========================= [BATMAN: RISE OF SIN TZU] ========================= by Aratir Version 1.00 November 10, 2003 Publisher: Ubisoft System: Playstation 2, XBox, Gamecube Genre: Action/Beat 'em Up Rating: Teen (Violence) ********** *CONTENTS* ********** 1. Introduction 2. Characters 3. Moves 4. Gadgets 5. Items 6. Basics 7. Walkthrough 8. Challenge Mode 9. Bonus 10. Secrets 11. FAQ 12. Version History 13. Legal Stuff ************** *INTRODUCTION* ************** [--STORY--] The criminal mastermind, Sin Tzu, who was secretly transferred to Arkham Asylum by the government recently has finally made his move. He arranged to be transferred to Arkham so that he may test his prowess against the great detective and martial artist, Batman. Sin Tzu organizes a massive prison break at Stonegate Prison, while simultaneously taking over Arkham. He then dispatches Scarecrow, Clayface, and Bane to wear down Batman. Can Batman and his allies take care of the criminal outbreak in Gotham and stop Sin Tzu? [--CONTROLS--] The controls are NOT customizable. You can however choose to have Vibration turned on or off. *D-Pad: Navigate Menus, Up/Down can slightly zoom camera sometimes *Left Analog Stick: Walk, run, select Batarang targets *Right Analog Stick: Select Gadgets *Start: Display Pause Menu *Circle: Grab *X: Kick *Square: Punch *Triangle: Jump *L1: Taunt *L2: Block *R1: Dash *R2: Use Gadget ************ *CHARACTERS* ************ [--PLAYABLE CHARACTERS--] BATMAN/BRUCE WAYNE The main character, and sadly the only one that appears in the FMVs, regardless of who you're playing as. He is very strong. ROBIN/TIM DRAKE Not as strong as Batman, but he is very fast. BATGIRL/BARBARA GORDON Like Robin, she is very fast, but not that strong. She is a great choice for beginners as her speed allows her to evade enemies and her Spin Punch is highly effective crowd control. NIGHTWING/DICK GRAYSON Like Batman, he is strong, but not as fast as Robin or Batgirl. [--VILLAINS--] SCARECROW The master of fear is residing in the GCPD Headquarters not too far from Crime Alley. CLAYFACE This morphing villain is carrying out his plot in a factory near the docks. BANE This massive muscle bounded thug is hiding out in a barge. SIN TZU The ring leader, and master of Mehta-Sua, he is a master strategist and is waiting for Batman in Arkham Asylum. [--OTHER CHARACTERS--] JAMES GORDON He just serves to give you information in cut scenes. THE JOKER Only serves as a cameo appearance and an unlockable model in the Trophy Room. HARLEY QUINN Only serves as a cameo appearance and an unlockable model in the Trophy Room. POISON IVY Only serves as a cameo appearance and an unlockable model in the Trophy Room. MR. FREEZE Only serves as a cameo appearance and an unlockable model in the Trophy Room. ******* *MOVES* ******* [--OVERVIEW--] You start out with all of your Level 1 combos learned, and the ability to start learning Level 2 combos. Every time you beat a boss, you unlock the next Level of combos (so beating Scarecrow unlocks Level 3, and so on). There are five levels in all. Any move that requires you to hold a button will require you to use your combo meter (and it must be full before you can start to use it). Moves where you hold down the button are marked with '( )' such as 'Punch, Punch, (Punch)' where you would hold down the third Punch in the combo. Any move with a '...' means it is a delayed combo. When you get to the '...' wait a short moment before continuing. After you've done then a few times, you'll be able to spot the moment you need to press the button. For example, in Batgirl's Rising Fist (Punch, Punch...Punch), after the second punch, she'll go into a crouching stance. It is then that you press the third punch to send the foe into the air. [--PUNCH COMBOS--] STRAIGHT PUNCH (Batman/Nightwing) Command: Punch Level: 1 Cost: N/A Description: Basic Punch STRAIGHT JAB (Robin/Batgirl) Command: Punch Level: 1 Cost: N/A Description: Basic Punch STRONG PUNCH (Batman/Nightwing) Command: Punch, Punch Level: 1 Cost: N/A Description: Two hit punch combo STRONG JAB (Robin/Batgirl) Command: Punch, Punch Level: 1 Cost: N/A Description: Two hit punch combo HAMMER PUNCH (Batman) Command: Punch, Punch, Punch Level: 1 Cost: N/A Description: Takes thugs down, deals small damage and earns minimal combo points. GUT PUNCH (Nightwing) Command: Punch, Punch, Punch Level: 1 Cost: N/A Description: Takes thugs down, deals small