done with 12, race forward until you 
reach a checkpoint. Note that your mission will fail if you don't 
manage to reach the checkpoint in time, even if you down 12 cars.

NOTE: You can preserve your armor by not taking down any cars, and 
still complete this objective. But why miss all the fun?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d. Leap into the Batcave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Anything easier than just driving forward? Don't think so. Keep on 
driving until you trigger a cut-scene of the Tumbler flying through 
the air into the Batcave. See the movie clip, save, and proceed. Take 
note, however, that there will be a bar showing Rachel's health on 
the left corner of the screen while you're driving. You must reach 
your destination before Rachel dies.

You will unlock two Film Clips, a Saving Rachel Mission Mode and a 
Saving Rachel Time Attack Mode.


======================================================================

======================================================================
10. MISSION 9: WAYNE MANOR
======================================================================
This level is a little challenging because you've been stripped of 
your costume (that is, no cape to glide) and Batarang. You will get 
back your Batarang later in the level, but by now, you should be so 
used to the controls, you may find yourself a little handicapped. 

Still, it's a short level as compared to the hedious Arkham Asylum,
and you should have been fully recharged now after enjoying the last
racing level. :)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Confront Ducard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The intro will reveal the twist of the movie, that Henri Ducard is 
actually Ra's Al Ghul. So the puny "Ra's Al Ghul" that you defeated 
in Mission 2 wasn't really Ra's Al Ghul at all. Get over it!

After the introduction, Ra's will send in two League Ninjas against
you. Defeat them for a cut-scene. After the conversation, two more
ninjas will attack you. Defeat them as usual. Yet another cut-scene
occurs, and after this, Ra's will come down and fight you himself.

Notice as you fight him that he has no health bar. This is because 
you can never win this fight. A few strokes into the battle, another
cut-scene will happen as Wayne gets beaten by Ra's. Ra's will then 
run away through a door.

When you resume control, follow him through the door. At the end of
the hallway is a door on the left, it's locked though, so turn right
instead. Be careful not to walk into the fire as you can get yourself
hurt. As you continue forward, another cut-scene will follow, as a 
a ceiling falls onto Wayne, and Ra's saying that Wayne hasn't learn 
to mind his surroundings.

You won't see him again in this level, and when you resume control, 
two ninjas will appear from the locked door. Defeat them, and go 
through the door now.

As yuo continue down this hall, you will be able to turn right. Do so, 
and you will find the path blocked by some Damaged Furniture. As you
begin to wonder why the Batarang icon doesn't appear on screen, you
suddenly remember that you've no Batarang now! Damn it! 

Punch the furniture away instead. A small gap will be revealed to the 
left of the blockage. Sneak past it while avoiding the fire. You will
see a door right in front, but before going there, look to the right 
wall to find a medical Kit. This allows you to fully heal.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Save Lucius Fox
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You will now need to rescue Lucius Fox, who is trapped in the kitchen.
Open the door in front, and go through. You will find the room in 
fire, and fumes are everywhere. There's a path on the left of the 
room that is barely enough for you to run through to the end of the 
room, where you will find an Antique Vase. Punch the vase, and it will
fall and break through the window behind it. The fumes will then leave
the room.

To the left and right of where the vase was originally situated are
two pipes. Use either one to climb up, although if you use the right
one, you will need to punch some Damaged Furniture away first. At the
top of the pipe, jump to a nearby balcony.

Turn around now to see three hanging lamps. Jump to the nearest wire
and you should be able to see your destination. From the wire, while
facing the door that you entered from, the destination is the balcony
on the top right corner of the screen. You will need to jump from 
wire-to-wire until you reach the third wire, then jump from there to
this balcony.

NOTE: It's not easy to do the jump since you've no cape to glide now.
The trick is to jump to one, climb up, then jump again. If you fail, 
keep trying.

From the balcony, open the door and go through to reach a checkpoint.

