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Batman Begins Walkthrough
Make them afraid of the Dark Knight with this new walkthrough from our resident guide guru.
Date: Friday, July 22, 2005
Author: Jeff 'Judasen' McAllister

Gotham City:

After the opening scene, take out the few thugs here by using the onscreen tutorial. After the first group is cleared out, head up the stairs and make a left. Run around the corner until the explosion blocks your path and then turn around and head back the other way. Make a left around the next corner and use the panel to open the elevator. Hop across it and up the ladder to the large door. Go through and watch the scene there. When it’s over, head down the stairs and take out the remaining enemies. Hop out the window that the crazy guy jumped through and make your way right across the catwalk.



Climb up the drain pipe at the far end and hop off onto the next catwalk. Make your way all the way to the left and jump to grab the pipes above you. Shimmy around the corner to the next ledge and break through the boards to enter the building. Use the med kit there for more health and make a left down the hall. Go through the door on the right and take out the two thugs Crane sends after you. When they re down, go through the door he runs through and another scene will play. Run down the hall in your haze and you will get caught in an explosion that sets you on fire. Continue running forward towards Crane and you will fly out the window to end the area.

The Himalayas:

Now that you are back one year in time, run forward to meet with Ducard at the top of the stairs. Enter the doorway and follow the hallway around until you come outside again. After the speech, hop up the ladder and enter the next building. Crouch as you enter and make your way to the left to take out the enemy with the gun. After he is down, continue through the door on the right and follow the hallway until you come to Ducard again. Talk to him and you will need to find another way through the door. Head up the stairs and jump to the hanging chains. Jump form one to the next until you reach the far side of the room. Go through the door and continue to the next room.



Here you will need to climb the ladder on the left and use the beams across the top to get to the far side of the room. Drop down once you reach it and grab the Shuriken from the case. When you do, you will fall back outside. Continue forward and toss the shuriken at the ladder to let it loose. Climb up and head to the right and toss one at the chain to bring down the bridge. Run up it and toss one last one at the bell on the left. Since you need the password to get through the door there, you need to go get it. Enter the next door and Ducard will tell you to get the jump on the ninja’s in the next room and spook them. Make your way right and follow the hallway up to a ladder. Hit it to bring it down and then climb across the wires above you.



When you reach the far side, make a right and head around the corner. Toss a shuriken at the chain to the right and it will cause the cage to crash down. Hop over the edge after the scene and beat up the ninja’s. Grab the last one and interrogate him twice to learn the password for the door with the bell. Head towards the set of double doors and run through. Once you reach the room with Ducard, use the lever to lower the cage. After the scene, kick some ass and toss a shuriken at the cage to break it open. Follow the prisoner out of the temple and the mission will end.

Gotham Docks:

Make your way forward through the door and left across the glass passage. Follow it across to the elevator and hop on. When you reach the ground floor, head out and over the fence to the left. Enter the door there and take out the two thugs inside. Interrogate the one a few times and then head up the ladder. Hop over to the ledge across from you and follow it to the end. Open the window on the left and head down the stairs. Climb up the ladder ahead of you and jump to grab the wire over head. Shimmy over the fence and hop up the boxes to get into the window. Break the boxes there and crawl through the open grate. Follow it around until you drop out and a scene will play showing some thugs hop into a van. Make your way to the forklift and you will be told to find a key for it. climb the ladder across from it and hop through the window.



Grab the over head pipe and crawl over until you are above the enemy below. Grab him and interrogate him. Drop down and grab the key from the shelf and open the large door there. Use the key on the forklift and then some goons will run out. Take them down and head for the gate in front of the van. Use the lock pick to get through and drop down the hole to enter the sewers. Grapple up to the catwalk above and use the switch on the left and the med kit on the right. Enter the pipe in the center and follow it to the next area. Grapple up again and shimmy across the pipe. Drop down and quietly kill the thug there with the machine gun. Take out the other thug and talk to the worker. He’ll tell you the code is 1227 for the gate where you entered. Head back there and enter the code and go through. Climb up the pipe there and shimmy over to the catwalk. Follow it around to the door and go through. Smash the crates and make your way to the left under the pipes.



