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    FAQ/Walkthrough by GAdam

    Version: 1.00 | Updated: 02/15/04 | Search Guide | Bookmark Guide

    A walkthrough for Batman Forever
    For SNES
    By: einstein360@hotmail.com
    I've never done a walkthrough before, but hey, why not?
    And why not Batman Forever?  A bad game about a bad movie about a bad premise. 
     Even if I screw it up horribly, who will be the worse for having read this?
    There are already a few FAQS with special move lists, so I'll leave that out of
    As mentioned before, this is my first walkthrough, so please, bear with me.
    Level I, Arkham:
       Walk forward and take out the two asylumites, bat fu style, then walk into 
    the next room.  Hold on (geez, that message irks me).  Smack around another 
    asylumite, get the Riddler's clue, and then smack around one more asylumite.  
    Use your grapple to move to the higher level.  Position yourself under the hole
    , press up and grapple, and BAM, you're there.  Go left, give the safe a kick, 
    then beat up two more asylumites (they'll appear on the right), then go through
     the door on the right.  Then hold on again.  Take on another asylumite, grab 
    the riddler clue, and then... surprise!  Another asylumite.  Watch out, or 
    he'll whip around his shackles.  Walk on to the next room and hold on.  Get the
     life, or if you don't need it, jump over it and save it for later.  Pick up 
    the next clue and then jump down through the hole.  Take out the asylumite on 
    the left, then the right, then go back up that hole... use the grapple!  
    They'll be waiting for you this time, more asylumites.  Go down through the 
    hole again, and go through the newly opened sewer pipe.
    Hold on again, and you're in the sewers.  You can tell because the first 
    asylumite you meet has green  stripes and stink lines coming off of him.  
    Beat him up, and walk on.  Then hold on.  Now, you can't see a level below you,
     so take a leap of faith and press R and down to jump down.  Watch out for that
     electricity.  Walk past it when the sparks aren't shooting down and take down
     a few more asylumites.  For fun, knock one into the electric dealie, he makes 
    a nice sound.  Keep walking, then holding, then walking again, then beating up 
    some more asylumites.  Be careful, of this green stinky one will use some kind 
    of breath spray on you.  It's green, so it's probably mint flavored, but it 
    does damage anyway.  Life will drop from the cieling, then you'll get it, and 
    walk into the next screen, where asylumites will drop from the cieling.  After 
    those are gone, two more.  You'd think they would try to escape, but instead 
    they attack Batman.  They'll be coming in groups of two, after they're done 
    with, the level is done with.
    Level II:  The Bank
    Now you're in a bank.  Take out the first fella in front of you, making sure to
     avoid the flamethrower he uses when he ducks.  Pick up the extra health, 
    because if you didn't have full health at the end of the last level, you still 
    don't have full health.  Walk through the bank, knocking around anybody who 
    gets in your way.  When you get to the end of the room, grapple up to the 
    second level, and if you grapple the cieling in right place (a screen to the 
    right of the left border of the balcony), something green will fall down, and 
    you can pick it up.  After that, take out another flamethrower, and then two 
    guys in matching blue outfits who keep chainsaws in their pockets.  After you 
    clear out the right side of the balcony, go down to the first level again and 
    go to the left side of the balcony, and then clean up there.  There'll be more 
    characters who names don't fit them.  Free the security guard who has been tied
     up, and get the clue.  Exit through the door on the first level on the right.
      Then hold on. They'll show you in an elevator going up.  Then, you'll hold on
     again.  Take out a guy named Dawg, and get the Riddler's clue.  Proceed left, 
    and two robbers will drop on the two sides of you.  Take them out, and proceed 
    left again, take out another robber, then two more, one on each side.  Free the
     rent-a-cop.  Go back into the elevator on the far right.  Hold on.  Then get 
    off the elevator.  Hold on.  Go right, take out another robber.  Take out two 
    more, then another. Break the statues' heads with your grapple for more life.  
    Keep going right, and get on the elevator.
    On this floor, take out two, no, three more bank robbers.  Then two more come 
    together.  Then another one gives it a try by himself.   Break the planter on 
    the right to get some health.  Leave to the left, and back into the elevator.  
    Hold on.
    Take out two more bank robbers that will come at you one at a time.  Then a 
    pair that will appear, one on each side.  Keep going right, break the 
    flourescent light on the ceiling, free the rent-a-cop, and smack around one 
    more bank robber.  Then one more.  Head back to the elevator.  Use your grapple
    to smash the roof of the elevator, then grapple the roof again so Batman will 
    go up on the elevator roof.