Now, walk all the way to the end for a door, open it, then go through.
You're now in the library. Do not walk all the way to the front. 
Instead, use the left most book shelf as cover, and toggle your 
camera to see two ninjas talking. Once they finish, they will walk 
behind the right most shelf.

To your left is a locked door, and you need to go through there. This 
is how you do it: In stealth mode, walk past the second left most 
shelf to find a ladder on the righr wall. Climb it, then jump to the 
right to reach the upper level. From here, go straight, then right.
You should now see two hanging lamps. Jump to the first wire, then
to the second. 

NOTE: It's very difficult to jump to this second wire without alerting
the thugs. Keep trying if you fail.

From the second wire, jump to the balcony opposite. You will see an 
Antique Vase. Walk towards it and punch it. It will fall below and 
hit all the adjacent bookshelves. The shelves will topple like 
dominoes and the force of the fall will knock the locked door open.
I'm really impressed by this. 

Meanwhile, the feat will also scare the ninjas below. Jump down to 
fight them. 

NOTE: Even when they're scared, these ninjas are still very strong.
Avoid fighting them at the corner as they will simply swarm all over
you. Instead, lure them out to a more spacious area and take them out 
one-by-one.

After you defeat the ninjas, walk through the door that was forced 
open by the shelves. Turn right next to find a door. Open and go 
through.

You're now in a large room that has quite a few areas of interest.
Firstly, you will see three bookshelves. Somehow, the right one is 
shorter than the rest. Food for thought.

You will also see a Burning Chandelier on the ceiling, which has a 
chain. Hmm, more food for thought. 

There's also a round table in under the chandelier which is on fire.

You can't do anything now, so look to your right from the entrance to 
find another door. Open and go through.

It's another library here. Go to the end and you will find a book
prominently labelled "The Art of War" on the shelf there. "Use" the 
book by pressing the circle button, and a cool short sequence will 
occur as Wayne was transported into a secret chamber with lots of
goodies:

1. A medical Kit on the left wall
2. A military crate with two Flash-bang Grenades
3. A cabinet with the BATARANG! Finally!

Take the Batarang, use "The Art of War" to go back to the other side,
and return to the room with the three bookshelves and the chandelier.
Jump onto the right bookshelf, which is the shortest, then from here
jump to the middle bookshelf. Turn around to target the Burning 
Chandelier, and hit it with your Batarang. 

The chandelier will fall onto the round table, putting out the fire on
the table, and leaving behind the chain. Jump down from the shelf and 
jump onto the round table. From here, hop onto the chain, then climb up. 

At the top, look around to find an Antique Vase. Target it and hit it
with the Batarang. Don't you just love this! The vase will drop down, 
and the gap that it previously blocked is now accessible. Jump towards
it to reach the upper level of this room. 

Continue on this level imtil you find a door. Open and go through it
to find your path blocked by a bush of fire. There's Damaged Furniture
there, so hit them with your Batarang. Once the furniture are out of
the way, a Damaged Pipe will be revealed. Hit it with your Batarang
again.

The pipe will sprinkle water and put out the fire. Where the pipe is
is actually a hole in the ground. It's the only way you can go, so 
jump in.

As you drop down, a ninja will immediately charge at you. Kill him.
After that, go striaght, then right to find another blocked path with
Damaged Furniture. Hit the furniture with the Batarang to reveal a 
gap on the right. Sneak through.

Turn left next to find another door. Go through it to reach a 
checkpoint. Better save.

You're now in the kitchen, where Lucius Fox is. At the end, you will
see a door. When you walk towards this door, a cut-scene will follow
as Wayne talks to Fox. After the cut-scene, open this door, go through
and turn right. There's another door here. If you use your Optic 
Cable on it, you will see no one. But once you open the door, two 
ninjas will pop out by the sides. They're good... in hiding, I mean.
Dispose them.

