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Batman Begins - Walkthrough
System: PlayStation 2
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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Walkthrough

 




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