damage and earns minimal combo points. GROUND ROLL (Robin) Command: Punch, Punch, Punch Level: 1 Cost: N/A Description: Takes thugs down, deals small damage and earns minimal combo points. SPIN PUNCH (Batgirl) Command: Punch, Punch, Punch Level: 1 Cost: N/A Description: Takes thugs down, deals small damage and earns minimal combo points. Note: The final hit can damage multiple foes, making it very useful. RISING UPPERCUT (Batman/Nightwing) Command: Punch, Punch...Punch Level: 1 Cost: N/A Description: Deals moderate damage and earns moderate combo points. RISING FIST (Robin/Batgirl) Command: Punch, Punch...Punch Level: 1 Cost: N/A Description: Deals moderate damage and earns moderate combo points. OVERHEAD SLAM (Batman/Nightwing) Command: Punch, Punch...Punch...Punch Level: 2 Cost: 11000 Description: More powerful than Rising Knee, earns maximum combo points. OVERHEAD HAMMER (Robin/Batgirl) Command: Punch, Punch...Punch...Punch Level: 2 Cost: 11000 Description: More powerful than Split Kick, earns maximum combo points. [--KICK COMBOS--] FRONT KICK (Batman/Nightwing) Command: Kick Level: 1 Cost: N/A Description: Basic kick SNAP KICK (Robin/Batgirl) Command: Kick Level: 1 Cost: N/A Description: Basic kick SIDE KICK (Batman/Nightwing) Command: Kick, Kick Level: 1 Cost: N/A Description: Two hit kick combo BACK KICK (Robin/Batgirl) Command: Kick, Kick Level: 1 Cost: N/A Description: Two hit kick combo PUSH KICK (Batman) Command: Kick, Kick, Kick Level: 1 Cost: N/A Description: Takes thugs down, more powerful than Hammer Punch, earns minimal combo points. ROUNDHOUSE (Nightwing) Command: Kick, Kick, Kick Level: 1 Cost: N/A Description: Takes thugs down, more powerful than Gut Punch, earns minimal combo points. HEEL KICK (Robin) Command: Kick, Kick, Kick Level: 1 Cost: N/A Description: Takes thugs down, more powerful than Ground Roll, earns minimal combo points. HANDTSAND SLAM (Batgirl) Command: Kick, Kick, Kick Level: 1 Cost: N/A Description: Takes thugs down, more powerful than Spin Punch, earns minimal combo points. RISING KNEE (Batman/Nightwing) Command: Kick, Kick...Kick Level: 1 Cost: N/A Description: More powerful than Rising Uppercut, earns moderate combo points. SPLIT KICK (Robin/Batgirl) Command: Kick, Kick...Kick Level: 1 Cost: N/A Description: More powerful than Rising Fist, earns moderate combo points. THUNDER KICK (Batman/Nightwing) Command: Kick, Kick...Kick...Kick Level: 3 Cost: 12000 Description: More powerful than Overhead Slam, earns maximum combo points. FLIP KICK (Robin/Batgirl) Command: Kick, Kick...Kick...Kick Level: 3 Cost: 12000 Description: More powerful than Overhead Hammer, earns maximum combo points. [--PUNCH EXTENSIONS--] LUNGE PUNCH (Batman/Nightwing) Command: Kick, Punch Level: 2 Cost: 9000 Description: Moderate damage, moderate combo points. Unblockable, instantly takes down any thug. ARM SWEEP (Robin/Batgirl) Command: Kick, Punch Level: 2 Cost: 9000 Description: Moderate damage, moderate combo points. Unblockable, instantly takes down any thug. BACK FIST (Batman/Nightwing) Command: Kick, Kick, Punch Level: 2 Cost: 12000 Description: Major damage, moderate combo points. Leaves foes stunned. FIERCE PUNCH (Robin/Batgirl) Command: Kick, Kick, Punch Level: 2 Cost: 12000 Description: Major damage, moderate combo points. Leaves foes stunned. WHIPPING STRIKE (Batman/Nightwing) Command: Kick, Kick...Kick...Punch Level: 4 Cost: 15000 Description: More powerful than Thunder Kick, earns maximum combo points. RAPID PUNCH (Robin/Batgirl) Command: Kick, Kick...Kick...Punch Level: 4 Cost: 15000 Description: More powerful than Flip Kick, earns maximum combo points. [--KICK EXTENSIONS--] FRONT SWEEP (Batman/Nightwing) Command: Punch, Kick Level: 3 Cost: 11000 Description: More powerful than Lunge Punch, moderate combo points. Unblockable. REAR SWEEP (Robin/Batgirl) Command: Punch, Kick Level: 3 Cost: 11000 Description: More powerful than Arm Sweep, moderate combo points. Unblockable. HOOK KICK (Batman/Nightwing) Command: Punch, Punch, Kick Level: 4 Cost: 12000 Description: More powerful than Back Fist, leaves foes stunned. SOMERSAULT KICK (Robin/Batgirl) Command: Punch, Punch, Kick Level: 4 Cost: 12000 Description: More powerful than Fierce Punch, leaves foes stunned. BOOMERANG KICK (Batman/Nightwing) Command: Punch, Punch...Punch...Kick Level: 5 Cost: 15000 Description: More powerful than Whipping Strike, earns maximum combo points. Note: SCISSORS KICK (Robin/Batgirl) Command: Punch, Punch...Punch...Kick Level: 5 Cost: 15000 Description: More powerful than Rapid Punch, earns maximum combo points. [--THROWS--] GRAB Command: Grab Level: 1 Cost: N/A Description: Grabs a foe, they may shake out of it. Note: Does not work until you have purchased a throw. SHOULDER THROW (Batman) Command: Grab, Grab Level: 2 Cost: 11000 Description: Earns moderate combo points. NECK THROW (Nightwing) Command: Grab, Grab Level: 2 Cost: 11000 Description: Earns moderate combo points. CIRCLE THROW (Robin) Command: Grab, Grab Level: 2 Cost: 11000 Description: Earns moderate combo points. TWIST THROW (Batgirl) Command: Grab, Grab Level: 2 Cost: 11000 Description: Earns moderate combo points. PUNCH TAKEDOWN Command: Grab, Punch Level: 3 Cost: 15000 Description: More powerful than basic throw, earns maximum combo points. Note: You need the character's unique throw before learning this. KICK TAKEDOWN Command: Grab, Kick Level: 5 Cost: 17000 Description: More powerful than Punch Takedown, earns maximum combo points. Note: You need the character's unique throw before learning this. [--POWER COMBOS--] CYCLONE FIST (Batman/Nightwing) Command: (Punch) Level: 1 Cost: N/A Description: Deals devastating damage. Note: Hits all around you, knocking foes away. DRAGON PUNCH (Robin/Batgirl) Command: (Punch) Level: 1 Cost: N/A Description: Deals devastating damage. Note: Hits all around you as you go forward, knocking foes away. HURRICANE KICK (Batman/Nightwing) Command: (Kick) Level: 1 Cost: N/A Description: Deals devastating damage, more powerful than Cyclone Fist. SLIDE SURPRISE (Robin/Batgirl) Command: (Kick) Level: 1 Cost: N/A Description: Deals devastating damage, more powerful than Dragon Punch. SPINNING FURY (Batman/Nightwing) Command: Punch, Punch, (Punch) Level: 2 Cost: 12000 Description: Deals devastating damage, more powerful than Hurricane Kick. CRUSHING DRAGON (Robin/Batgirl) Command: Punch, Punch...(Punch) Level: 2 Cost: 12000 Description: Deals devastating damage, more powerful than Slide Surpirse. FLASH KICK (Batman/Nightwing) Command: Kick, Kick...(Kick) Level: 3 Cost: 15000 Description: Deals devastating damage, more powerful than Spinning Fury. LIGHTNING KICK (Robin/Batgirl) Command: Kick, Kick...(Kick) Level: 3 Cost: 15000 Description: Deals devastating damage, more powerful than Crushing Dragon. SMASHING ELBOW (Batman/Nightwing) Command: Kick, Kick, (Punch) Level: 4 Cost: 17000 Description: Deals devastating damage, more powerful than Flash Kick. Note: You need the Back Fist before you can get this upgrade. ELBOW FURY (Robin/Batgirl) Command: Kick, Kick, (Punch) Level: 4 Cost: 17000 Description: Deals devastating damage, more powerful than Lightning Kick. Note: You need the Fierce Punch before you can get this upgrade. CHAINSAW KICK (Batman/Nightwing) Command: Punch, Punch, (Kick) Level: 5 Cost: 15000 Description: Deals devastating damage, more powerful than Smashing Elbow. Note: You need the Hook Kick before you can get this upgrade. This is the most damaging move in the game. Get it before the final boss fight. TORNADO KICK (Robin/Batgirl) Command: Punch, Punch, (Kick) Level: 5 Cost: 15000 Description: Deals devastating damage, more powerful than Elbow Fury. Note: You need the Somersault Kick before you can get this upgrade. This move is only surpassed by Batman/Nightwing's version. Get it before the final boss fight. POWER THROW Command: Grab, (Grab) Level: 4 Cost: 19000 Description: Deals devastating damage. Note: You need the character's unique throw before you can get this. This move is a more powerful version of the character's unique throw. [--JUMP ATTACKS--] HOOK PUNCH (BATMAN/NIGHTWING) Command: Jump, Punch Level: 1 Cost: N/A Description: Weak jump attack. JUMP JAB (Robin/Batgirl) Command: Jump, Punch Level: 1 Cost: N/A Description: Weak jump attack. DIVE KICK (Batman/Nightwing) Command: Jump, Kick Level: 3 Cost: 12000 Description: More powerful than Hook Punch. AXE KICK (Robin/Batgirl) Command: Jump, Kick Level: 3 Cost: 12000 Description: More powerful than Jump Jab. [--PARTNER ATTACKS--] BUDDY MOVE Command: Grab Level: 2 Cost: 15000 Description: Deals devastating damage. Note: To do this move, one player must grab a foe, then the player who has learned the Buddy Move must grab the same foe from behind while the first player is still holding him. If done correctly, the first player will position the foe so that the second player can perform