This is another room with bookshelves. A ladder is on the left end of 
the room, but it's blocked by fire and an Antique Vase. Go to the side
of the vase that isn't on fire, and hit it with the Batarang. The
vase will push the ladder to the left, away from the fire. Now, go to 
the ladder and climb up.

Go left next to jump up onto the balcony. Go to the end of this to 
find a square coffee table. Jump onto it, and align yourself with the 
bookshelf below. Jump to the shelf, then maneuver straight until the
window. Hit it with the Batarang and jump through.

There's a medical Kit to the left. Use it if necessary. Open the door
there and go through, then turn right, and right again to find an 
Antique Vase on top of a staircase. Hit it with your Batarang and it 
will fall down the stairs, and force the door that is blocking Fox 
open. A small video will play on the bottom right of the screen to 
show Fox escaping. You're almost done!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Escape to the Batcave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From the staircase that you hit the vase, backtrack to the left. Two
ninjas will come through a door to attack you. Defeat them, then go 
through the door that they came in from. Walk all the way to the end
of the hall, then turn left.

You will be blocked by fire again, but there's a Damaged Ceiling to 
target. Hit it with the Batarang to reveal a Damaged Pipe on the 
ceiling. Hit the pipe and water will sprinkle down, thus putting out
the fire. 

Go to the door at the end to find Alfred waiting by. A cut-scene will
show as Wayne walks toward Alfred, and the ground will lower. A movie 
clip will then play to show Wayne and Alfred escaping to the Batcave.

Level completed! Two Film Clips and a Gallery of Fear character for 
you!


======================================================================

======================================================================
11. MISSION 10: DEFENDER OF GOTHAM
======================================================================
Last mission! Ra's Al Ghul have released the poision on Narrows 
Island. Someone is lowering the Bridge between the Narrows and Gotham
itself. If the bridge comes down, the people affected by the poison 
will spill over to Gotham. Your first task is therefore to stop the 
bridge from lowering down.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a. Stop Narrowborough the Bridge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You begin by over-looking the lowering bridge. Move a little to the 
left and you will find a medical Kit on the far side. Now, why a 
medical Kit when you just begin a level? Anyhow, run towards it. As 
you approach, three inmates will climb over a broken wall to the right
of the kit. They will start attacking you, and they're much stronger 
than they usually are. Now you know why a medical Kit is there. Defeat 
the inmates and use the kit if required.

To the left of the kit is a military crate. Open it for three Flash-
bang Grenades. Opposite the crate is some sort of a structure that 
has a ladder inside. Go to the side of it to find a stairs. Go up, 
then jump over the fence to reach the ladder. Climb up.

NOTE: Ed wrote that you can conveniently skip the fight with the
Inmates without too much negative effect. Simply ignore the medical
kit and military crate, jump over the fence to access the ladder and
climb it up. You will hear the inmates growling below as you climb
the ladder, just forget about them and carry on! I've tried that out
and found it to be true, but the problem is not being able to earn
reputation, and not being able to equip the Fear Gadgets for the 
long fight ahead, meaning you must be very good in your combat skills

At the top. look around to find a metal chain holding on to a crate.
Jump towards the chain and climb it up. At the top, spin around to 
find a platform, and jump onto it. From here, go straight, then right
to find an elevator. Go into the elevator and use the button to go up.

Once up, exit the elevator, go straight and then turn left to find
the Scarecrow. So, this is the bugger who's lowering the bridge. A 
cut-scene will follow as the Scarecrow will activate an explosion that
knocks Batman down below again.

When you resume control, quickly turn around to find three inmates 
devouring a dead body, near a burning car. Go up to them and finish 
them off. You will find a Key near the burning car. Pick it up, and
look to your left to find a car that is not on fire. Use the Key on 
the Vehicle Ignition, and then see the super cool cut-scene of 
Batman using the car to cause an explosion.

To the left where the explosion occurs is a ladder. Climb it up. On
the top, look around for a Grapple Point and grapple to it. Drop down,
look up to find a horizontal pipe that is black and yellow, and use
the pipe to climb over to the other side. 

