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Sunday, 28 April 2013

Championship Bass Cheats

Championship Bass Cheats




Cheat Codes

Cheat mode

Press ~ during game play to display the console window. Then, enter one of the following codes and press [Enter] to activate the corresponding cheat function.
EffectCode
Two more minutespowerup twominute
Five more minutespowerup fiveminute
Power castpowerup powercast
Super power castpowerup superpowercast
Silent castpowerup silentcast
Stealth boatpowerup stealthboat
Shallow boatpowerup shallowboat
Bass flagpowerup bassflag
Big bass flagpowerup bigbassflag
Lunker bass flagpowerup lunkerbassflag
Skip castpowerup skipcast
Manual camera movementtoggle manualcam
Shaun

Centurion: Defender of Rome Cheats

Centurion: Defender of Rome Cheats




Passwords

To start the game at one of the most powerful levels, with 11 consular legions and 35,000 talents:
TAGY-V6P5-QAAA-AH3K-VKVA-MIES
To Rule the Empire:
QDUA-YQ25-5555-55NK-VKXW-IPJI



GEN Hints & Cheats

Centurion Defender Passwords

  1. Passwords

    To start the game at one of the most powerful levels, with 11 consular legions and 35,000 talents:
    TAGY-V6P5-QAAA-AH3K-VKVA-MIES
    To Rule the Empire:
    QDUA-YQ25-5555-55NK-VKXW-IPJI

Cel Damage Cheats

Cel Damage Cheats



Cheat mode
Enter "PITA" as a name to unlock all cars, tracks, and modes except plastic mode. Enter "SUSIE!" as a name to unlock all cars, tracks, and modes including plastic mode. -From: yamahaofsa@stic.net and Rjur90@aol.com
  • Brian The Brain and Space world
    Enter the character selection screen, select "Load" then enter "BRAINSALAD" as a name to unlock Brian The Brain and Space world. Alternately, win Smack Attack, Gate Relay, and Flag Relay in all three levels of the Space world.
  • Count Earl and Transylvania world
    Enter the character selection screen, select "Load" then enter "EARLSPLACE" as a name to unlock Count Earl and Transylvania world. Alternately, win Smack Attack, Gate Relay, and Flag Relay in all three levels of the Transylvania world. -From: SecretAgentShrew@aol.com
  • T. Wrecks and Jungle world
    Enter the character selection screen, select "Load" then enter "TWRECKSPAD" as a name to unlock T. Wrecks and Jungle world. Alternately, win Smack Attack, Gate Relay, and Flag Relay in all three levels of the Jungle world.
  • Whack Angus and Desert world
    Enter the character selection screen, select "Load" then enter "WHACKLAND" as a name to unlock Whack Angus and Desert world. Alternately, unlock all modes (Smack Attack, Flag Rally, Gate Relay), then win all three levels in the Desert world in each one (total of nine). -From: SecretAgentShrew@aol.com
  • Melee weapons
    Enter the character selection screen, select "Load" then enter "MELEEDEATH" as a name.
  • Hazard weapons
    Enter the character selection screen, select "Load" then enter "HAZARDOUS" as a name.
  • Personal weapons
    Enter the character selection screen, select "Load" then enter "UNIQUEWPNS" as a name.
  • Ranged weapons
    Enter the character selection screen, select "Load", then enter "GUNSMOKE!" as a name.
  • Movement power-ups
    Enter the character selection screen, select "Load", then enter "MOVEITNOW" as a name.
  • Plastic graphics
    Enter the character selection screen, select "Load" then enter "FANPLASTIC" as a name. Enter the event selection screen and highlight "Smack Attack". Press Down and select the "Event Settings" button. Then, select the "Options" button and select the "Rendering Modes" button. Change this option to "Render: Plastic". The message "Current mode: plastic" will appear. Return to the even selection screen, then proceed to select a level and begin game play. To return to normal, repeat the steps and choose the cartoon renderer at the "Rendering Modes" screen.
  • Pen and ink graphics
    Enter the character selection screen, select "Load" then enter "PENCILS" as a name.
  • All FMV sequences
    Enter the character selection screen, select "Load", then enter "MULTIPLEX!" as a name.
  • Big head mode
    While playing the game, hold L + R + Up.
  • Additional FMV sequences
    Successfully complete Smack Attack, Gate Relay, and Flag Relay with each character to unlock additional FMV sequences
  • Caveman Ughlympics Cheats