an awesome slow motion attack. Performing this move will earn you bonus points. As an added bonus, this move will fully charge the combo bars of both players. ********* *GADGETS* ********* BATARANG (Level 1, Initially Available) Description: Can stun a single enemy or destroy explosive barrels. SMOKE PELLET (Level 2, 15000 Points) Description: Stuns all enemies in close proximity, but you only get three of these, so that reduces their effectiveness. BAT GRAPPLE (Level 3, 15000 Points) Description: Use this to swing into foes, knocking them off their feet. ELECTRIC BATARANG (Level 4, 17000 Points) Description: Can stun a single enemy as well as dealing minor damage. FLASH PELLET (Level 5, 15000) Description: More powerful pellet, it effects the whole screen. Note: Requires Smoke Pellet. RICHOCHET BATARANG (Level 5, 17000) Description: Can stun up to four enemies, and if you have purchased the Electric Batarang, then it will damage them as well (this rocks!). ******* *ITEMS* ******* [--PICK UP ITEMS--] These appear when some enemies are defeated. SMALL HEALTH RESTORE These small blue orbs restore about 15-25% of your health bar. LARGE HEALTH RESTORE These large blue orbs with a cross inside restore all of your health bar. EXTRA LIFE These large blue orbs with a bat inside grant you an extra life. SMALL COMBO RESTORE These small red orbs restore about 15-25% of your combo bar. LARGE COMBO RESTORE These large red orbs with a bat inside restore all of your combo bar. PELLETS These large orbs with pellets inside restore some of your pellets. These only appear if you have unlocked Smoke Pellets or Flash Pellets. [--TOKENS--] These are purchased with your points at the end of a stage. BRONZE TOKEN (3000 Points) These can only be purchased on the Easy difficulty level. SILVER TOKEN (3000 Points) These can only be purchased on the Normal difficulty level. GOLD TOKEN (3000 Points) These can only be purchased on the Hard difficulty level. PLATINUM TOKEN (3000 Points) These can only be purchased on the Dark Knight difficulty level. COPPER TOKEN (3000 Points) These can only be purchased in a two player game. ******** *BASICS* ******** [--OBJECTIVES--] There are four main types of objectives for stages. They are as follows: RESCUE THE CIVILIAN You must save the specified amount of civilians to progress to the next stage. This is accomplishes by merely stepping in the white indicator around them. Be warned though, they usually have a guard. DEFUSE THE BOMB You must defuse the specified amount of bombs to progress to the next stage. This is pretty much exactly like Rescue the Civilian, in that you just have to step into the white indicator to take care of it. BEAT 'EM UP You must beat up the specified number of thugs before you may continue. PROTECT THE DOOR This type will only come up once, in the next to the last stage of level three. In this stage, there are three doors that you must protect. If any of them are destroyed, you lose. The indicator at the top shows how damaged they are. So be on your guard if any of your doors are in the red. Take note that only the thugs dressed in red can actually attack your doors, so make them your priority. [--TIMER--] Virtually every objective presents you with a time limit. You must complete the objective before the timer runs out. If it runs out, you lose a life and get an additional fifteen seconds to attempt to complete your objective. Time does not stack either, so if you defuse one bomb with over a minute left, it won't be any different than if you defused it with three seconds left, as the counter resets for the next one. It's generally a good idea to wait until the last second to complete an objective and take out all the surrounding thugs. That way, you won't have to take them out when you're ready to head to the next objective. [--WEAPONS--] Sometimes enemies will emerge carrying weapons such as crow bars, machine guns, rocket launchers, or fear gas grenades. Simply knocking them down will cause them to drop the weapon, and it will promptly disappear, ensuring nobody else may pick it up. The only exception is the claw weapons of the assassins in level 4. They will never drop their claws. [--BONUSES--] There are several types of bonuses you can receive during gameplay. These increase your points and combo bar. HIT STREAK A successful Hit Streak is how many times you've hit the foes without being hit yourself. Also of note is that if