Climb up the ladder on the left and use the valve there to burst the pipes. Finish off the pipe with a batarang and then hop inside it. Follow it to the next area and climb up the ladder. Jump over to the right and grab the pipe over head. Shimmy across and drop down at the far end. Toss a batarang at the valve to spook the thugs there and jump in and attack. When they are down, go through the door and toss two batarangs at the two chains holding up the catwalk. Run up it when it falls and enter the door. Head down the ramp and make a left and hop over the railing. Press the button there and enter the pipe. Follow it out and grapple up to the pipe over head. Shimmy across and drop down. Hop up to the ledge on the right and crouch under the catwalk. Peek up when you reach the end and wait for the guard to turn. Pop up and take him down when he does and then operate the valve there. Take out the three thugs there and head across the catwalk and through the door. Head up the ladder and you will come to a door leading outside. Hug the wall to the right and walk to the corner. Wait for the cops there to stop talking and to walk away. When they do, quickly run up the ladder on the left and turn the third valve to finish the area.

Inside Gotham Docks:

Grapple up to the hook ahead of you and drop down on top of the container. Make a left around and drop down through the opening. Immediately climb up the chain there and follow the path to the next opening. Drop down and clear the path with your batarangs. Make your way out of the container and make a left. Crouch and crawl under the container there and continue to the right and head down the ladder. Use the medkit there and make your way up the stairs. Enter the booth to the right and use your electro-hack device on the panel there to operate the crane. Move the cargo to the right and drop it on the thugs below. Head out of the booth and finish off the remaining enemies and interrogate who is left. Climb up the ladder to the top of the container and jump off to the right. Glide over the fence and make a left through the space between containers. Follow it around and you will come out to a conversation between a thug and the concierge. Wait for the thug to take off and then interrogate the concierge.



After the scene, use the forklift to the right and head around the corner. Stay behind the boxes and enter the plastic sheet wall on the right. Climb the chain there and use the over head pipe to shimmy to the left. Drop onto the catwalk and make your way around the corner. Enter the door there and follow the corridor out to the cargo ship. Head down the stairs and go through the door in the fence to the far left. Use the forklift to lower the palette of barrels and hop on top. Make your way all the way up to the top and use the wire to shimmy across to the ship. Make a left and take out the thug there and then creep up the far side of the boat. Take out the thug with the gun there and the rest will join in the battle. When they are toast, head towards the front of the ship and hop up the ledges. You will come to a crate of smoke grenades to use. Equip them and hop up through the hole. Drop down off the container you come out on and walk forward to the thug far ahead of you. Take him down and use the conveyor controls there and hack it.



Once you do, run up the conveyor and glide down to the dock and finish off the thugs there. Make your way to the left and take the key from the thug there and go through the gate. Make your way to the building at the far end and walk to the left behind the crates. Use the ladder there to climb down and head to the next ladder and climb up. Pop the crate to get some grenades and head for the ladder at the far end. When you climb up, wait behind the crate for the guard there to turn and then take him out. Enter the door and pick the next one and continue down the corridor. Watch the scene and then enter the next door. Hop over the railing and follow the ramp to the bottom. Use the optic cable on the door and then run to hide behind the crates. When the guards pass, go through the door and you will come out at the pier. Walk forward and use the med kit on the right and then make your way left to the pole with metal rings around it. Climb up them till you reach the pipe over head. Shimmy to the right and drop down. Clear off the lift with your batarang and then use the controls on the right to activate it.



Jump on it and go for a ride to the next catwalk. Follow it to the end and jump down to the door below. Enter and take out the two thugs inside and hop on the elevator to the left. Take it up and go into the office. Both doors will be locked so look through the door on the right and you will see Falcone and his goons talking. One will come into the office, so hide when he does and then take him out from behind. Take his key and go through the door on the left. Slide down the ladder and follow the catwalk along until you come to a box hanging on a chain. Climb up it to the top ledge and then jump from there to the first hanging light. Jump to the next and then to the platform at the door. Since the door is locked, go to the right and hop up the metal rings to the top ledge. Go through the open grate and follow it into a supply room.



