Batman Returns (Sega Master System) (English) Creation Date: 18 February 2016 Version: 1.0 File number: F-005 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- 1- Introduction 2- Display 3- Basics 3.1- Controls 3.2- Weapons and Items 3.4- Item Pick-ups 4- Walkthrough 4.1- Stage 1 (Route 1) 4.2- Stage 2 (Route 1) 4.3- Stage 3 (Route 1) 4.4- Stage 4 (Route 1) 4.5- Stage 5 (Final Stage) 5- Enemies and bosses 6- Codes and Cheats 7- Frequently asked questions 8- Version History 9- Legal Section 10- Credits/Thanks/Other Stuff 11- Conclusion / Donations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1- Introduction =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This game, made by Sega for the Sega Master System, was released in 1992. Batman and all related elements are the property of DC Comics inc. I vaguely remember seeing the movie, but I do not own the game on the SMS. Therefore, I do recall some elements of the plot of the movie (Penguin and his bunch of kamikaze flightless friends living in Central Park – or Gotham’s equivalent). However, no game instruction booklet was available to me for the writing of this FAQ. As such, objects and characters will be identified as they appear on the screen. On to the game... Apart from the intro screen, there is no backstory leading up to the beginning of the game. However, if you are patient, there will be a demo of what is in fact the beginning of stage 1. Exercising more patience shows sequences from further stages. Press START (1) to start the game =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2- Display =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The main display screen is simple. The vast majority of the screen is used to display the action. At the bottom left of the screen is a Batman icon with a number showing the number of lives left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3- Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ============================================================================= 3.1- Controls ============================================================================= Since I ran the game on an emulator, I’ve no information for the SMS controller. Instead, I used a PC gamepad. Its configuration was as follows: DIRECTION PAD: Pressing LEFT or RIGHT on the Direction Pad permits you to go in that direction. Pressing LEFT or RIGHT and A makes Batman jump in that direction. Pressing DOWN makes Batman duck. DOWN + A drops Batman through a ledge. When Batman is in the air, pressing a direction and A fires the grappling hook in that direction. SELECT: Not used. START: Pause/unpause. X BUTTON (1/START ON SMS): This button is used at the start screen to start the actual game. During the game, you fire your weapon (Batarang) by pressing it. A BUTTON (2 ON SMS): This button is used to jump. Tapping A gets a small jump. Holding A yields a higher jump. Pressing A and a direction makes Batman jump in that direction. Jumping and pressing A uses the grappling hook. Pressing A, while the grappling hook is deployed, releases the cable. Also, jumping off a structure, such as a building or street light, and pressing A continually uses the cloak to either glide or slow the fall. ============================================================================= 3.2- Weapons and items You obviously need an array of weapons to combat whatever that pesky Penguin has in store for you. Batarang: Your basic weapon. Tapping X (1) launches it in the direction Batman is facing. Jumping or ducking as the Batarang comes back will sent it in an arc that can be useful in certain situations. The Batarang cannot be used while the grappling hook is deployed. Grappling hook: This essential piece of equipment is used to reach upper areas in the stages. Deploying it requires pressing A while Batman is in the air. Once the end of the cable is fixed to an object, Batman can hang from it indefinitely. Pressing A while the grappling hook is deployed releases the cable. Pressing UP or DOWN adjusts the length of the cable. Depending on the object it is fixed to, pressing all the way up and A permits Batman to jump atop the object (ex. street lights). While hanging from the grappling hook, pressing LEFT or RIGHT begins a swinging motion that can be used to reach other areas. Batman can progress Spider-man style by swinging and tapping A to release and fix the hook to another object. ============================================================================= 3.3- Item Pick-ups ============================================================================= Item pick-ups are located at various areas throughout the stages. To pick up an icon, Batman must first hit it with either the Batarang or the grappling hook to reveal the type of icon it is. The icon must then be collected with either the Batarang of the grappling hook. Different colored icons have provide different pick-ups: Blue Bat Icon: This icon’s use is yet to be determined. Red Bat Icon: This icon provides an extra life. Yellow Bat Icon: This icon’s use is yet to be determined. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4- Walkthrough =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Onto the walkthrough. My plan is to get you through these stages as quickly and efficiently as possible. I do not know if this game has any side quests or whatnot, but I am not worrying about getting them done. Keep in mind that any time you come into contact with an enemy costs you a life. ============================================================================= 4.1- Stage 1 (Route 1) ============================================================================= Part 1: The stage begins on the street. It must be the holiday season, since street lights are adorned with Christmas decorations. Eliminate the Blue Thug walking towards you. Now, since the game does not have a time limit, take this opportunity to practice using the grappling hook on the first street light. You should also attempt to transition from the street light to the building’s first floor edging. When you are ready to proceed, drop to the ground and go right to eliminate another Blue Thug. Grab the blue bat icon above the thug. Next, use the grappling hook to get atop the first street light past the building. From here, jump left to reach the building’s ledge. Grab the red bat icon in this location. Return to street level and continue right. Eliminate two Pink Thugs before encountering another Blue Thug. Avoid this enemy by using the street light to reach the ledge. Jump over the Roller Thug and continue right to reach another ledge. Pick up the blue bat icon. Keep going right. Near the end of the ledge, drop through to street level and eliminate the Pink Thug. Grab the yellow bat icon. Continue right and either eliminate or avoid the Roller Thug. Next, jump up and use your grappling hook to jump up through the thin ledge. Reach the following ledge to the right to pick up another red bat icon. Drop down to the pavement. You encounter a truck with speakers on top. Do not touch the vehicle. Its anti-theft device is such that Batman will immediately collapse. Instead, throw Batarangs at it until it explodes. Was that a boss?? No. I guess it was some sort of mini-boss, since the stage continues to the right... Take out a Pink Thug. (One wonders why he jumps around so much...Perhaps his underwear is too tight...) Use the street light to reach the blue bat icon on the ledge. Return to the ground to pummel a Roller Thug and walk right to end this part of the stage. Part 2: Go right to encounter a Bomber Girl. Simply hop and toss the Batarang at her. One hit is all it takes to secure the bottom step of the block stairway. Jump to the top step and start ascending the ledges to the left. Jump up onto the center ledge and strike the Blue Gunman with the Batarang. Use the grappling hook to swing onto the top of the stack of blue blocks. Step onto the ledge immediately to the right and use to grappling hook to reach the Jar Dropper’s ledge. Take him out with the Batarang and jump to the ledge on the left. Continue to the next ledge on the left and pick up a red bat icon. Return to the Jar Dropper’s ledge. Go to the right edge of the ledge and grab the blue bat icon. Drop down a couple ledges to encounter two Suicide Bombers. Take them out and also knock out the Roller Thug a little more to the left. Get the blue bat icon at street level, next to the stacked blocks. Go right to encounter another Bomber Girl. Backtrack a little to use the street light to reach the ledge to its right. Use the Batarang to get the yellow bat icon to the right and the grappling hook to get the red bat icon above the ledge. Next, use the grappling hook to hang from the left edge of the upper right platform. Jump while pressing to the upper left, then right, to reach the top of this ledge. Eliminate the Bomber Girl on this ledge. Drop down to the right to knock out the Blue Gunman. Use the grappling hook to reach the thin ledge above and get rid of the Jar Dropper. Collect the blue bat icon. Return to street level. Go left to obtain another red bat icon and head right. There will be a Suicide Bomber on a street light. Slowly approach the area beneath him and retreat to the left as he drops from his perch and explodes. Return to the right to end this part of the stage. Part 3: Boss Fight (Fire breather) This guy just slowly approaches Batman and breathes fire in his direction. This fire manifests itself in three forms: - A flame that shoots a short distance in front of him - A fireball that curves upwards to the left - A column of fire which moves along the ground towards Batman Hit him with the Batarang to keep his fiery breath at a safe distance. Damage is dealt only when he is drinking from a bottle. I think it took six or seven hits to keep him down. ============================================================================= 4.2- Stage 2 (Route 1) ============================================================================= Part 1: The setting for this stage looks like a cross between a mansion and a high-end mall. Beware the floor conveyors which are located in numerous areas and sometimes have an enemy on them to complicate matters. Immediately use the grappling hook to reach the balcony above. Slowly approach the door as a Blue Thug will exit it. Knock him out and collect the yellow bat icon. Stand in front of the door and drop to the ground floor. Knock out the Blue Thug before proceeding right and riding the conveyor. Dispatch another Blue Thug as Batman approaches the end of the first conveyor. A Blue Gunman shows up as you make your way past the second conveyor. Get rid of him and reach the wall. Use the grappling hook to go to the balcony above. Stay close to the wall as a Bazooka Thug exits the door. He will not turn around to face Batman and is therefore an easy target. Get rid of him and climb to the next balcony