you're idle too long, your Hit Streak vanishes. As your Hit Streak grows, you gain points to your Attack Rating Bonus. These are displayed as 'Fair,' 'Good,' 'Great,' 'Awesome,' and Perfect.' Once you achieve Perfect, you'll continue to receive Perfects until your Hit Streak ends. See the Statistics section further down for information on how much each of these messages is worth. HIGH STREAK If you get a Hit Streak above 20, you will start getting this bonus every five hits or so. DASH ATTACK If you dash at an enemy and immediately follow it up with an attack, you will be awarded this bonus. COUNTER GRAB If a thug tries to grab you, you can hit Grab to get out of it. Successfully doing this nets you a Counter Grab Bonus. ASSIST If you attack a thug who is about to attack the other player, you earn an Assist Bonus. Naturally, this can only be done in two-player mode. BUDDY MOVE Successfully performing the Buddy Move nets you a nice bonus as well. It also requires you to be playing in two-player mode. TAUNT If you attack a thug with a white '!' over his head, you will receive a Taunt Bonus. [--TAUNTS--] Ringleaders (enemies with life bars over their heads, who are tougher than normal enemies) have the ability to taunt you. When they do, red '!' appear over the heads of all nearby thugs and they become much more aggressive. You may counter this by taking out the ringleader, or taunting them back. If you successfully taunt the thugs, white '!' will appear over their head, and they will become cowardly. This is very short lived, but if you hit them during this time, you will gain Taunt Bonuses and some extra energy in your combo bar. [--COMBO METER--] The combo meter is what allows you to perform special 'Power Combos.' When you attack thugs and gain bonuses, your combo bar fills. Once it is full, you may then perform power combos. Once you perform a power combo, the bar will begin to slowly deplete back to zero. While the bar is depleting, you may perform as many power combos as you like. There is no way to stop the depletion, and you cannot pick up Combo Bar Restorative Items until your bar is completely empty. Then you must fill it up again before you can use power combos again. So decide when to use your combo meter wisely. [--CHAIN COMBOS--] Chaing together multiple combos results in a Chain Combo Bonus. There are four levels of Chain Combos. CHAIN COMBO LV.1 Generally performed by linking together several basic moves, such as Punch, Punch, Throw and the like. CHAIN COMBO LV.2 Generally performed by linking together a stun attack with basic combos. CHAIN COMBO LV.3 Generally performed by linking together a stun attack with a more advanced combo such as a delayed attack. CHAIN COMBO LV.4 Generally performed by linking together a stun attack with a Power Combo move. [--STATISTICS--] These appear at the end of a stage to show how each player did. The points you earn can be used to buy combos, gadgets, and tokens for your character. CLEAR TIME Displays your total time in the stage. The quicker you finish a stage, the more points you get in this category. COMBAT EFFICIENCY The more times you successfully attack your foes. So try to avoid doing a combo in the wrong direction. GADGET EFFICIENCY The more times you successfully use your gadgets, the more points you will receive in this category. DAMAGE RATING This one relates to your damage dealt. Again, more damage equals more points. STYLE BONUS You get points here for various things such as Taunt Bonuses, High Streak Bonuses, etc. You may also be awarded more points the more varied your attacks are. So try not to use the same attack over and over. ATTACK RATING This is adding together all of your Streak Bonuses. Each 'Fair' is worth 10 points, 'Good' is worh 20, 'Great' is 30, 'Awesome' is 40, and 'Perfect' is 50. [--TIPS--] *On the Pause Menu, there is a 'Tips' category which will give you random tips. *A lot of objects on the screen can be picked up and thrown with the Grab button. However, you are slower while carrying an object. Enemies can also pick up these objects. *Use your batarang to set off explosive barrels and damage nearby enemies. *Kicks are more powerful than punches. *Enemies can be knocked off of ledges. Players cannot be knocked off of ledges. Try to knock as many enemies into pits as you can if you are running low on time. *Use your Batarang as often as possible. It will boost your gadget efficiency and overall