You're now back at the place where you found the Scarecrow. Turn left,
then right to find him again. He will be stunned by your appearance, 
so much so that he will jump through a window and disappear into the
sea. That's the last you will see him in this game.

Next, look around to find a Cracked Window. Hit it with the Batarang.
You will find a Grapple Point outside. Grapple towards it to reach a 
checkpoint. Save.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b. Intercept the Microwave Emitter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From where you begin, turn right, open the door, and go through. Walk
all the way to the end to find a door. Use your optic cable to see 
some thugs behind this door. Open the door and go through, only to 
find these guys blowing off the path. You will need to find a way to 
get to the other side.

Look to your right to find one of those black and yellow horizontal 
pipes. Jump onto it and begin to climb forward. Midway through, this 
pipe will be blown off as well, and you can't move further. Look to 
your left now to find a Grapple Point. Use it to grapple to another
horizontal pipe on a ceiling, then continue climbing to the other 
side. 

When you're reaching your destination, you will find the path blocked
by some Debris. Hit the Debris with your Batarang to clear the path
when you're still hanging on the pople, then climb over and drop down.

On the left wall is a medical Kit. As usual, use it if needed. Open
the door in front and go through. At the end of this hallway is 
another door. Use your optic cable to find several ninjas behind this
door, which means don't open it! Instead, look to your left now to 
find a vent. Go through the vent until you fall through a hole in the
ground.

You will now be outside, just below those ninjas. Your aim is to find 
a way to scare them, then defeat them. From the platform that you 
dropped on, go to the left end, then look around to find a metal chain
holding a crate. Glide to the chain, then glide over to the platform 
opposite. 

On this platform, turn left to find two Support Cables. Target them 
one at a time, and hit them with the Batarang. When the second cable
gets hit, a ramp will be lowered. Glide over to this ramp and go up.

Once up, turn left to find two metal beams. You will need to walk on
the beam on the left, but there's no Context Sensitive Mode this time
for you to prevent you from falling. The reason is, you will need to 
do some Batarang-throwing on this beam! So, proceed slowly just in 
case you fall.

Anyway, on this beam, walk carefully to its end, then turn around.
After that, use the left/right buttons on your D-pad to find two more
Support Cables to target at. Quickly target them one at a time and 
hit them with your Batarang. The result is that the entire platform
above, which is basically the room you saw with ninjas inside, will
drop down to your level! Apart from increased Reputation, the Area
Fear will also be high. Jump into the ring and finish these ninjas
off.

When the ninjas are gone, toggle your left/right D-pad buttons again 
to find a button above you. Hit it with your Batarang, and you will
find that a metal chain holding a crate will come towards you from 
a far side. This is the direction that you will need to go, so wait
for the chain to stop, then glide to the chain. 

Once you're on the chain, you will find that there's another button
on the far side. Hit it (it's a long distance, but somehow you can)
with the Batarang to transport the chain (and you) to the other side.
When you're there, drop down, then open the military crate for seven
Flash-bang Grenades. These will be useful to preserve health as you 
will have some battles to engage later on. 

After that, approach the door in front for a checkpoint.

Open the door, go through it, and run all the way to the end to find
a ladder. Above the ladder is a Hatch. Hit it with your Batarang to 
open it, then climb up the ladder to reach the outside again. You will
find two ninjas blowing up a barrier. Dispose them.

After that, go forward to find a medical Kit on the left wall. Use it
if necessary.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
c. Reach Rachel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You haven't exactly intercept the emitter, but Rachel is in trouble 
again, so you need to reach her before she gets, er... whatever.

Continue forward and three inmates will greet you. Dispose them, then 
continue forward until you're blocked by some boxes. Jump over them 
to reach a checkpoint. Save.

From the checkpoint, go forward further to find three more inmates. 
Damn! When will they ever learn? Again, fight them off. Take note not 
to sway too far forward, because you may suddenly fail the mission if 
you wander too far off.