    In this floor there is only one enemy.  Beat him up, and free the security 
    Suddenly, you're somewhere else completely, and if you haven't seen the movie, 
    you probably won't know where.  Many enemies will come at you, however, you can
     just knock them off the platform instead of beating them to a bloody pulp.  
    Just make sure you don't fall off yourself.  If you're standing next to them, 
    uppercut as they drop down, and you can knock them off before they have a 
    chance to do anything.
    Level III: The Circus Funicus
    Note:  If time runs out, game over.  
    Now you're at a circus.  You've only got five minutes here, so be quick. Take 
    out the clowns on this level, moving right as you do.  Pick up the clocks, 
    which, as you might guess, give you extra time.  Get the Riddler's clue again.
      Now I'm going to tell you what it took me a good two minutes to figure out, 
    so listen quick.  After you beat all the enemies in a given stage, you have to 
    jump on one of the rope ladders on the top right to move on.  In the second 
    area (after you've defeated all the enemies in the first area and jumped on 
    the rope ladder that appears in the top right, go through a path that takes 
    you left, then up onto high platforms, then back right, because you should be 
    able to hit all the enemies on that route, and it's in the general direction of
     the next rope ladder.  What's nice about the third level is that you can knock
     enemies off the edge, instead of hitting them many times.  Get the Riddler's 
    clue again.  You'll have to use your cape glide in order to move around safely 
    on this level.  Go left, and make sure to get to the highest level you can 
    before you jump.  On the far right is a clock, which you can't get yet.  After 
    you defeat all the enemies, a platform falls on the right, and when you stand 
    on it, you can grapple up to a higher platform.  You can cape glide from the 
    higher platform to get the clock.  Then cape glide right again, walk off the 
    edge of the screen, and hold on.  
    *If you've got less than three minutes left, skip this next part.  If time runs
    out, game over.*
    This part is much more strightforward.  Walk right, defeat the two enemies, 
    pick up some life, and then go right again and get a piece of blue print.  
    Go left again, jump down into the abyss, then come back out again by taking the
     rope ladder on the lower level.  
    *Pick up here if you skipped the subquest*
    Grapple through the rightmost hole with light coming through, hold on, and then
     go to the far right, destroying the three pairs enemies who get in your way.  
    Make sure to watch out for the fire breath of the orange clowns, or the sticky 
    goop clows put on the floor.
    Level IV:  The Warehouse
    From the circus, Batman plays Tron and ends up at a warehouse.  Get the health 
    bonus on the left, unless you have lots of health. Get the Riddler clue, then, 
    head left, after dispatching your two would-be dispatchers.  Continue left, 
    breaking whatever crates you need to, until you get another Riddler clue.  A 
    little above the second clue is a switch, stand under it and hit it with your 
    jump kick, and it will make a crate fall to your left.  It will also make a 
    pair of villians fall.  Beat them up, and head left.  The pair can do a lot of 
    damage if you're not careful.  If you can, knock one onto a raised block on th
    e right, if you do he won't move and you can focus on the other one.  Continue
     left over the pile of crates, and when you reach the end of the pile, be on 
    the lookout for a pair of hoodlums who will drop from the sky.  What's your 
    reward for all of this work?  A blueprint.  Head right, taking out a pair of 
    goons that have appeared.  You'll eventually see a safe hanging from a rope.  
    Hit it with your grapple.  What are holes for anyway?  Jump down it.  Then head
     right, use your grapple to get a get jump, then wade through the sludge the 
    rest of the way.  Do it again, and you should be on a platform with two 
    switches.  Hit the switch on the right and knock the guy who falls down into 
    the sludge.  Hit the switch on the left and pick up the health.  Head right 
    again, and take out the two matching thugs who attack you.  Grapple the ceiling
     on the far right, then use your grapple to go up the hole you've made.  Show 
    Tough Tony what it means to be really tough.  Then, head left, and jump on the 
    boxes hanging from chains and make your way all the way to the left.  Beat up 
    the guy waiting for you.  Then, go right, but instead of retracing your steps 
    after reaching the zenith of the crate pile, guse your grapple to move up.  