make your life easier as it stuns thugs and the like. This is especially true after you get the Richochet upgrade. *Whenever there are no enemies on screen, use your dash to get around and save time. *Not really a tip, but you can not normally hurt the other player, however, you can pick up and throw objects at them to hurt them, or use your batarang to set off traps that they are near, such as falling pipes and exploding barrels. ************* *WALKTHROUGH* ************* [--LEVEL ONE: SCARECROW--] This level covers the alleys and the police station. The enemies are pretty basic, and rarely carry weapons. You will get the occasional guy packing a gun or rocket launcher, but they are easily enough dispatched. The real threat in this level is the Fear Gas Grenades. If an enemy successfully throws one to the ground, then all enemies on screen instantly recover to full health and become super aggressive. The screen also becomes distorted and full of smoke as your character rambles about fears and the like. Try to knock down anyone you see carrying one of these grenades. Pretty much every stage in this level is Rescue the Civilians. *BOSS STAGE: FEAR THE REAPER* Whenever Scarecrow throws down a fear gas grenade, instead of the usual effect, the room will fill with smoke and ghostly apparitions of some of Batman's foes will appear and swoop at you. You can defeat them in one hit if you'd like to try and build your combo meter, though it can take a while. Occasionally these ghosts will drop restorative items to help out. The way to beat Scarecrow is to stay still and look for where the smoke is parting, that's where he is running around. So head him off and swing at the parting smoke and Scarecrow will appear. You may then proceed to attack him. After he takes a certain amount of damage, or if you leave him alone too long, he will throw down another gas grenade. Repeat process until he is defeated. [--LEVEL TWO: CLAYFACE--] This levels covers the roof tops and factory. Most of the enemies are Clay Soldiers made by Clayface himself. They are a little tougher than the thugs you faced in the last level, but you no longer have to worry about Fear Gas. The main annoyance in these stages are the Clay Soldiers with guns for arms. They cannot be disarmed as their weapon is a part of them, so they are always standing away from you, firing globs of clay at you and disrupting your Hit Streaks. Pretty much every stage in this level is Defuse the Bomb. *BOSS STAGE: ?* The first thing you'll notice is the sets of electric antenna on the sides of the arena. What you must do is hit each of the two sets three times a peice with your Batarang. Just watch out for Clayface's swinging blades. If you successfully pull it off, then an electrical discharge will immobilize Clayface and allow you to attack him. If my combo bar is not full, then I try to hit him until I earn a Perfect before running away. If it is full, then I try to unleash as many high level Power Combos as possible before he recovers. One he recovers he will try to squash you with his hammer arms for a while, and then throw out three blobs of clay which will spawn a few bad guys. You can use them to fill your combo bar or just quickly dispatch them. After they're gone, the antenna will come back on, and Clayface will go back to using his blades, so just repeat the cycle. The important thing to remember is to NEVER get close to Clayface when he is not stunned, because he will hit you very hard with his brick chest attack. [--LEVEL THREE: BANE--] This level covers the docks, a barge, and ultimately the Batcave. The thugs are mostly just muscle heads, few with projectiles, but they are still pretty strong. Luckily, in the dock and Batcave stages, many foes can simply be chucked into pits and the like to easily dispatch them. This level has a bit of a variety in objectives, including the biggest Beat 'Em Up objective in the game. You must defeat 75 enemies in a short amount of time, and are very limited in places to throw enemies off of for a quick dispatch in that stage. Know your delayed combos well before attempting that stage. *BOSS STAGE: WEAPON OF MASS DESTRUCTION* Bane is basically indestructable to anything you can throw at him. So stay away from him. The only way you can damage him is to wait until he charges at you, then dash out of the way, causing him to miss and be off balance. It is now that he is vulnerable. Attack with