NOTE: These two battles are tough, especially if you're playing with 
the Challenging difficulty, because these morons tend to swarm all over 
you, making it a long and tedious fight. As usual, isolate them and 
take them out one-by-one. To preserve health, use your Flash-bang
Grenades liberally so that you can attack them while they're 
vulnerable.

Assuming you're facing the front like you did before you begin this 
fight, look to the left for a ladder. Use it to climb up. At the top, 
go left, then left again to find another ladder. Go up again. From 
here, turn around to find a door. Open it and go through. 

Turn right now and go all the way. At the end of the hallway is a door
that you will need to pick-lock. Do so, then go through and go up a 
nearby staircase. A door is at the top. Open it to trigger a cut-scene
as the inmate offers to prove that Batman can die. But before he could
do that, Rachel buzzed him down with an electric shocker. Take that, 
Tom Cruise.

The cut-scene also shows a nice sequence of Batman finally revealing 
his identity to Rachel, which is from the movie. It's very... nice.

"It's not who I'm underneath, but what I do that defines me."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d. Board the Monorail
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When the game resumes, you begin with a checkpoint. Save, then prepare
for some fast-paced action. To put it simply, for this objective, you 
will need to be quick. 

From where you begin, go forward and glide off the roof to a platform
on the opposite building. Grab six Smoke Grenades from the military 
crate on the right, then go left to find a Grapple Point. Grapple to 
the horizontal pipe, then use your Batarang to remove some Loose 
Boards on the window near you. Once done, climb into the room while on
the pipe, then drop down once you're in.

Go forward, then turn right to face three inmates. They're everywhere!
Fight them as per your previous strategy. At the end of this hall, to 
the right, is a medical Kit. If it. I think you will need it.

Across the kit is an opened window. Jump out of it to get onto a fire
escape. Go left of this fire escape to find a pipe. Use it to climb to
the roof top.

On the roof, go right quickly to find some buildings with slanted
roofs and a faraway Cracked Skylight. Glide to these roofs and run
towards the skylight until you can hit it with your Batarang. With 
the skylight out of the way, you can now jump through the hole into 
a room.

From here, waste no time! Go right and out of the room to find the 
monorail coming! Rachel can't hold it any much longer, but a fence is
blocking you and the monorail. Look in front of you to find some 
nicely-stacked barrels on the left and two green trash bins on the 
right. Quickly jump onto the bin, then jump onto the barrels. From 
the barrels, jump over the fence onto the monorail. A cut-scene 
follows. You've successfully board the monorail! Yay!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
e. Defeat Ra's Al Ghul
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Last lap to go before you complete the game. Give me a "Hell Yeah!", 
then proceed.

You will begin on top of the monorail. Go forward to fight off four 
ninjas. They're tough, so fight them off using your good old combat 
skills. Use your Fear Gadgets if you still have them to minimize
health loss. Once done, go forward to the door in front, open it and 
go through.

Walk towards the door in front. It will open by itself (I'll call 
these the "auto doors" from now on). Go through. Immediately to its
right is a military crate with five Flash-bang Grenades. Grab them, 
then go forward again until you reach a door. Open it and go to the
outside.

You will see two large containers, which are in red color. Go to the
one on the left, and you will get an option to Open it. Open it and
go in to find a series of Debris blocking you. As usual, sweep them 
away with your Batarang. Above where the Debris were is an opening in
the ceiling. Jump up and pull up.

NOTE: You may want to leave a box or two behind so that you can jump
onto them and use them to jump up to the opening easily.

Debris blocks you again, so hit them with the Batarang to remove them.
You will gain access to another door. Open it to go out again.

From here, you will find a brown container opposite. Glide over to it 
on land of the ledge beside the container. Get close to the container 
to enter into Context Sensitive Mode. Go left, then straight while in 
sensitive mode until the end. Exit and look to the right to find a 
door on the brown container. Across this door is another door leading 
to a cabin, but don't enter it because it's full of ninjas. 