above. Another Bazooka Thug will make an appearance. Knock him out and make your way to the left edge. Use the grappling hook to cross the gap to the balcony on the far left. Walk to the left and deal with a Blue Thug that exits the door. Climb up to the next balcony and eliminate another Blue Thug that exits the door. Climb up to the top balcony and encounter a third Blue Thug. Take him out and proceed right and drop down. Go left to bash a Blue Thug that exits a door. Get the blue bat icon and go right to encounter another Blue Thug from the middle doorway of this balcony. Keep going right to beat up the Bazooka Thug that shows up. Return to the top balcony. Make sure to land on the left edge and immediately use the Batarang to eliminate the Blue Thug that exits the door. Go right and knock out the Bazooka Thug that hides behind the next door. Grab the red bat icon. Jump and glide to the balcony to the right. Take out the Blue Thug that exits the door. Jump to the lower left balcony to waste another Blue Thug and acquire a blue bat icon. Once again, jump to the lower right balcony and face a Blue Thug before getting another red bat icon. Drop down to the left. Teach the Blue Thug to stay behind the door and continue left, where you will meet another Blue Thug. Dispatch him and jump up onto the small balcony, where a blue bat icon is available. Reach the upper right balcony and grab the red bat icon situated there. Drop down to the left and continue left until you reach the wall. Drop down through to the ground floor. Proceed right to the obstacle on the floor. Beware! As soon as Batman jumps over the obstacle and touches the floor on the other side, the chandelier will fall and set fire to the floor. It is much easier to travel along the ceiling by fixing the grappling hook, then pressing up to minimize the cable length, then pressing A and RIGHT to release the cable and move along the ceiling for a short distance, before using the grappling hook anew. A second chandelier immediately follows the first. Repeat the ceiling travel technique. Past that, walk right to end this part of the stage. Part 2: Still in the mansion / mall. Move to the right and use the conveyor. Be ready to knock out a Pink Thug as you approach its end. Ride the next two conveyors and this time be ready for a Bomber Girl at the end of each one. Continue right to the wall and climb up to the balcony. By now, you must have noticed the looong stretch of fire which covers this area. If you haven’t been doing well with your grappling hook skills thus far, the upcoming sequence will most likely be a nightmare. Step onto the wall containing the fire and use the grappling hook on the conveyor above. Travel along the bottom of the conveyor in the manner described earlier, until Batman is hanging from the left edge. Here’s the fun part – the transition between the two conveyors. Extend the cable to its maximum and start swinging. When the swing to the left brings Batman almost horizontal with the conveyor, release the cable and activate the grappling hook while pushing to the upper left. The hook should fix onto the right edge of the next conveyor. Repeat until you’ve reached the end of the flaming floor. Land onto the retaining wall and step down onto the balcony. Go all the way to the left and climb onto the balcony with the blue bat icon. Knock out the Slider Clown as you collect the icon. Two more Slider Clowns are present behind doors on the next two balconies going right. Jump onto the conveyor and travel to the right in order to pick up a yellow, blue and red bat icon. Return all the way left and visit the two small balconies near the top. The doors hide another blue and red bat icon. Keep going left and knock out the Jar Dropper before climbing up to the next balcony. Immediately jump up to the next balcony and get rid of the Jar Dropper which exits the door. Get the red bat icon in the upper right corner. Drop to the lower level of this area and take out a Pink Thug. Jump onto the balcony to encounter a Jar Dropper and then go to the top to acquire a blue bat icon. Drop down to the bottom level again to eliminate two more Pink Thugs before going all the way right to get a red bat icon. Return to the last balcony where you knocked out a Jar Dropper. Go up to the conveyor and continue right. Drop to the balcony on the right and waste a Sliding Clown. Sliding Clowns hide behind the doors on the next two balconies to the right. The last balcony is unoccupied and walking right from here ends this part of the stage. Part 3: Boss Fight (Catwoman) The battle occurs on a rooftop and Catwoman comes at Batman as soon as the battle begins. Apart from her tumbling abilities, Catwoman can also climb up the sides of the buildings which rise from the edges of the rooftop. Plus, let’s not forget her whip. She uses this weapon when within striking distance. Catwoman’s routine is to jump from building to building and, when she reaches the top, then drop down to the rooftop to approach Batman to attack with the whip. Hit her with the Batarang when she closes in and then jump to avoid the whip. She will move away and repeat the process. After you’ve hit her six or seven times, she will simply leave the scene. This ends the stage. ============================================================================= 4.3- Stage 3 (Route 1) ============================================================================= The stage begins with Batman prowling