your delayed combos and power combos. When he recovers, he will stomp the ground and cause rocks to fall from the ceiling. Some of these will leave behind helpful items, but most just hurt you, so try and avoid them. After you deplete Bane's life bar, he cheats and uses Venom to become even stronger and get a whole new life bar. Now the only way you can damage him is to not only cause him to miss when he charges at you, but cause him to run into a wall as well. If he smacks into a wall, he will become dazed and vulnerable like before, so attack him then. However, when he stomps to call down the rocks, he now sends out a shockwave that hurts all those near him, so get away before he does that. Then just repeat until he's dead. But beware, as his second form is much more damaging than his first. [--LEVEL FOUR: SIN TZU--] This level is Arkham Asylum. The enemies here are lethal. They are all Sin Tzu's assassins, and are very powerful. The clawed ones can hit you for a ton of damage, especially in later difficulty levels. A lot of the assassins also have the most annoying attack in the game, the Mehta-Sua blast, which has homing capabilities, and effects BOTH players if just one is hit. The effect is the reversing of your controller so that pressing up makes you run down and so forth. It makes fighting very difficult. Throw a batarang or something to stop anyone who you see charging up for this move, or be prepared to dash away from the homing orb. There are also some muscled guys that can throw exploding orbs of energy at you. This level mostly has Rescue the Civilian objectives. *BOSS STAGE: THE SHOWDOWN* This guy is very, very annoying. He is insanely fast, and only Power Combos can hurt him. His attacks are unblockable and highly damaging. So what you must do is manage to hit him enough that you build up your combo bar to full so that you can unleash Power Combos and hurt him. After a successful power combo, he will let out some energy, so get away from him. Then he will either try and attack you, or if he has taken enough damage, he will go to the center of the arena. If he goes to the center of the arena, you must immediately press Block, as he is about to unleash Mehta-Sua energy in the ENTIRE arena, and your controller will be confused if you don't block it. After this, he will go hide in the room above you, chucking exploding orbs of energy at you, while his thugs attack you. The thugs can help you charge your combo bar, but you must dispatch them quickly as Sin Tzu can heal while in that chamber. Once they are defeated, he comes back down and you may continue the fight, so you just repeat until he's finished. But how do I hit him? He's so fast! Well, there are two ways to do it (besides being lucky). You know how if you get to close, he will instantly dash away? Well, if you dash at him from the right distance, you can start off a combo and get him that way. The other option is to wait for him to attack you (he is invulnerable to everything while he is attacking by the way), and if you manage to dodge all four of his strikes by dashing repeatedly in various directions, then he will leap into the air, and land, staying there for a second so you may hit him. Alternatively, if you can dodge at least two of his attacks, then he will stop to gloat after hitting you instead of running off. The absolute best attack to use against him is the power combo of Punch, Punch, (Kick) as it will deal the most damage to him. So try and make sure you've learned it as it will shorten the fight. He's tough, so good luck. Congratulations. You beat Story Mode. Your final shot of the heroes before the credits will change depending on your difficulty level. It is during this shot that it will tell you what you have unlocked. **************** *CHALLENGE MODE* **************** Challenge Mode is a kind of survival mode or what not for you and your friends to do. In it, you only have one life, and it decides which combos and gadgets you have based on which arena you pick. You start out with only one arena, but each time you beat a boss (except Sin Tzu), you unlock another arena for a total of four. There are a total of four modes of play in Challenge Mode. [SINGLE PLAYER OR TWO PLAYER COOPERATIVE--] BEAT THE THUGS You merely beat up the required amount of thugs and you win. Arena One has 20 thugs. Arena Two has 40 thugs. Arena Three has 60 thugs. Arena Four has 80 thugs. BEAT THE CLOCK You