::Walkthrough::

 |
Shakedown |
 |
Heatwave |
 |
Mobile Tracker |
 |
Mobile Home Mine |
 |
Nightslayer |
 |
Gluk |
Quick
Summary: Timed jumping is key in order to
proceed through this level. A new enemy, Nightslayer,
is introduced as well. More on him as we progress.






Nightslayer: The best
word to do justice in describing these guys is: slow.
Their walk and attacks are of a patterned
"move-halt-move-halt" motion. Jumping up
next to one and giving a few quick punches will be
enough to do them away.



Ready for a swim in the nice green
water? Not too appealing, is it? That funky liquid is
actually some nasty toxic gluk that will do damage to
Batman upon impact. Avoid like the Joker's make up
kit.
Jump from platform to platform and
make your way upward.

More of those tricky jumps! Wait for
the rail runner to move to the furthermost left, then
(deliticately) jump onto the very right end
of the platform, and deliver a few punches as soon as
you can.
Another way, and much easier, is to
simply choose a weapon to shoot the enemy. However,
if you fall, the enemies on top will re-spawn,
resulting in the loss of more ammo.







You're at the last tricky section of
the stage. You cannot simply jump to the
other end. Instead, by delicately tapping jump and
moving to the top part of the floating
platform (marked by the red arrow), you
can do a wall-jump and make it to safety.