the rooftops. Part 1: Start by getting rid of the Blue Gunman and moving right. Drop down to the lower right ledge. Move to the right and get the red bat icon. Go left and drop down to the next ledge. Drop down to the left and get the yellow bat icon situated between the yellow pipes. Go right and knock out the Roller Thug. Pick up the blue bat icon located above the thug and continue right to encounter a Blue Gunman. Go all the way to the right edge and use the grappling hook on the ceiling. Travel to the right and drop onto a ledge with a red bat icon. Return to beneath the beam platforms. Use the beam platforms to reach and eliminate the Suicide Bomber. Keep ascending the platforms to encounter a Jar Dropper. Take care of him and go left to confront a Roller Thug. Past him is a red bat icon. Turn to the right and proceed across the platforms until you reach a ledge. Travel along the top to get to a ledge with a Blue Gunman. Take him out and acquire the blue bat icon. Drop to the left and continue in that direction to collect another blue bat icon. Turn to the right and go to more beam platforms. Take note that the brown colored platforms will drop from beneath Batman’s feet. However, Batman can still hang from these brown platforms with the grappling hook. You need to make your way to the right while avoiding Suicide Bombers which lurk on some of the platforms. Also, beware that these enemies may jump down from their platforms. The last top right platform has a yellow bat icon. From here drop down to the ledge occupied by a Suicide Bomber. Eliminate the bomber and jump across, while launching the Batarang to waste another Suicide Bomber on an upper right ledge, to a lower right ledge. Jump up to the ledge that had been occupied by the bomber. Walk to the right edge and jump while throwing the Batarang at a Jar Dropper. Climb to that enemy’s ledge to get a blue bat icon. Drop down to the right twice and wind up on the lowest level. Notice that Batman dropped next to a red bat icon. Acquire it. Go right and knock out a Blue Gunman. Continue right to end this part of the stage. Part 2: More buildings and beams and such. Start by climbing up the platforms and traveling along the top to reach a red bat icon in the top right corner. Drop down to ground level and go right to encounter two Slider Clowns. At the end of the ledge, jump to the next building and acquire a blue bat icon. Climb to the platform above and go right to drop down behind the Bazooka Thug. Ge rid of him and return to the platform. Go left and jump across to the ledge. Continue left and ascend the yellow pipes to reach another ledge. Keep left and climb up some platforms of which a number are occupied by Bazooka Thugs. Take them out as you progress upwards. Note that the middle ledge in the center has a red bat icon which is partially hidden by a vertical beam. Reach the top of the building to get a yellow bat icon. If you walk right on top of the building, you will encounter a Ninja Girl. Drop down to the right and land on the platform. Another Ninja Girl will appear in this area. Continue right and spot a vertical beam with a small platform. Climb up to it and acquire a blue bat icon. Climb up to a second small platform to get a red bat icon. Jump to the right and glide to the top of the next building. A Ninja Girl makes an appearance. Drop down one ledge and go right to visit two ledges which have blue bat icons located behind vertical beams. Then go to the first floor ledge and take out a Sliding Clown. Go left and reveal a red bat icon. You can gather this one-up if you drop down to the left, travel along underneath a ledge to the left and then swing followed by jumping off to another ledge situated beneath the platforms Batman just crossed. You now need to go all the way around to get back onto the roof with the Ninja Girl. (Backtrack two paragraphs) Back on the aforementioned roof, continue right and jump onto the next building. Walk its length and ignore the Ninja Girl that passes above Batman as you drop to the right and land on a ledge occupied by a Bazooka Thug. Put an end to his activities and drop to the left, then right to encounter another Bazooka Thug. Drop left and right and left to reach ground level. Go left to acquire a blue and then a red bat icon, while taking out a Sliding Clown in between. Next, go all the way right to end this part of the stage. Part 3: Boss Fight (Golem?) This huge bluish rock (or metal?) creature is formidable. It has two attacks. Firstly, it slides towards Batman and punches him. Jump back to avoid this. Secondly, it conjures up four spheres that look like they may be made of ice. (Is this guy supposed to be Mr. Freeze?) He then directs those spheres towards Batman. You need to jump up between two of the blocks to avoid damage. This boss requires about eight hits to be sent packing. ============================================================================= 4.4- Stage 4 (Route 1) ============================================================================= This is the inevitable sewer stage. I wonder if the usual rats have been replaced with infectious penguins. Part 1: Begin by taking out the Blue Gunman and then climb onto the middle part of the pipe to obtain a red bat icon. Go left and climb up to acquire a blue bat icon. Drop down right, but stay on the thick pipe in order to jump up and use the grappling hook on the thin pipe in the upper right. Haul yourself up onto this