Grab the flashbangs and go through the window. Grab onto the over head pipe and shimmy around and across to the metal rings on the pole. Climb down to the catwalk and sneak up on the armed guard there. When he is down, use the panel to take out the rest and then some goons will appear. Take them out as well and continue forward. Soon you will reach the crane which will be at the edge of the pier. Ignore the guard at the far end and jump up on the crate next to the chain under the crane and jump over to the chain. Make your way up to the ladders and into the control room. Take out the guard there and then operate the crane. Move it to the far left and back until you see Falcone’s car. Down the crane on it and a scene will play. Make your way up the stairs and out to the arm. Shimmy across to the far end and the mission will end.

Passage to Gotham:

For this mission, you need to drive the Batmobile through the city. Simply follow the arrows and the road to get to the final destination. Watch how many cars you hit because you only have a certain amount of armor on your ride. After while, you will come to a truck that needs to be taken out. Use the missile and fire at it when you are locked on.

Gotham City:

Take out the gang of thugs when you start and then head for the door in the gate. Pick the lock and head through. Grab the grenades on the left and then hop up on the air duct by the car. Grab the pipe over head and shimmy across the fence and drop down. Run to the booth at the bottom, and toss a batarang through the window. Toss another to hit the tv screen and the gate to the left will open. Follow it along until you hear someone talking. You can now run up behind him quietly and take him down. Continue back around the next corner and continue following the ramp downwards and there will be an armed thug working on his car. Wait till he turns and then run to the ladder on the far right. Climb up and follow the air ducts along to the opening. Go through and through the next and you will enter a room with 4 guards talking. Hang from the over head pipe and grab one enemy to spook the rest. Drop down and kill them and you will interrogate the last one.



Now that you have the password, head back up a floor and go to the door and use the intercom. Enter the door and sneak to the right and take out the guard there. When he is sleepy, head back in the center of the room and take the elevator up. Exit and head forward. Enter the door at the end of the hall ad you will trips some laser wires. Grapple upwards and run into the next room. Shoot a batarang at the vase there and you will knock it out the window, venting the gas. Head through the next door and make your way to the end of the hall. In the room there, there will be two guards talking. Head back and go to the door at the far right and you will set off more alarms. Grapple up when you are given the opportunity and grab the armed guard from above. When he is toast, head in to the room at the end of the hall and take out the last guard there. Hack the control panel there and you will see the informant.



Head back out of the room and make a left to the next door. Go through now and you will enter a pool room. Go through the door on the right and when you get halfway down the hall, use the camera hack to see where the laser beams are. Hop over them and continue around the corner. Enter the next room and again, use the camera hack again and look for the clear path through the red tiles. When you reach the other side, use the batarang to knock over some barrels to call attention. A guard will enter the room so take him down quickly. Make your way to the left and hack the camera there and hop over the lasers by grabbing the pipe over head. Drop down to the floor below and there will be two doors on either side of you. Ignore them for now and head up the next flight of stairs and use the medkit there. Toss a rang at the grate above and then enter it. Follow it around and drop down into the next room. Toss a rang at the barrels there and another goon will come to check out the excitement.



Take him out and then cross the hall and go through the next door. When you enter the room, take out the few remaining guards in here and then head for the button on the wall at the far left. Press it and then run up the stairs to the projection screen. Grab it as it rises and jump off to the left. Drop over the railing and take out the sneak in the room below. Interrogate him to get the code for the door. Head through the red door and follow the hallway all the way around until you come to a key padded door. Use the code 1337 and enter. Hop up on the wires and shimmy your way across to the far building. Use the rangs to knock down the loose boards and the grate inside. Enter the vent and follow it outside. Make your way to the right and walk along the thin beam to get around the wall. Jump over to the platform hanging on a chain and climb up. Jusp across to the opening and toss a rang to knock down the light. Jump over to the chain there and again to the opening in the wall.



