If the strategies here seem different than what's on the video, that's because I made this a guide, played through the game on my own, figured things out, edited this before putting it all on Blogger, and then passed the stuff I figured out on to you. That's why.
The green turrets on the ceilings will drop bombs that go after you.
The gears on the pipe wall will damage you if you touch them, so try not to jump into them.
The boss here is The Electrocutioner. He will jump to the left and slash, then throw huge energy blasts to the left and right. He will also jump not only straight up, but also to the other side of the room. You will want to stay on the two platforms above and stay close, but not too close. Shoot at him with the gun, and when he jumps towards you, jump away from him and wall jump back to the platform. If you have a lot of ammo and you can keep the pattern going, you can beat him. If you run out of ammo, you'll have to position yourself just right so that you can punch The Electrocutioner in the head as he jumps around.
Basically, it works like this. Get on the left platform at the start of the battle and wait for the boss to unsheathe his weapon. Do not attack him immediately at the start of the battle or else it will not end well. When he jumps at you, jump to the left wall, then get back on the platform. Move to the right edge of the platform, face left, duck down and shoot The Electrocutioner with the gun when he jumps straight up. From there, jump to the right platform, make your way to the right edge, jump to the wall when he jumps at you, then wall back to the platform. Stay on the center of the platform, face right, and duck down. When The Electrocutioner jumps straight up, shoot him with the gun from a ducking position. From there, go back to the left platform. Repeat the sequence. The timing will take some getting used to, as well as some trial and error, and while this battle will be a bit long in the tooth if you can keep this movement pattern going, this battle can be won.
After another cutscene with The Joker, you'll be in Stage 4.
Stage 4
Gotta love the monitors with The Joker on them. Sunsoft knew how to do graphics on the NES at times.
The floors made out of rotating ears are like spikes, so you want to stay above them on the platforms. You'll also see them on ceilings, sometimes above sets of spinning gears on floor, so you'll have to be careful with your jumps at times.
To get past the last two jumps over the gear spikes, you have to jump to the corner of the gray wall, then leap off that wall to the right. You'll be right on the corner, and you'll have to hold the jump button to clear it. Never mind the fact that the first jump has a drone dropper on the ceiling, you'll still be able to make it. Just watch out for those three blue spike robots when you're at this point and be ready to punch them all or hit them all with the Batarang.
The orange robots can destroyed, but you're better off avoiding them as well as the nearby electric barriers that zap in and out from time to time. Also, you have a flame pit and small, square-shaped conveyor belt platforms in the third section. Oh, my.
There are very few new enemies in Stage 4, and the majority of them are going to be enemies you've seen before.
The fourth boss is the Dual-Container Alarm. For this one, stay to the far left, face right and keep crouch-punching so that when the cubes come your way, they can't damage you. You may take damage. That's all right.
Both boxes have individual health bars, and if one box gets destroyed, the other one speeds up, changes form to have a red circle in the center and shoots fireballs across the room. Stay where you are and don't jump so the three pairs of fireballs that go across the screen don't hurt you. Even those fireballs will touch Batman's feet, they won't hurt him. Apparently his feet are not part of his hitbox. When the cube moves away, throw shurikens. When it moves forward, get back. Repeat until it dies.
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