pipe and beware the Cable Guy situated above. Climb up to the platform he occupies and terminate him. This next bit is tricky. See that hanging bit of pipe in the middle? Fix your grappling hook to it and immediately release the cable. A Guided Missiletoe (yeah, I figured I as well have fun with these guys) will fly in your direction and launch a guided missile. Destroy the missile with the Batarang observe the thug returning to the right. He does not come back. Once again use the grappling hook on the middle piece of pipe and extend the cable to its maximum. Swing back and forth and, when you’re horizontal on the left side, release the cable to throw the Batarang to reveal the red bat icon. Drop down to the left and collect it. Return to the horizontal pipe in the upper left. Stand in the middle and jump up to fix the grappling hook on another bit of piping hanging from the ceiling. Swing and jump off to the right to land on a rock platform. Drop to the platform on the lower right and drop through to get a yellow bat icon. Go left over the vertical pipe to drop onto another rock platform. Gather the blue bat icon that is located right next to the platform. Use the grappling hook to reach the pipe above the other visible bat icon. Take a moment to get rid of the Cable Guy (jump up and toss the Batarang) before dropping down to collect the red bat icon. You will most likely need to jump back atop the pipe to get it. From here, drop to the right and continue going down the rock ledges until you are level with a Suicide Bomber. Drop to the right and immediately use the grappling hook on the platform above the bomber. Release the cable and land on the edge of the platform and Batarang the guy who wears explosives like a t- shirt. Batman should be safe from the blast. Get past the three upright pipes at ground level and encounter a Guided Missiletoe and destroy his missile as he hoofs it back to the left. He returns twice more to harass Batman with more missiles before finally escaping through the rock wall on the right. Is this guy really a ghost? Regardless, after dealing with this spectral coward, grab the blue bat icon next to the wall and then return to the rightmost vertical pipe. Use it to reach the pipe that forms the ceiling in this area. Travel along this ceiling until the edge where you see the platform occupied by the Suicide Bomber. Start swinging on the cable and, when Batman is almost horizontal to the platform, the bomber will sacrifice himself to his ancestors. After his demise, simply keep swinging and jump up onto the platform. Jump onto the thick pipe to the left and encounter another Guided Missiletoe to then pick up a blue bat icon. Ascend the platforms, while getting the yellow bat icon and avoiding the missile from the left. Use the vertical pipe end on the right to reach the rock platform. Continue to the right to reach the end of this part of the stage. Part 2: Ewww! Deeper into the sewers! Wonder who had the time to sculpt those faces in the brick walls? It’s a no brainer why public works is such a mess! Start by acquiring the red bat icon right above you. Notice that the sewer waters have a current that can force Batman in the direction it is flowing. Also, the caped crusader can walk in the water but somehow cannot walk past it. Coming into contact with the water from the spout forces our hero back. You must therefore go over the water. Use the second stone platform to swing and land on the head. Before you do jump on the head, however, there will be a missile coming at you. Drop down, take care of it and return to the platform. Drop down to the right and get the blue bat icon. Next, go right to the edge of the waterfall and jump to fix the grappling hook to the platform above the gap. Swing in order to reach the platform next to the water head. Jump to the water head and then to the pipe on the left. Launch the Batarang in mid-jump so as to knock out the Bomber Girl. Ascend the platforms to the upper right corner to collect a red bat icon. Travel left along the bottom of the pipe and grab the blue bat icon. Drop down and deal with another missile. Go all the way to the left and grab the blue bat icon on this area. Then climb your way to the top left of the area to knock out a third missile. Grab the yellow bat icon and drop to the bottom to return to the split on the right. Use the ceiling to get on top of the pipe and go to the left. As you reach the top left part of the pipe, you will need to deal with another missile. After that, jump up to the thin pipe and stand on it. Now fix the grappling hook to the ceiling and go left to the last alcove. There is a red bat icon in this location. Grab it and drop to the thin pipe. There is a blue bat icon a couple of alcoves to the right. A red bat icon is present two more alcoves over to the right. Beware more missiles floating around. Drop down to grab the icon and then drop lower to deal with a Bomber Girl and two Roller Thugs. Deal with (yawn) yet another missile as you reach the wall and get your hands on a red bat icon. Jump up to the top platform and travel along the ceiling to end this part of the stage as you land on the stone platform and walk right. Part 3: Boss Fight (Catwoman - chapter 2) Well, lookie that! It’s Catwoman again. As before, she comes straight at you from the start. She doesn’t seem to have learned any new tricks. Simply se the same strategy as the first time. The only difference is that she drops