Instead, go into the door on the brown container. Above you, there's 
an opening on the ceiling. Jump up and pull up, then turn around to
face the cabin with the ninjas inside. Glide to the top of that cabin,
then go forward. At the end, glide down to find another door. Open it
to go through. The game will then load.

When you resume control, go forward to find another auto door. At the 
end of this cabin is yet another. Approach this door to reach a 
checkpoint.

You're once again outside. Open this door to find another door in 
front. You can't open this because you need a pass code. Instead, 
look below to find an access grate. Open the Hatch with your Batarang
and drop sown. Go through the vent till you find another Access
Grate with a Key Pad. UNDER NO CIRCUMSTANCE SHOULD YOU ATTEMPT TO 
USE THIS KEY PAD! IT WILL EXPLODE AND YOU WILL BE TOASTED!

Ok, I hope I got the message through. From the grate with the Key Pad,
look up to find a ninja there. Wait for him to turn around, then jump
up to perform a stealth kill on him. You should be very proficient
in this now, so it shouldn't be a problem at all.

Walk forward to find a medical Kit on the right wall. Use it if 
needed. Go forward again until you can jump to the next carriage. Do
so, then turn back and look below to target a Carriage Coupling. Hit
it with your Batarang to reveal a Battery Chain. This chain is holding
your carriage you're on to the one that you just jumped over from. Hit
the chain to separate the carriages. This will increase your 
Reputation and create fear. Three ninjas will come out from the 
separated carriage, and two will come out from the door on the 
carriage you're in. Five ninjas! I'm not sure whether you will need to
fight them all, because each time I play this part, it happens so fast
I couldn't be sure. I only remember on my last play that it seems to 
be three ninjas that you will need to fight. Correct me if I'm wrong.

NOTE (7.25.05): While replaying the game, I found that this is how
this part goes. Three ninjas will come out from the door on the 
separated carriage, but only one will jump over. Two will come out from 
the door on the carriage you're in. So the fight is confirmed to be 
against three ninjas.

Anyway, after fighting them, you can grab the last one and interrogate
him for a pass code. Go forward now to find another door with the 
pass code. Input "1942" to open the door and go through. 

Jump over to the next door to find a checkpoint. Save, then open this
door to go in. A ninja will drop down from an opening in the ceiling.
Dispose him,then jump up to the roof using the opening that his ninja
came down from.

From the roof, go forward while jumping from cabin to cabin. Avoid
the signal lights on the left or right. The sequence of the lights
appearance are left, left and right, so staying in the middle is the
best option when you're going forward. At the end when you can go 
forward no more, glide down to the door in front.

Open the door and go through for a checkpoint. On the left of the room 
is a military crate with eight Flash-bang Grenades. Grab them. Go 
forward now to find yet another door. Open it to go through... there's 
no end!

Go to the next carriage that has a stack of barrels. If you go close 
to them, you will enter Context Sensitive Mode and will be able to 
peep at three ninjas behind these barrels. Don't go out to fight 
them. Instead, exit sensitive mode and turn around and go down to the
small metal platform below the connector connecting the carriages 
together. Above the small platform is a very thin yellow horizontal 
pipe. Jump onto it and climb to the left, then forward. You will now
be able to sneak past the three ninjas without them noticing your 
presence.

At the end of the pipe, jump up to find a ladder. Across the ladder is 
a medical Kit, so use it if necessary, then climb up the ladder. On 
top, backtrack to where the three ninjas are. When you approach them
while on the top, you should be able to target two Locked Mechanisms,
one of the left and one on the right. Hit both of them one at a time
to trigger a cut-scene, as tons of barrels dropping down on these
ninjas. You've scare them now, so jump down for the kill!

After the fight, look to the ground to find an access grate. Hit it 
with your Batarang to open it, then drop down. Go forward a little to
reach a small metal platform. Above the platform is a horizontal pipe.
Jump onto the pipe and climb over.