Follow it around and shoot a rang to release the rolled up wire. Jump over to it and climb up. Jump across to the large area to the left next and shoot a rang at the boxes to raise the platform. When it rises, a bucket will lower. Climb up it and jump from he chain to the released wire roll. Climb up it and knock down the next wire. Jump over to it and into the opening. Follow around the corner and go through the door. Use the med kit there and climb up the ladder. When you reach the top, there will be three goons talking. Move forward under the plank to the end. Hop out to the right and go through the loose fence there. Move forward and there will be another loose fence on the right. Go through there and when you come out there will be a loose scaffolding to the right. Fire a rang at it and it will collapse spooking the goons. Now you can take them out without gunfire. Do so and enter the door to the one office. Smash the skylight and hop out to the roof. Jump across to the next and drop down into it.



Read the note on the table and learn the code. Exit and head up the stairs and use the code there. Follow the walkway around and toss a rang up at the elevator control. Hop on when it comes down and toss another to go up. Jump off the lift to the swinging girder and climb up the chain. When you reach the top, jump over to the building. Hop down the hole and break the boards to jump through the window. Hop over to the girder swinging to the right and climb up the chain. Grapple to the crane and shimmy over to the controls. Hack the controls and then head back to the crane arm. Shimmy back across and down the chain. Toss a rang at the propane tanks to spooks the guards below and then drop to attack. When they are toast, head through the door to the next area. Make your way to the far end and use the shutter controls there to open the large shutters.



Hop up them like stairs and go through the opening on the left. When you do, some goons will enter below. Head to the right and hop off the catwalk and enter the control room. Hack the panel and the fans will stop and the guards will call for backup. Quickly run out of the control room and enter the fan before they show up. Drop down and follow the passage around until you come out to a large room where Flask will be talking to the inmate. Hop up on the scaffolding to the left and jump across to the ladder. Climb up and you will be on the roof. Climb up the scaffolding here and jump to grab the overhead wire. Shimmy across and toss a rang at the rope above to have the girder come crashing down. Once it does, drop in the opening and beat up the goons there. Once they are down, toss a rang into the cell and free the inmate. Flask will run out and you will have chance to grab him. Interrogate him and the mission will end.

Narrows Island:

Make your way forward to the window and look through. Wait till the far guard turns around and then jump over and take out the closest guard with the gun. Finish off the other and make your way to the far side of the room. Smash the debris on the left and climb the pipe there. Shimmy across the room and take out the support chain on the plane to lower it. Drop down and run up the plane to the top of it. Grapple up to the vent and then grab the over head beam. Shimmy over to the far side of the room and drop down on the bridge. Head to the left and go through the door there. On the right will be some lights hanging. Jump from one to the next and toss a rang at the support chain. When you do, the dinosaur bones will collapse and spook the enemies below. Drop and take them out. Make your way through the next door and go to the left. Break through the boards there and head around the far corner.



Grapple up through the hole and then toss a rang at the barrels below. After the explosion, drop down and enter the door around the corner and take out the goons. When they are taken care of, press the button on the wall to call the elevator and hop in it. Ride it and it will get stuck. Hop out the open door and make your way forward down the hall. Peek around the corner and listen to the conversation there. When your done, head back into the elevator and jump on top of it. Climb the ladder on the left and hop out the opening there. Wait at the next corner for the guard to turn and then sneak up behind him and take him out. Go out the hole in the wall at the end of the hall and duck past the windows as you go around the catwalk. Hop in the last window when the guard turns and interrogate him. Once he squeals, climb up the scaffolding and follow the floor around to the cracked wall. Slip through and walk around the beam to the grapple point. Grapple over and drop and jump over to the hanging chain.