what can be nails as she moves from wall to wall. These nails are obviously dangerous to Batman. After a sufficient number of hits, she skulks away to become a stray anew. ============================================================================= 4.5- Stage 5 (Final Stage) ============================================================================= I guess the sewers have led to the Penguin’s hideout. I’ve no idea who did the decor, but it does look quite somber. I guess it reflects the main boss’ gang colors. Part 1: Go right and discover that Batman can suddenly walk through water. Once again, the water will exert a current on your movements. Move to the very edge of the waterfall and detonate the Suicide Bomber on the ledge. Ignore the bat icon on the bomber’s ledge. Drop down and drown the River Rat. Drift along to take out another River Rat, before meeting a Pink Thug. Jump onto the small ledge below the bat icon and prepare to waste a Ninja Girl. Follow that up with getting the blue bat icon and exterminating a trio composed of two River Rats and a Pink Thug to the right. Another River Rat and Pink Thug lurk near a yellow bat icon. Climb the three ledges and knock out a Ninja Girl. Then jump and glide to the right to land on another ledge to the right. Grab the blue bat icon and jump down to a block situated between the ledge you occupy and the stream of water on the wall. Jump and trigger the red bat icon with your grappling hook. Jump again to collect the icon. Jump and glide to the water on the right to take out a River Rat. Climb the step and duke it out with another River Rat and Pink Thug. Continue right and clear this part of the stage. Part 2: Oh, yeah! More water! Much more! Start by collecting the blue bat icon above you as patience is required in waiting for the barrels to come down and act as platforms permitting the crossing of the falls. (Jumping up actually triggers the barrels.)Batman can either stand on the barrel or hang from beneath it. Beware the Bazooka Thug who complicates the operation. The idea is to hang from the platforms below the level of the rockets launched. Once you’ve managed to reach and hang beneath the ledge upon which the Bazooka Thug stands, you now need to get rid of him. First, get swinging and wait for a barrel to come down on the right of the platform. Jump onto this barrel and launch the Batarang at the thug to then return beneath the ledge. Wait for the next barrel and jump onto it to then reach the ledge. Next, use the barrels to reach a red bat icon on the extreme left. Return to the ledge on the right and be prepared to ascend to the ledge in the upper right. Continue to the right to acquire a red bat icon. Keep ascending those ledges until you reach the top right corner. Once on this ledge, walk right to end this part of the stage. Part 3: Again with the sewer water... Start by grabbing the red bat icon located below the ledge Batman stands on. Proceed right to eliminate two River Rats and a Ninja Girl as you climb the steps. Another red bat icon waits next to the waterfall. Use the ledge to the left of the last step to reach the one in the middle, to then swing to the one on the right. Jump into the water on the right and proceed up the steps as you tangle with two River Rats and two Ninja Girls. Get the red bat icon next to the waterfall. This level seems repetitive, but I must say anew that you must keep climbing those ledges to reach the upper right corner. When you’ve reached the area, eliminate the Ninja Girl and Bazooka Thug to then jump on the rightmost ledge and walk to end this part of the stage. Part 4: Ugh! Doesn’t this thing end?? I am starting to understand why no FAQ has previously been submitted for this arduous affair. Anyway, more barrels, ledges and water. Once again, just climb to the top right corner, while wasting whatever enemies are in the way. You know how by now. Don’t neglect collecting whatever icons are within reach. (I still do not know what the blue and yellow ones are for, but seeing as how this game is going, it’s probable I’ll only find out when it’s too late and it’ll have an important effect on the conclusion.) As you progress to the right, it gets much more fun when the usual ledges become single blocks. Yeah...Yippee! Managing to stay on these blocks prevents your having to deal with Flamethrower Thugs and River Rats which litter the water. Having reached the aforementioned upper right corner, climb onto the ledge and walk right to end this part of the level. Part 5: Boss Battle (Penguin) What no more Catwoman? I needed closure on that one! Oh, well...Let’s just be glad that it isn’t more water and ledges. At first glance, the Penguin actually resembles one of those wizards from the Final Fantasy franchise. It’s a good thing he’s carrying an umbrella and wearing a top hat. These are not just decorations. The umbrella permits the Penguin to fly up and across the screen as he drops bombs. Avoid the bombs, which can be destroyed by either the Batarang or the grappling hook, and hit him with the Batarang when he swoops down. After three or four hits, the Penguin changes tactics. He next moves up off- screen and comes back down surrounded by three closed umbrellas which rotate and then fly towards Batman. You need to avoid these umbrellas two or three times before the Penguin comes down low enough to connect with the Batarang. The umbrellas can be deflected with the Batarang. Hit him three times to get