NOTE: Be careful not to go too far forward when you're on the 
platform - you may just fall off.

Drop down from the pipe at the end, then go forward to find a Hatch
above. Hit it with the Batarang to open it, then jump up, Go forward
past an auto door, and the game will load. When the game resumes, 
approach the door in front for a checkpoint.

A medical Kit is in this room, so use it before you open the door.
When you open it, you will see Ra's Al Ghul! Walk towards him to 
trigger a cut-scene, as he sends two ninjas to fight you. Defeat them 
both, then take on Ra's himself. Notice again that he has no health 
bar. Damn it, this means he will push you aside and escape. 

The cut-scene that follows will see him jumping over to the next
carriage and cut loose the Battery Chain that is connecting the
carriage you're on and his. When the game resumes, you must quickly
find a Grapple Point on the carriage that Ra's is, and then grapple to 
it. Next, drop down, open the door there and go through. 

At the end of this room, open another door and go through again. You 
will now be outside again. Opposite you is a door, but you can't open 
it because it's locked. Right to this door is a ladder. Climb it to
go to the roof.

On the roof, go forward until you see the Microwave Emitter! Finally!
Quickly glide towards it and you will get an option to Use it. 
Unfortunately, you will be told that the emitter can't be stopped.
Quickly turn around now to find Ra's Al Ghul sneaking up on you. Avoid
his attack, and fight him. 

Notice once again that he still has no health bar, but this time,
defeat him, you can. He will be well defended, so try to inflict some
damage on him until you can use a Fear Gadget. Use any of the grenades 
liberally to loosen his defence, then punch and kick the crap out of 
him. When he attacks, use the block-and-counter technique to avoid
losing health.

Since he has no health bar, you won't know when he will be actually
defeated. So, take not of the top right corner of your screen for a
"Grab" option. When this happens, it means that he's defeated. Grab
and interrogate him. After that, Finish him.

Batman will then talk to Alfred about a plan to blow up the monorail 
tracks so as to stop the monorail, which will in turn stop the Micro-
wave Emitter. A cut-scene of the Tumbler firing missiles at the track 
follows. In the movie, of course, it was Gordon who did the firing, by
the way.

When the game resumes, you will immediately get an option to Grapple.
Forget about looking around for it. Just press the circle button and
you will grapple to safety. The reason why I told you to forget about
looking for it is because there will be a distance countdown. 

Once you grapple to safety, watch the cut-scene as Batman looks on,
while Ra's Al Ghul and the monorail are sent towards its doom. After
the explosion, watch the short movie clip, and the game will end.

NOTE: Someone told me that they saw Ra's Al Ghul jumping off the 
monorail when the explosion happens. If you can confirm this, do let 
me know. It's an interesting tidbit. :)

You've now completed this level, and have unlock three Alternate
Batsuits, two Gallery of Fear characters and one Film Clip!


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12. LAST WORDS
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So, that's it, you've completed Batman Begins! It's a relaitvely short 
game, and you should breeze through it in about eight hours if without 
dying. You may want to replay the game in the alternate costumes 
though, They're very cool. I mean, Dark Knight!

Also, although I try to provide a step-by-step guide, I may have just 
miss something. If something is supposed to be here and is not, please
email and let me know. If you've an ASCII art for me to use as a 
header, let me know too! :)

Last but not least, good luck in the game. I hope you enjoy it as 
much as I do.


