Web Analytics Made Easy - Statcounter

Batman Vengeance - Solve - Gamecube

   0-9   A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z All


WALKTHROUGH!
------------
EPISODE 01: A Girl to Die For
LEVEL 01 - THE BOMB
Opening sequence: FMV of Gotham Chemical. Brightness mode option
appears before you begin the game. Press triangle or X button to
proceed. Run down the stairs. Run a little past the boxes, turn left
and again, run down the second set of stairs. Jump on top of the boxes
to avoid the steam. Move forward. Jump the gaps in-between. If you
do fall, look for the ladder and climb. Locate the area where the
steel fence is and jump down the opening. Open the door to rescue the
mysterious woman. Run towards the time-bomb and jump down. Follow the
path.
LEVEL 02 - RANSOM NOTE
After the FMV that follows, you'll discover that the woman you just
salvaged is Mary Flynn. Take the Joker's ransom note.
LEVEL 03 - BATCAVE TRAINING
Enter Batgirl. After some small talk, proceed near the Batmobile area.
Let yourself fall before you reach the walkway leading to it and you'll
find a door. Enter training program with Alfred (a recording,
actually) as your guide. Use the BatGrapple to retrieve BatCuffs and
Batarangs (glide to do so). Practice your strafing skills and target-
practice with the Batarangs. Next, warm-up your fight moves on the
metal post. Once through, enter the next door and use the stealth move
to avoid and turn off the laser. Exit room to take the final challenge
which is the free fall action where you have to snare an object.
Couple of FMVs take place afterwards.
LEVEL 04 - ROOFTOP BATTLE
Glide to the next building. Proceed to the other side for the grapple
icon. Battle thug. Climb ladder and secure box of BatCuffs. Grapple
your way to the next structure. Knockdown next hoodlum. Glide towards
the other end or you may want to check out what's beneath the grilled
pipes (health box). Simply locate the ladder to get out and move on.
FMV of Mary being chased ensues. Grapple to the next edifice. Fight
off goon. Grapple. Run the walkway and glide to the next. Enter door
and follow toughie. Grapple then, subdue another henchman. Locate
the part of the grills with an opening (to your left from starting
point) to see another grapple icon. Prior to moving forward, you may
choose to make a little stop. Move a bit forward (three short stops)
until you drop on the REAL ledge. Go left and on the next turn, there
is another grapple area. Do so and enter the door to discover cheat A.
Egress via the other door which will lead you to familiar territory
(way to open fence). Grapple to the other scene (boards). Gliding to
your right, you will encounter a criminal. In there, you'll also find
another health kit and a box of Batarangs. To continue chasing the
kidnapper, go to your left (from your point of origin) and glide from
board to board. Upon reaching the corner of the tower, glide on to the
next then, grapple to the one with gargoyle heads. You may opt to
glide to the next gargoyle to avoid wasting your energy on a fight and
having to climb to reach the short distance. Proceed to the other
end of the same skyscraper and use the last gargoyle as your
"springboard" to the next one (with the pyramid shapes on the roof).
Run to the opposite side of the ledge then, slide. Make sure you glide
when you're nearing the gap to make it to the next side. The villain
sidekick will challenge you to a round of fisticuffs. Pick-up the
BatCuffs in the process. Episode ends with Batman providing Mary a
BatCom-link.