the next incarnation. Penguin next shows up in a giant wheeled rubber ducky. This vehicle is like a scissor lift that shoots two successive missiles. Avoid the missiles and wait for the duck to be at ground level to deal it damage. The duck needs to be hit in the head four times for the cadence of missiles to be increased to three in one salvo. Two more hits and the Penguin becomes a footnote in Gotham’s history of crime. Here is the closing text (a scene in which Batman’s cape is purple): “After the Penguin’s defeat at Batman’s hands, peace returns to Gotham City. Should the Penguin, or other villains like him, ever threaten the good people of Gotham City. Batman will once again fight for the cause of justice. Gotham City can rest peacefully tonight, knowing that the caped crusader stands guard.” After this, Catwoman shows up (Aha!) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5- Enemies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The enemies aren't hard to kill and their variety is quite limited. They will be described as they appear. ============================================================================= 5.1- Blue Thug ============================================================================= This is Batman’s basic enemy. He approaches with fists raised in a boxing position. One hit with the Batarang makes him flicker away. ============================================================================= 5.2- Pink Thug ============================================================================= These guys keep hopping forwards and backwards, while slowly approaching Batman’s position. One hit from the Batarang also sends them to la-la-land. Their jumping makes them somewhat unpredictable. Eliminate them as soon as they appear on-screen. ============================================================================= 5.3- Roller Thug ============================================================================= This guy looks like a heavy blue thug that appears to be dressed as a clown. He beats his chest with his fists as you approach his position. When Batman gets close enough, this enemy drops down into a ball and rolls towards him. The Batarang does not do any damage to the thug when he is in this form. Simply jump over him to avoid his attacks and wait until he stands up to knock him out. ============================================================================= 5.4- Bomber Girl ============================================================================= This enemy is a blonde dressed in pink who tosses bombs in Batman’s direction. A simple Batarang strike sends her flickering into the dead zone of video game enemies. ============================================================================= 5.5- Blue Gunman ============================================================================= This enemy is a Blue Thug who wields a handgun. One Batarang hit is all it takes to convince him to leave the party. ============================================================================= 5.6- Jar Dropper ============================================================================= This guy wears a yellow suit and hangs around on upper ledges. His talent in life is dropping jars. These special jars pass through the ledge he stands on, but explode upon contact with the next ledge encountered. Needless to say, time Batman’s movements and don’t hang around beneath this enemy. If you can reach the ledge he stands on, one Batarang hit dispatches him to the heaven of broken ceramics. This guy is completely defenseless to side attacks. ============================================================================= 5.7- Suicide Bomber ============================================================================= This guy is dressed in blue and carries a red package that must be TNT. If you get too close or touch him, he will detonate and take Batman with him. Give this enemy plenty of room and knock him out from a distance. One Batarang hit triggers his rigged jacket. ============================================================================= 5.8- Bazooka Thug ============================================================================= This enemy dressed in pink and blue handles a bazooka. Upon either seeing Batman or exiting a door, the Bazooka Thug will kneel and fire a projectile in Batman’s direction. These shots are fairly easy to jump over. Plus, the delay between shots is more than enough to approach and waste this enemy. Furthermore, this enemy does not turn around. As such, approaching him from the opposite direction he is facing makes dealing with him very easy. ============================================================================= 5.9- Sliding Clown ============================================================================= This enemy is dressed as a clown and has orange tufts of hair. His attack involves taking a couple of steps and sliding feet first in order to knock over Batman. Hitting him before he slides beneath the Batarang can be a challenge. Simply jump backwards and launch the Batarang as he stands. One hit sends him sliding into oblivion. ============================================================================= 5.10- Ninja Girl ============================================================================= This is a blonde girl that is dressed in black. She seemingly comes tumbling out of nowhere from the right and comes into contact with Batman