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APPENDIX 1. VERSION HISTORY
======================================================================
Version 1: Guide completed. (7.24.05)
Version 1.2: Change ASCII diagrams by removing tabs on them so that 
they will work on most, if not all browsers. Replayed the game and 
realised that at some points, the number of grenades you get from 
military crates are random. Therefore, inserted a note at Mission 3,
under the "Expose Falcone's Shipment" objective to explain this. Added
a confirmation on how many ninjas you will fight after breaking a 
Carriage Coupling and a Battery Chain in Mission 10, under the "Defeat 
Ra's Al Ghul" objective. Added an FAQs section to answer, well, FAQs. 
(7.25.05)
Version 1.4: Fixed some typos. Fixed some grammatical errors. Changed 
some sentences that looked ambiguous so that they explain the 
situations better. Added more FAQs. Added a note in Mission 10, under
the "Stop the Narrowborough Bridge" objective, to offer a tip to clear
the objective faster without engaging in a fight with inmates, as 
submitted by Ed. Fixed an error in Mission 10, under the "Defeat Ra's
Al Ghul" objective, about starting this objective without Fear 
Gadgets to use against four ninjas. Instead, if you've them with you 
from previous objectives in this level, you will get to use them.
(7.26.05)


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APPENDIX 2. FAQS
======================================================================
In this area, I'll provide some questions that I think will be 
commonly asked, and will try to answer them even though some of them
are already in the guide.

Q: Left? Right? Why are the directions you specified in the guide 
different from what I experienced?
A: Batman Begins is an action game with a 3D cam. During the action,
orientation could be altered as you fight an emeny or look around to
check out your surroundings. The direction I put down are always 
1. from where you begin at the start of the screen and, in situations
where left and right is automatically defined by the camera, 2. from
the orientation of the screen, regardless of whether Batman is facing 
the front or not.

Q: I saw a cut-scene while when Batman was finishing an enemy, and he
becomes a demon! Is the occurence random, or can it be manually
achieved?
A: I'm not entirely sure on this one, but what I read on the forums
said that when you achieve 75% of Area Fear and Reputation, using the 
circle button to finish an enemy will trigger a demonic Batman cut-
scene.

Q: When I try to stealth kill an enemy he seems to notice me and turns 
around to fight/ kill me. Why?
A: It's either you've approach the enemy before he's fully turned 
around, or you've walk too quickly until you're beside him. Or, you 
could have even forgotten to go into Stealth Mode. Press the L3 button 
to go into Stealth Mode if you don't know how to do it... the game 
actually teaches you how to do it in Mission 2, by the way!

Q: In Mission 6, I reached a staircase to go up. After I go up, I 
used the optic cable to see the helicopter pilot. When I opened the
door, my mission failed immediately. It happens all the time. Why?
A: Erm, did you read this guide thoroughly? It said don't open the 
door! There's an access grate to the right of the door which you can
hit with a Batarang and use it to find another way to the pilot. 

Q: I can't seems to jump to the next hanging lamp in Wayne Manor!
A: There are two areas that are very difficult to engage in Wayne
Manor, and they both involve jumping to the next hanging lamps. 
Although this is a Basic Control question, try pressing the X button 
to jump the quickly pressing the X button again to jump in midair. 
This "double jump" technique should help you get to the next chain/ 
wire. You will need a lot of practice to pull this right though. Do it 
too slowly and you will just fall down quickly.

Q: What's the difference between using Easy, Normal and Challenging
levels?
A: The puzzle element is essentially the same. The more difficult the
level, however, means tougher enemies. 

Q: How do you use an Alternate Batsuit after you beat the game once?
I started a new game and didn't get an option to choose a Batsuit.
A: To play the game again with a different Batsuit, use the Bonus
option in your Main Menu, then choose Alternate Batsuits. There are 
three alternatives to choose from: Dark Knight, World's Greatest 
Detective and Caped Crusader. Choose any one, then return to Main Menu 
to start a new game. Your Batman should be in the Batsuit that you've
chosen.

I hope these are of use.


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APPENDIX 3. CREDITS
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Erica, my wife: For letting me use the TV.
Kelv and Dennis: For the "moral" support.
EA Games: Great game.
Amazon.com: For making my review of this game their Spotlight Review 
on their site, even if it's only for a week.
Sunkist: I love your Orange Lemonade juice.
Chris.com: For the ASCII header.


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Copyright  Lestor Wong 2005.