![]() ![]() Use your Cryptographic Sequencer like before to disarm the bomb. Go upstairs and access the panel inside to trigger the lift that lowers the train cart, revealing the bomb. Dismiss these guys easily using stealth, then enter the Control Room at the northern door on the ground floor. More hostages are being held by some thugs in a train cart. After, free officer Branden and knock him out for fun…he’s a jerk anyway.Īscend to the top to reach the Train Station. Now crash through the wall and eliminate the punks holding some cops captive (you’ll need to deal with a foe armed with a baton pounce over him and attack from behind). On the upper section, you find a generator – recharge it with your Shock Gloves to restore the elevator’s power and have it raised in front of you. Unfortunately, the elevator’s power will stop. Ride the elevator up to the Train Station Maintenance zone. Now it’s time to head to the Train Station.Įnter the Maintenance Elevator Access area by exiting the Boiler Room’s eastern door. The first code is Pyromaniac, the second is Explosives and lastly, the third is Flammable. Rip the panel off and equip your Cryptographic Sequencer. The first one’s easy to locate – it’s right next to you. ![]() You have to hack three sets of codes under a certain time limit for each bomb using your Cryptographic Sequencer. Three electrical doors and another standard beatdown are enough to defeat Bane.Disarming these bombs can be tricky. He rarely checks the middle of floor grates, preferring to check the edges. Lurk a little back from the vent cover to avoid being grabbed is he checks a panel. You may choose to risk using the Disruptor to clear the interference or continue fighting Bane with only your ordinary senses.īane will eventually get wise to your use of the vents. Midway through the fight, your Detective Mode radar will go down. Surprise attacks away from the electrical doors will also harm Bane, but are less effective. Be ready to Evade rear attacks, get out of sight, and then set up a new ambush. Once you’ve ambushed Bane, hit a beatdown sequence, knock him into a door or wall, and run for the hills. There are three good locations for this: in a vent immediately across from an electrified door in the central corridor, under the middle grate across from an electrified door from one of the side corridors, and at the corner of a floor grate at a corner near a door. The vents will serve you well in this.ĭamaging Bane is most easily accomplished by luring him to a takedown spot near the electrified doors. A successful stealth takedown will open him to a few blows. Several electrified doors crackle alongside the corridors.īeating Bane here is a matter of sneaking up on him without getting creamed. The blocks are riddled with vents and many of the floors are grated. The combat arena is two cell blocks surrounded by a rectangular hall and with a corridor cutting between them. Evade is your only close-range defense against him. TN-1 enhanced Bane is absolutely invulnerable to standard attacks and cannot be Countered. He and Batman will fall through the floor to a sub basement area where the second stage of the battle takes place. Upon completion, Bane injects himself with TN-1, rapidly mutating into a monstrosity. When he’s running or jumping you must still evade.Īfter reducing Bane’s health bar to near zero, a cut scene triggers. ![]() Remember that even with the Gloves, Bane’s charges are too powerful to counter. Every time he gives you an opening, get in a combo of hits. The Shock Gloves allow you to break through Bane’s defenses and Venom state. If you are quick, you can pull Bane toward enemies during his charges by lingering near them and jumping away at the last second. Combo on them, leaping from thug to thug and building up your Shock Gloves. When you get in, perform a takedown to rip his Venom feed free. Stay out of his way with evade and wait for a Stun opening. When Bane ingests Venom, he’ll become a near-indestructible juggernaut. Use counter opportunities when they come. After one or two leaps, Bane will be temporarily vulnerable to a Super Cape Stun. When he leaps into the air, evade away or you’ll take splash damage.
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