    Caveman Ughlympics Cheats




    Caveman Ugh-Lympics Cheats


    NOTE: If your submission does not meet proper grammatical guidelines it will be deleted.



    cause of death cheats

    Cause of death cheats 




    CAUSE OF DEATH WALKTHROUGH
    
    Version 10.1
    April 22nd, 2013
    
    By Dmikester (Michael Feldman)
    
    
    COPYRIGHT INFO
    
    This document is Copyright 2010-2013 Michael Feldman. It may be
    not be reproduced under any circumstances except for personal, private
    use. It may not be placed on any web site outside of GameFAQs. It may
    not be distributed electronically outside of the GameFAQs web site, and  
    it may not be distributed otherwise at all. Use of this guide on 
    any other web site or as a part of any public format is strictly 
    prohibited, and a violation of copyright.
    
    ==========
    Donations
    ==========
    
    I've been extremely hesitant to put something like this up, but after
    hearing endless amounts of advice about this from friends and family,
    I'm going to do it.  If any of you enjoy this guide and feel like
    showing appreciation by sending a dollar my way (I do spend
    at least a dollar a week on this guide to download the episode on
    demand), it would be hugely appreciated.  Please know that this
    guide will ALWAYS be FREE no matter what, and that these donations
    are strictly optional.  You can send them to me through Paypal to
    mfeldmanvoice@gmail.com
    
    
    CONTACT/SUBMISSION INFORMATION
    
    If you have submissions/additions you'd like to make, I'd love
    to post them if I have the time.  I may very easily have some things wrong
    here as far as which choices count towards the score and which don't.
    
    Now, here's the deal.  I will NOT accept submissions on Facebook, 
    nor any
    friend requests from people I don't know that are based on this guide. 
    I have hundreds of friends as is, and I partially use it for professional
    communication.  What I will accept is e-mail sent to me personally. So
    contact me only at my personal e-mail address, which is:
    
    michael.leo.feldman@gmail.com
    
    Thanks!
    
