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::Walkthrough::

Stage enemies
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.