    Make a huge cape glide bat leap towards the right, and land on some boxes 
    hanging from chains.  Go from box to box and onto the platform above.  Take out
     the guys who appear as you walk towards the door on the far right, then, go 
    back left, drop down, and walk to the right, beating up the enemies there.  
    Leave through the door on the far right.  Keep going right, realizing that 
    Batman can grab on to the screw looking things that jut out from the 
    background.  The door you want to leave through is in the far right, but you'll
     have to defeat a lot of low level enemies to get there.  Watch out for the 
    fire breathers and the chainsaw guys.  You'll enter a room that has machines 
    that pound on the floor.  When the pounders are down, jump over them, and fight
     the enemy standing near each one.  Continue moving right.  Hold on.  Be 
    careful, in order to get over a pile of boxes, you have to break the top one, 
    and a thug will be inside.  At the same time, another will fall.  Keep them 
    separated, and take them on one at a time.  When you go over the pile, another 
    thug will appear.  Take care of him, and keep moving right.  Go right, and hold
     on.  Grapple right and take care of two more thugs.  Then another thug will 
    fall from the sky.  He'll throw exploading bottles in addition to punches, so 
    stay in close so the bottles will fall behind you.  Keep going right.  Grab on 
    to the screw sticking out and swing to the right.  Take on the two thugs that 
    appear, and then another one.  Hit the switch overhead.  Head left again, and 
    then up, using the screws to jump on the raised platform on the right.  Defeat 
    the pair of enemies here, then hit the switch and head left again.  A box 
    should have dropped, and you should be able to swing on screws all the way to 
    the right, where you can hit another switch.  Now the door on the far right 
    should be open.  Screw swing back to the right and go through the door.  Now it
    's time to face the first bosses. Sugar and Spice.  Try to keep them from 
    surrounding you, and make sure to vary your techniques or they'll counter them.
      After that you have to take on Two Face.  Two Face is much simpler.  After 
    defeating the three, you'll move on to...
    Level V:  The game just keeps going...
    This part could either be very easy, or very hard.  Let's make it easy.  Take 
    out any goons assailing you when you enter, but don't hit any switches yet.  
    First, kick the switch on the far left, then the one to the right of it, but 
    don't go in the hole.  Don't go in the hole.  Don't go in the hole.  Then, hit 
    the switch on the far right, then the one to the left of it.  Once again, don't
     go in the hole.  Cape glide over the hole.  See, wasn't that easy?  After all 
    the switches are pulled, and all the goons are dead, exit to the right.  In 
    this room, once again, don't go down the holes.  Just hit the switches, and 
    goons will fall from the ceiling, and holes in the floor will open.  You don't 
    even have to fight the goons.  Just put a hole between you and the goons and 
    the goons will jump right into the hole (the goons have neither capes nor 
    grappling hooks).  Also of note:  the ceiling in this room can be grappled, 
    which makes it easy to get over the holes.  Finally, go in the hole on the far 
    far right.  There will be two men on the platform with you.  Knock them off or 
    beat them to a bloody pulp, whichever you prefer.  A screw will appear, swing 
    on it to the right, where you will fight a few more goons.  Here you must be 
    careful.  The girder will fall out from under you, and if you fall with it, it 
    will send you back to the very start of the level.  Suggestion:  walk forward 
    until the girder starts to fall, then quickly jump back, and do a cape glide 
    over it.  That strategy is also very helpful because enemies will spawn on the 
    opposite side of the hole, and those goons will jump right in the hole.  After 
    the first hole, you can recognize holes because there will be either a screw or
     something you can grapple above where the holes appear.  The final hole 
    actually has a girder that moves back and forth on the other side.  Grapple to 
    the support overhead and wait till the timing is right to jump on to the moving
     girder, then walk forward to face the Riddler.  Stomp on him because he hasn't
     at all been helpful with those stinking hints of his.  Keep the pressure on 
    the whole time, otherwise he'll summon a magic goon with question marks to help
     him.  The switch on the bottom left drops a health up, the switch on the top 
    right drops an extra life, the switch on the bottom right explodes, and the 
    switch on the top left lets you out of the level.