From there toss a rang at the support to make the boxes come crashing down. Drop down then and take out the goons below. Hop through the hole in the wall and continue to the locked door. Pick it and continue to the end of the hall. Make a right and walk across the beam to get to the other side of the room. Drop down the hole in the floor and quietly sneak out side and along the walkway beside the windows. Peek and make sure the goon isn’t standing there when you walk past and continue to the ladder at the end. Drop down and walk over to the open window. When the goon inside turns, hop in and take him out. Climb over the fence and enter the elevator. Press the button there and ride it up. Walk out and grapple up to the ledge above. Toss a rang at the barrels in the elevator to cause a scene and then drop down and kick everyones ass. Once they are all taken out, grab the key left over and hop up a ledge and go through the double doors. Head up the stairs and make a right. Toss a rang at the grate and hop inside it. Follow it out to the next room and ignore the barrels there.



Hop out the window and go right and grapple up to the flagpole. Drop down and walk to the end of the catwalk and toss a rang through the glass. Now toss one at the barrels and then jump through. Take out the thugs in there and grab the key. Head out the door and make a right to the door at the end of the hall. Use the key and head up the stairs. Toss a rang at the grate there and climb up and crawl through. Drop out the other side and you will be outside. There will be some thug around here so be careful. Hop over the pipes in front of you when the thug on the other side is turned and take him out. Then crawl through the opening in the fence to the platform below. Grapple across to the next and jump to grab the pipe. Shimmy to the left and then drop down and jump into the open window. Hop up the scaffolding on the right side until you reach the top and then glide across the room too the next platform. From here you can hit the weak girder and jump under it to find weak scaffolding supports to take out. Once you take them all out a scene will play. Take out the thugs there and interrogate the last one and then grapple onto the copter as it takes off. Once you land, follow the pilot down the stairs and toss a rang at the pole. Climb up it and shimmy across over the fence. Drop down and take out the inmate for a familiar scene.

Arkham Asylum:

As the level starts, head for the ladder and climb up to the next. Follow the ledge of the wall along to a wire running across and shimmy along. Head around the turn and grapple over to the balcony and enter the room there. Kill the thug to the right and then the one by the window stealthily. Hop over the balcony to the ground below and make your way around the corner through the open fence. Watch as a car pulls in and then after the conversation, toss a rang at the car to set off the alarm. Take out the two thugs there and then open the window on the left and enter. Read the note there and then use the phone on the left to listen to the messages. When you do, go to the door and use the code 4563 to go through to the next checkpoint. Follow the hallway all the way around the corner and to the right will be a gate. Hop up on the box and grab the pipe and shimmy to the middle. Jump up to the next and grab the pipe there and shimmy over the gate. As the guard below runs to the right, drop down and climb up the ladder.



Make your way around the ledge at the top to the left and enter the grate there. Drop down and take out the guard inside and then hack the security panel. When the guards open the door, take them out and then head for the open door across from where you entered. Follow the hallway to the East Wing and pick the pock on the metal door. Go through and through the door at the end of the hall to reach the next check point. Go through the door and you will come outside. Head down the stairs and go through the vent on the right. When you come out, hop on the white cylinder tanks and then up to the catwalk. Walk to the right as you hug the wall and go around the corner to the end. Hop up and grab the wire above and shimmy out half way. Drop on the one thug with the gun and then drop down and take the rest out. When they are toast, hop through the window above the van and follow the hallway through the gates. When you come to the glass on the right side, walk to the gate and climb up the pipe and across the pipe at the top to get over the gate. Make a left around the corner and enter the elevator. Toss a rang at the hatch to get through and jump up. Toss a rang at the power box and then climb up the wire to the open elevator door.



Hop through and follow the hallway to the end and go through the open window. Shimmy across the wire to the other building and drop on the ledge. Jump to grab the pipe and shimmy to the right to another open window. Enter it and pick the lock on the door there to get to another checkpoint. Make a left down the hall and enter the door there. Sneak around the corner and turn on the gas range and then step back and toss a rang at it. Once it goes up, take out the thugs and then run through the open door. Head to the end of the hall and jump through the window and head up the fence. Climb all the way up and enter the next open window. When you are in the hallway, go to the end and grapple up and then toss a rang at the machinery there to lure out a thug. Finish him off and then drop down and move forward. The next thug will come around the corner and take him down. Head around the corner and use the intercom. When you are done, head down the hall and hop out the window. Jump to the right and grab the pipe there and shimmy to the right. Climb up to the roof and have a chat with Alfred. Turn the crane at the far side and then jump and grab the wire stretching across the area. Shimmy across and drop down. Climb the ladder on the water tower and jump from the top over to the balcony.