in order to cause damage, before tumbling away to the left. She does not return. You need to be very alert to either jump over her as she passes or throw the Batarang in anticipation of her attack. ============================================================================= 5.11- Cable Guy ============================================================================= This enemy is found crouching on thin ledges and platforms from which he either extends or retracts a cable which can damage Batman. His location is usually such that getting by the cable is a frustrating exercise in timing. As such, it is preferable to climb up onto the platform he occupies to knock him out. He is so busy with the cable that he does not notice Batman’s presence next to him. Use this to your advantage. ============================================================================= 5.12- Guided Missiletoe ============================================================================= This enemy can either fly or walk towards Batman and launches a guided missile that aims for the caped crusader. A simple Batarang hit destroys the projectile. Unfortunately, the thug hauls off to the left immediately following the launch, so you don’t really get a shot at revenge. ============================================================================= 5.13- River Rat ============================================================================= This enemy hangs around the sewers in Stage 5. He cannot be attacked when he is submerged – which is when only the head is visible above the water. Therefore, avoid him until he stands up and knock him out with the Batarang when he does so. ============================================================================= 5.14- Flamethrower Thug ============================================================================= What can I say? This guy has a flamethrower and is better approached from the opposite in which he is facing. ============================================================================= 6.0- Codes and Cheats ============================================================================= Infinite lives: At the title screen, press Up, Up, Up, Down, Down, Right, Left, 2. You should hear a sound if entered successfully. Your lives will now never decrease. Contributed By: oblivion from aoc. (Gamefaqs.com) Start with 50 lives: At the title screen, press Up, Down, Down, Up, Left, Right, 1. You should hear a sound if entered successfully. You will now start with 50 lives instead of 3. Contributed By: oblivion from aoc. (Gamefaqs.com) Level select menu: On the title screen, hold in the buttons Up, 1 and 2. You should then see a level select menu appear. Contributed By: Drakan. (Gamefaqs.com) ============================================================================= 7.0- Frequently asked question ============================================================================= This section will be developed as readers send in some feedback and need more information on specific aspects of the game. ============================================================================= 8.0- Version history ============================================================================= Version 0.5 - Started FAQ/Walkthrough on February 18, 2016. Version 1.0 - Completed the FAQ/Walkthrough on February 29, 2016. Submitted to GameFAQs on February 29, 2016. ============================================================================= 9.0- Legal Section ============================================================================= This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This document should only appear on GameFAQs and Neoseeker, if you find this FAQ on another website, please inform me about this by e-mail at joe_incognito1@excite.com . This document is Copyright 2015 Jose Laflamme. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ============================================================================= 10.0- Credits/Thanks/Other Stuff ============================================================================= -Thanks to Joni for writing the Alien Syndrome FAQ from which the format for this FAQ was derived. -Thanks to the game and its producers, Sega for making the game. -If you think anything is missing in this document then please e-mail about it with the heading "Batman Returns F/W contribution". I'll give you credit of course, if you don't want your name mentioned then I'll just put "anonymous contributor" in place of your name. -If you're gonna e-mail me any comments (good or bad) or questions about this document, then have the heading be "Batman Returns F/W C/Q". ============================================================================= 11.0- Conclusion/Donations ============================================================================= I do hope that you’ve enjoyed reading and using this FAQ to get you through the game. I did my best to make it as informative and precise as possible, all the while keeping it entertaining. However, I cannot deny that preparing a document of this magnitude is quite a task. Therefore, here is something that I’ve seen in some other FAQs. Below is an email address for people who wish to make a donation to further my efforts in drafting future FAQs. For everyone who used this FAQ, thank-you for trusting my work and don’t be shy about giving me any feedback. Paypal address : joselaflamme@gmail.com THE FUN NEVER, EVER STOPS. =====================