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 The walkthrough has white background with black fonts to be printable.




- Save the game frequently; make sure you save at the beginning of each 'day' to minimize repeating steps in case you make a mistake. Also, save each game under a different name.

- All evidence *must* be entered into the evidence monitor; you should always 'view' and 'extrapolate' all evidence.

- When you return to the Batcave at the end of each day, go to the vault and replace your costume as needed. A good time to change is when you costume's defensive or offensive capacities are below 50%.

- I have left out non-essential parts of the game, such as viewing news broadcasts, and watching videotaped evidence (if an action is important to solving the game, it will be noted).


DAY 1:

1. Go to the vault and then go to the utility belt monitor and load a rope, batarang, bolo batarang, sonic batarang, sonic batarang, lockpick, knockout gas, and scanner.

2. Go immediately to the Plaza (you *must* arrive at the Plaza by 8:00pm). Now jump down to street level.

3. Fight the acrobat (this is not a crucial step, although if you want to win, use the sonic batarang. Next up is the fire-breather: use the bolo batarang to subdue him. Interrogate, and choose 'explanation.' This will get Batman a fish (!).

4. If you miss your chance to interrogate the fire-breather, you can use the bolo or sonic batarang to interrogate the fat clown. Choose 'leader' to get the fish.

5. Return to the Batcave and enter the fish into the evidence monitor, then select 'view' and 'extrapolate.' Now you have access to the fishmarket on the Batmobile map.

6. Leave the computer and click the on the left side of the Batcave ("Wayne Manor"). Click on 'yes' to make it Day 2.


DAY 2:

7. Go to the Fish Market (it will only be open from 6:00pm-7:00pm and 5:00am-6:00am -- odd hours for a fishmarket, as far as I'm concerned). The fishmonger will tell Batman about the fish obtained from the Red Triangle Circus gang. This will allow access to the zoo.

8. Go immediately to the zoo. Click on Arctic World. Click on the ledge with spikes on the left side of the screen. Take the videotape and return to the Batcave. (The videotape is available only until 8:00pm.)

9. Enter the videotape into the evidence monitor, then select 'view' on the evidence monitor. This opens up Shreck's office. Click on "Wayne Manor" to make it Day 3.


DAY 3:

10. Take the Batmobile and go to Shreck's office. When on the rooftop, click on the door on the right side of the screen to enter the office. Click on the globe, then on the drawer. Click on the note, then 'scan' it. (*Never* 'take' evidence from Shreck's office, or no more will ever appear there, and you're screwed.)

11. Return to the Batcave and enter the note into the evidence monitor. View the note (this is the first step to finding the Penguin's new headquarters).

Go to "Wayne Manor" to make it day 4.


DAY 4:

12. Go immediately to the fish market. The fishmonger will now give Batman the information that will make the Penguin's HQ available on the Batmobile map (Batman can now go to the Penguin's HQ, but he will not be able to go inside yet--but soon :).

13. Go to Shreck's office. Click on the desk. Click on the memo and scan it.

14. Return to the Batcave and enter the evidence into the evidence monitor. View and extrapolate the memo. This will open up Selina Kyle's apartment.

15. Go to Selina Kyle's and click on the floor on the left side of the screen. Click on the photocopy of the memo and take it. Return to the Batcave, view the memo, and go to "Wayne Manor" to make it Day 5.


DAY 5:

16. Click on the news monitor and watch the Penguin tell Batman about his videotape. You must get that tape!

17. Go to the mayor's office, click on the desk and take the remodeling plans.

18. Go to Shreck's office, click on the globe and the drawer, and the memo. Scan it.

19. Return to the Batcave and enter the evidence into the computer. View and extrapolate the remodeling plans. This will make it possible to get into the Penguin's HQ. Go to "Wayne Manor" to make it Day 6.


DAY 6:

20. Go to the Penguin's HQ. There will be an acrobat to fight. Stay at 'normal' fighting until the acrobat leaves, or use the sonic batarang. After the fight, click on the air-duct grille on the wall. Click on the Penguin's desk, and take the videotape (if you don't get this by Day 6, you game will be over).

21. Go to Selina Kyle's and click on her counter. Click on the floppy disk and take it (the newspaper clipping is extraneous).

22. Return to the Batcave and enter the evidence. Go to "Wayne Manor" to make it Day 7.


DAY 7:

23. Go to Shreck's office and click on the desk. Click on the blueprints and scan them.

24. Go to Selina Kyle's and click on the floor on the left side of the screen. Take both newspaper clippings.

25. Return to the Batcave and enter the evidence. View and extrapolate the newsclippings about the Ice Princess (according to Konami, Batman will be unable to rescue her without doing this). Go to "Wayne Manor" to make it Day 8.


DAY 8:


26. Go to Shreck's office. According to Konami, you should now see a cutscene of Batman saving the Ice Princess, or failing to rescue her if you are too late or did something wrong. (I've never been able to save the Ice Princess, but it doesn't seem to make a difference in the game. To be true to the movie, the Ice Princess must die. But being true to the movie was apparently not a priority with the game designers. --Editorial comment.)

27. Return to the Batmobile and click on the map. Click on any location and the Penguin will take control of the car. You will now see and combination of fast driving, the Penguin's taunts, and really poor pictures of the Batmobile out of control. Watch and wait for the Batmissile to return to the Batcave automatically.

28. Go to the garage and following a cutscene you will now be in the Batskiboat. Press the ESCape key to go to the pause/save game menu. Click on "Advance Time" until it is midnight (12:00am). Now go to the Penguin's HQ. Click on his desk and take the map.

29. Return to the Batcave and enter the evidence. View the map you stole. Save the game now. Go to "Wayne Manor" to make it Day 9.


DAY 9:












30. Day 9 begins with Batman automatically going to the computer and watching the newscast. When the newscast is over, the Penguin will begin his campaign speech. You have until the end of the speech to stop him, so as soon as he appears on screen, go to the video monitor. Click on the "Video Recorded in Batmobile" option, then select 'Transmit.' The recording will play, then you will see a cutscene showing the Penguin's speech being interrupted.

31. You will now see Bruce Wayne at Shreck's Ball. You will be asked if you want to present the evidence to Commissioner Gordon. Select 'Yes.' If you have collected all the right evidence, Shreck will be arrested. If you don't have enough evidence, he will go free. Either way, you will then see the Penguin crashing the party, then you will be sent back to the Batcave.

32. Go to the vault and take a fresh costume, if needed. Then equip Batman with one standard batarang, and several other weapons, including a bolo batarang, and a sonic batarang. (Do *not* use the regular batarang until the final Arctic World confrontation in step 34.) Now is a good time to save the game.

33. Take the Batskiboat downtown. Walk across the beam, then click on the "Street" button. This will take you to the circus train. Batman must defeat the acrobat to save the kids -- use the sonic batarang to make it easy on yourself. (Note: sometimes when you drop down to the street, there is no train or acrobat. You may have taken too long to reach this point. Restore the game you saved in step 32 and try again.)

34. Return to the Batskiboat. You will now see a cutscene of the Penguin releasing his penguin army. When this scene is over, go to the zoo. You will see the Batskiboat crashing into the Duckmobile. Batman will now have to fight two clowns. To defeat the fat clown, use the bolo batarang. To defeat the fire-breather, use the sonic batarang. Do *not* use the regular batarang! (I'm not sure if the enemies are the same each time...) Now the Penguin will show up. Click on the 'Fierce' button. This will make the Penguin fly away. Batman and the Penguin will appear inside Arctic World. Now use the regular batarang to knock the Penguin out. The Penguin will fall into the ice water in a poor imitation of the finale of the movie.