Open the window there and hide behind the screen as the two guards walk away. Head down the hall a bit and toss a rang at the hatch. Climb up the ladder and follow the attic through destroying the boxes ahead of you and to the right. Go straight and drop down the opening and grab the explosive and the health. Hop back up and make a left to the window. Walk along the ledge and follow it all the way around until you get to the grapple spot. Shoot over and then grab the pipe and jump up to the roof. Place the explosive at the base of the tower and then toss a rang at it. After the scene take down the thugs and you will now need to find three switches to activate. There will be three levers on the machinery in the room, so pull each three levers and then run through the fenced gate. Make your way around the corner and hop over the fence. Toss a rang at the fuse box to spook the thugs and grab him. Interrogate him and he will give you the code for the elevator. Head back to the panel and enter the code 5839 and glide down the elevator shaft.



Enter the hatch and hide behind the boxes in the hall. Sneak up on the thug working there and take him out. Use each fuse and then take out the thugs that are in the lift. Take it for a ride and head down the hall when it arrives. Make a left down the hall and wait for the one thug to leave. When he does, enter the grate at the end of the hall and follow it around to the end. Peek at the end for the guard to turn and then hop up to the left and take him down. Go to the door on the left of the hall and optic in to watch the guard there. When he turns, enter and take him out from behind. when they are both toast, head through the double doors and hop up on the boxes. Jump to the ledge and shimmy across the pipe to the other side. Make your way to the left and toss a rang at the fuse box. After it blows, jump down and run through the door the thug went into. Head through the door as you reach the checkpoint. Head down the stairs and to the right will be a room with some thugs. Sneak in to the left and stay behind them as you reach the ladder. Climb up it and head down the walkway.



Grab the pipe and shimmy to the other side and head for the grate. Enter it and drop down at the end. Smash the crates and interrogate the thug in it. Take his key and go through the gate. Use the optic on the double doors and watch the scene. Quickly hide behind the barrels to the left of the door and wait for the two thugs to come through and separate. When they do, take them each out and then peek through the door to the large room. Toss a rang at the drug processor and it will take out the two thugs inside the doorway. Head up the stairs to the left and grapple over to the right. Land on the catwalk and jump over to the chain for the light. Slide down and turn until the processor below is highlighted. Toss a rang at it and then drop down and take out the thugs. Walk over to the hatch and pick the lock and then hop down. Run along the sewer tunnel and make a left to come to the next checkpoint. Run down the stairs and hop over the railing to the left. Jump in the sewer pipe and follow it to the next room. Jump up to the right and punch through the crates and follow the ledge to the far side of the room.



Jump across to the light chain and toss a rang at the loose boards to open the next pipe. Hop in it and follow it to the next room. Drop out and jump up and over the fence on the right and you will come to another check point. Follow the passage to the ladder on the right and climb down. Climb up the pipe in the corner and shimmy across the room until you are over the thug below. Finish him off and drop down. Climb down the ladder there and turn the two valve handles. Head back up the ladder and jump in the hatch that opens. Follow it and climb out and make a right down the passage. When you enter the next room, a thug will run through a door to the left. Hop to the light chain and jump from one another to reach the door he went through. Climb up the ladder there and you will come out to an area with some more thugs. Head around the corner and toss a rang at the shelves to clear it off. Jump up and go through the vent there. Follow it to the end and go through the gate and take out the thug in front of you. When he’s down, take out the one at the computer and then hack it. Once you do, the thugs down the stairs will freak out so you can attack.