must survive for the specified time. Arena One is 5 minutes. Arena Two is 10 minutes. Arena Three is 15 minutes. Arena Four is 20 minutes. [--TWO PLAYER VERSUS--] LAST MAN STANDING As the title suggests, the last player standing wins. PICK UP MONGER Each thug defeated drops an Obsidian Token. Pick up the specified amount and you win. These tokens are only used in this mode and may not be used to purchase anything in the Trophy Room. Arena One is 10 tokens. Arena Two is 15 tokens. Arena Three is 20 tokens. Arena Four is 25 tokens. ******* *BONUS* ******* [--TROPHY ROOM--] Here you may use the five types of tokens to unlock artwork and 3D models. Each purchase costs three tokens of one of the types. The categories are: 3D MODELS You can purchase and view 3D models of Heroes, Vehicles, Gadgets, and Villains. GRAPHIC NOVELS You can purchase and view artwork of the various Batman graphic novels. TOYS You can purchase images of many of the Batman toys. CONCEPT ART You can purchase concept art. [--BONUS FEATURES--] CINEMATICS View any cinematic you have seen on this game file. CREDITS View the game credits. SIN TZU ORIGINS Series of sketches with Sin Tzu narrating his origin. This video is initially locked. THE MAKING OF SIN TZU Interviews and the like with creators. This video is initially locked. TRAILER Watch the trailer for the recently released animated movie, 'Batman: The Mystery of Batwoman.' BOOK Gives you a minor amount of information about the 'Batman: Rise of Sin Tzu' book. ********* *SECRETS* ********* [--UNLOCKABLES--] CLASSIC COSTUMES Beat the game on any difficulty level to unlock an alternate costume for all four characters. To toggle between costumes, press L1 on the selection screen. MAKING OF SIN TZU Beat the game on Normal difficulty or greater to unlock this video. DARK KNIGHT DIFFICULTY LEVEL Beat the game on Hard difficulty to unlock this setting. SIN TZU'S ORIGINS Beat the game on Dark Knight difficulty to unlock this video. [--CODES--] At the 'Press Start' screen with Sin Tzu and Batman, hold down L1+L2+R1+R2 and enter the following button combinations. If done right, a message will display. INIFINITE HEALTH Up, Right, Down, Left, Up, Left, Down, Right INFINITE COMBO BAR Left, Right, Up, Down, Right, Left, Down, Up ALL CHARACTERS AT 100% Up, Up, Left, Left, Right, Right, Down, Down UNLOCK DARK KNIGHT DIFFICULTY LEVEL Down, Left, Right, Up, Up, Right, Left, Down UNLOCK EVERYTHING Down, Up, Down, Up, Left, Right, Left, Right ***** *FAQ* ***** Q. Is there a level select or way to change difficulty? A. Unfortunately there doesn't appear to be. When you beat the game, you go back to the first stage on the same difficulty level. Q. Is there a way to disable the timer? A. Not that I know of. For the most part, it's not too great of a threat anyways, but it at least provides some of a challenge. Q. Who created Sin Tzu? Is he from the comics? A. Jim Lee, a comic artist who recently illustrated Jeph Loeb's "Hush" storyline, created Sin Tzu. He was made specifically for the game, but may appear in the comics soon. Q. Can you play as Batwoman in this game? A. No, the movie was in production at the same time as the game, so she didn't make the cut. Q. Is ____ in the game? A. No. Besides random thugs and hostages, only characters listed in the Characters section are in the game. Q. Are there any other Beat 'em Up games on next generation systems? A. There is a Ninja Turtle game on all three systems, and a game called The Bouncer on the PS2. Those are the only ones I can think of off hand. Q. Will you ever list any Action Reply or other cheat device codes? A. No. ***************** *VERSION HISTORY* ***************** [--COMING SOON--] *More detailed walkthrough describing how many civilians, bombs, etc. are in each area of each stage. *Any important information which was overlooked in this version. [--HISTORY--] 1.00 (Nov-10-2003) Guide created. ************* *LEGAL STUFF* ************* This guide is for reference purposes only. It is not to be copied, reproduced, sold, or tattooed on one's backside without the express permission of the author. It is protected by copyright laws and belongs soley to the author. Should you wish to copy the guide to another medium, please contact the author, Aratir, before you do so. As of the most recent update, the only party authorized to have this guide is GameFAQs. Any other copy, modified or otherwise, is an illegal distribution.