    Level VI:  In the Subway
    There are a lot of people to beat up in this area, so you're probably better 
    off saving the white health pill till later.  Eventually, the door will open up
     on the right, and you can go through.  This next room has one of the grapple 
    ceilings, so if you ever get caught, you can just grapple to safety.  It's very
     convenient.  Trash the guys waiting in here and go down the hole that will 
    break open on the far right.  Now you're on a subway train.  Make your way to 
    the right, taking out the various guys who will get in your way.  Yes, you have
     to jump off the back of the train.  Don't think about it, just do it.  Two 
    things to think about here. For one, electricity periodically comes down the 
    tracks from right to left.  For two, trains periodically come down the tracks, 
    from left to right.  You can jump over the electricity, or grapple, as the 
    situation warrants.  For the trains, just grapple.  Heck, if you wanted to, 
    you could just leave the game there with Batman swinging back and forth and 
    wait for the train to take out his enemies.  Well, whatever you do to get ride 
    of the enemies, afterwards go down the hole that's created on the far right.  
    Rinse, repeate, wipe hands on pants.  Defeat all the enemies in here, then go 
    down the hole that will appear on the right.  Remember to use your grapple.
    Level VII:  Batcave
    Defeat the enemies on your left.  Ignore the mist.  Go through the hole in your
     floor.  Defeat the enemies on this floor, then, go through the hole again.  
    Now you're in the real batcave.  Kick through the wall on the left, defeat the 
    guy standing there and take the extra health and extra life.  Go right, be 
    careful of the table with the gadgets on it, as it will explode as you walk 
    past.  Keep walking and fighting, fighting and walking, until you clear the 
    room.  After the room is empty, stand next to the car, and it will start going 
    down.  Defeat two sets of two and the car sinks again.  When the car stops 
    sinking, exit to the left.  Take on two more sets of enemies, and exit left 
    again.  Yep, fight some more enemies, in groups of two.  Stick with the 
    tactics that have worked so far, keep them from ganging up on you, you'll be 
    fine.  Hold on.
    Level IIX:  Claw Island
    Head right, beat up some more goons, get the Riddler's clue.  You know the 
    drill at this point.  Go in the hole that forms on the right after you beat the
     bad guys.  Go through the tube, there should be about three or four enemies to
     defeat.  After those, power ups will drop from the ceiling.  You can wait on 
    the health increases, but if you don't pick up the extra life quickly, it will 
    disappear.  Go back outside by grappling up on the far left.  The ground will 
    start sinking again, it should teleport you somewhere else automatically, if it
     doesn't, just walk left.  Now you're in the obligatory elevator fight scene.  
    First take on one opponent, then a pair of two, then just be glad that the game
     only supports two enemies on screen at once.  There are some power ups after 
    the first and second waves.  You'll be out of the elevator soon enough, then 
    head right, taking out enemies as you go.  Watch out for parts of the ground 
    falling out from underneath you, either jump forward or back to avoid it.  
    After you defeat all the enemies, more ground will start falling out.  Grapple 
    to safety and the exit on the right.  Head right some more and pick up the 
    Riddler's clue.  Turn on his machines?  Now he wants us to do his dirty work?  
    Eh, fine.  Get off the ground as early as possible, using those things that act
     the same was as screws used to, except they are not always there.  From the 
    starting point (the first screws you see and use), go right, getting near his 
    machines as you go.  You don't have to touch them, just get close to them.  
    The most difficult one to get is on the far right, and if you miss it, you'll 
    have to go back to try again.  The secret is to completely miss the first screw
     after platform and go straight for the second.  You don't have to worry about 
    beating the goons, just turn on all the machines, and you'll proceed to the 
    next stage.  Now you have to take on two Riddler holograms, then the real 
    Riddler.  Not too hard, but try to keep him occupied so he doesn't make Riddler
     thugs.  Next is Two Face.  Concentrate on his face, as he rarely ever falls 
    down and you can't leg sweep him.  If you can master the distancing of the 
    roundhouse kick, he'll fall easily, because your range with the roundhouse is 
    slightly greater than the distance apart he stands before he attacks.  Giant 
    Riddler rounds it out.  With the Giant Riddler, if you just stand close to him,
     you can uppercut him as soon as he gets up, before he can react.  Then Riddler
     again for good measure.  Keep doing what you were doing before.  Whew, the 
    Riddler once again falls before your fists/feet of fury, and what is your 
    reward?  We get to see Batman playing a Tron knockoff and the credits.  Was it 
    worth it?
    Thanks to GameFaqs for hosting this.
    Thank you, the reader.  
    This may be not be reproduced under any circumstances except for personal, 
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    All trademarks and copyrights contained in this document are owned by their 
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    Copyright 2004

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