Wipe them out and head for the door at the far end of the room. Pick the lock and head around the corner to find Crane running to the elevator. When he does, make a left and head up the stairs. Grapple up the first set, then head back out into the hall. Clear the crates to get in the next stairwell and when you cross the pipe, toss a rang at the fuse box to open the gate there. Run around the corner and you will enter a room where three inmates will attack. Take them out and head around the next corner to come to a ladder. Climb to the control room and press the button to swing in a crane. Head back down and grapple up to it and drop down. Follow the hallway around again and you will come to an access grate. Toss a rang to open it and climb inside. Follow it to the end and drop down. When the scene plays, drop down the opening and break the crates and crawl in to the access grate. Follow it around and then head up the broken staircase you come to. When you reach the top head around the corner and enter the doorway on the right. Head to the left and grapple through the broken window.



Shimmy along the pipe until you are over the thug below and finish him off. Then you can drop down and the battle with Crane will start. Simply punch and kick him till he goes down. Head through the open door and you will need to find Jim Gordon. Head forward and grapple up to the chandelier. Grab Gordon and a scene will play. Now you need to find your way out. Make your way forward and toss a rang through the cracked window. Grapple to the flag pole and drop down to the ledge. Jump to the right and float over to the open window. Go through the door there and climb the ladder ahead of you. Smash the window there and hop out to the catwalk. Watch for the spotlight shining between you and the next catwalk and jump across when it lowers. When you are on the next ledge, grab the pipe there and slide down to the bottom. Enter the open window and make a left and head down the hall and around the corner where you will come to a large door that cops will be trying to break down.



Hop out the window and make your way across to the pipe over head. Shimmy when the lights aren’t in your path and drop down when you reach the end. Jump to the next platform and then up the drain pipe and jump to the right. Hop across again to the air conditioner and hug the wall to walk along the ledge. Wait at the windows where the cop is so he doesn’t see you and wait till he walks away. Hop through the open window at the end and make your way left through the door there to come to another checkpoint. Make your way around the corner and through the door and toss a rang at the cracked window. Jump to the chain and then jump through the window. When you land, head down the hall and toss a rang at the fire extinguisher there to fog up the hallway. Smash through the debris and head out the door to find Rachel.

Saving Rachel:

For this batmobile mission, it is basically the same thing as the previous one, except this time you have more objects to avoid. First off you will have a timer to reach the bridge by. Once you reach it, you will then need to avoid choppers that will lock on to you with their spotlights and tag you with transponders. Once you shake off the choppers, you will then need to destroy 12 cop cars to make sure they don’t follow you. Once you get past all that and get to the back woods, you will need to reach the batcave before Rachel bites it.

Wayne Manor:

After the opening scene, take out the ninja thugs and run down the hall. Make a right and watch another scene and then take out two more ninja thugs. Head through the door there and smash the burning debris to find a hole you can crawl through. Head to the end and enter the dining room. Head to the far end and push the vase through the window to clear the smoke out of the room and then smash the debris around the pole on the left. Climb up and then hug the wall and walk along the ledge to the right. Jump from the balcony to the light chain and across to the next balcony. Go through the door there and you will reach the next check point. Head to the end of the hall and enter the library. Hop over the fisrt bookcase and there will be a ladder. Climb up it and jump to the right. Head to the end of the walkway and jump to the light chain. Jump to the next and again to the other platform. Push the vase over and then drop down and take out the thugs. Head through the now open door and go around the corner. Enter the next room and there will be a burning chandelier above you.



Enter the room on the right and go to the far end to find a book you can pull. When the bookcase spins around, grab the health, flashbangs and the batarang from the cabinet. Head back out to the chandelier room and toss a rang at it. Climb the chain and toss a rang at the vase and jump over to the open spot. Head down the passage to the door and go through. Toss rangs at the debris and the pipe to put out the flames. Drop down the hole and take out the thug there. Continue around the corner and destroy more debris to get over it and enter the kitchen at the end of the hall. Talk to Fox there and then head through the door. Take out the two ninja’s in the next room and then smash the window and the vase. Climb the ladder and make a left to the balcony. Jump from there to the top of the book shelf and hop through the window. Grab the health and then head through the double door. Make a right and push the vase down the stairs to save Fox. Head back down the hall and two thugs will appear. Take them out and continue down the hall to meet Alfred and escape the mansion

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