    
    TABLE OF CONTENTS
    
    1. Introduction
    
    2. Differences From Surviving High School
    
    
    Volume One: The Maskmaker
    
    1. Chapter One: Washed Up
    
    2. Chapter Two: The Masks We Wear
    
    3. Chapter Three: Bad Medicine
    
    4. Chapter Four: Buried Secrets
    
    5. Chapter Five: Unmasked
    
    6. Chapter Six: The Devil's Island
    
    
    Premium Content
    
    1. Your Case: The Missing Child
    
    2. Secret Files
    
    3. Love and Bullets
    
    4. What Happened to Colt, Part 2
    
    5. A Cause of Death Christmas
    
    6. Valentine Short Stories
    
    7. Buried Secrets, Buried Lives
    
    8. Life Lessons, Deadly Desires
    
    9. Halloween Special: Undying Love
    
    10. Holiday Interlude: A Fallon Family Christmas
    
    
    Volume Two: The Connoisseur
    
    1. Chapter One: Tough Love
    
    2. Chapter Two: Head Case
    
    3. Chapter Three: Sins of the Fathers
    
    4. Chapter Four: Catching Fire
    
    5. Chapter Five: Missing Persons, Pt. 1
    
    6. Chapter Six: Missing Persons, Part 2
    
    7. Chapter Seven: Old Wounds
    
    8. Chapter Eight: Revelations
    
    
    Volume Three: The Hunter
    
    1. Chapter One: Prey
    
    2. Chapter Two: Broken Hearted, Part 1
    
    3. Chapter Three: Broken Hearted, Part 2
    
    4. Chapter Four: Hunter, Hunted
    
    5. Chapter Five: Lights, Camera, Murder, Part 1
    
    6. Chapter Six: Lights, Camera, Murder, Part 2
    
    7. Chapter Seven: Savage
    
    8. Chapter Eight: The Wild Hunt
    
    
    Volume Four: Zero
    
    1. Chapter One: Zero Hour
    
    2. Chapter Two: Blood Relations, Part 1
    
    3. Chapter Three: Blood Relations, Part 2
    
    4. Chapter Four: Coded Messages
    
    5. Chapter Five: Games We Play, Part 1
    
    6. Chapter Six: Games We Play, Part 2
    
    7. Chapter Seven: Zero Sum Game
    
    8. Chapter Eight: Zero Consequences
    
    
    Volume Five: Hand of Justice
    
    1. Chapter One: Dread Silence
    
    2. Chapter Two: The Perilous Fight
    
    3. Chapter Three: The Shore Dimly Seen
    
    4. Chapter Four: The Gloom Of The Grave
    
    5. Chapter Five: The Root Of All Evil, Part 1
    
    6. Chapter Six: The Root Of All Evil, Part 2
    
    7. Chapter Seven: Trafficked
    
    8. Chapter Eight: Mallory
    
    
    Volume Six: Mad Stranger
    
    1. Chapter One: Opening Moves
    
    2. Chapter Two: Under My Skin, Part 1
    
    3. Chapter Three: Under My Skin, Part 2
    
    4. Chapter Four: Gambit
    
    5. Chapter Five: Breaking Point, Part 1
    
    6. Chapter Six: Breaking Point, Part 2
    
    7: Chapter Seven: Zugzwang
    
    8: Chapter Eight: Endgame
    
    
    Volume Seven: The Ladykiller
    
    1. Chapter One: Bad Romance
    
    2. Chapter Two: In Vino Veritas, Part 1
    
    3. Chapter Three: In Vino Veritas, Part 2
    
    4. Chapter Four: Split
    
    5. Chapter Five: Domestic Disturbance, Part 1
    
    6. Chapter Six: Domestic Disturbance, Part 2
    
    7. Chapter Seven: Killer Alibi
    
    8. Chapter Eight: Final Flight
    
    
    Volume Eight: The Kraken
    
    1. Chapter One: Tendrils
    
    2. Chapter Two: Crimes of Passion, Part 1
    
    3. Chapter Three: Crimes of Passion, Part 2
    
    4. Chapter Four: Rising Tides, Part 1
    
    5. Chapter Five: Rising Tides, Part 2
    
    6. Chapter Six: A Day in the Life
    
    7. Chapter Seven: In Roaring He Shall Rise
    
    8. Chapter Eight: And On The Surface Die
    
    
    Volume Nine: Livewire
    
    1. Chapter One: Walk The Wire
    
    2. Chapter Two: Fire and Brimstone, Part 1
    
    3. Chapter Three: Fire and Brimstone, Part 2
    
    4. Chapter Four: Sparks
    
    5. Volume 9 Interlude
    
    6. Chapter Five: Kings of Las Vegas, Part 1
    
    7. Chapter Six: Kings of Las Vegas, Part 2
    
    8. Chapter Seven: Shock And Awe, Part 1
    
    9. Chapter Eight: Shock and Awe, Part 2
    
    
    Volume Ten: Nightmare
    
    1. Chapter One: Fear and Loathing
    
    2. Chapter Two: Truth or Dare, Part 1
    
    3. Chapter Three: Truth or Dare, Part 2
    
    4. Chapter Four: Nightmare
    
    5. Volume 10 Interlude
    
    6. Chapter Five: In Fidelity, Part 1
    
    7. Chapter Six: In Fidelity, Part 2
    
    8. Chapter Seven: Love and Madness
    
    9. Chapter Eight: Death Do Us Part
    
    
    Volume Eleven: The Salazars
    
    1. Chapter One: Best Served Cold
    
    2. Chapter Two: Black Magic, Part 1
    
    3. Chapter Three: Black Magic, Part 2
    
    4. Chapter Four: Putting The Pieces Together
    
    5. Volume Eleven: Interlude
    
    6. Chapter Five: Tangled Webs
    
    7. Chapter Six: Wolf At The Gates
    
    8. Chapter Seven: Love and War, Part 1
    
    9. Chapter Eight: Love and War, Part 2
    
    
    Volume Twelve: The Boogeyman
    
    1. Chapter One: Monsters Among Us
    
    2. Chapter Two: Bloodlines, Part 1
    
    3. Chapter Three: Bloodlines, Part 2
    
    4. Chapter Four: Special Friend
    
    5. Chapter Five: The Old College Try, Part 1
    
    6. Chapter Six: The Old College Try, Part 2
    
    7. Chapter Seven: Nothing To Fear
    
    8. Chapter Eight: Out of the Shadows
    
    
    Volume Thirteen
    
    1. Chapter One: The Creeping Darkness
    
    2. Chapter Two: Blood and Water
    
    3. Chapter Three: The Boys In Blue
    
    4. Chapter Four: Predator Unseen
    
    5. Interlude: Perfect Getaway
    
    6. Chapter Five: Safety In Numbers
    
    7. Chapter Six: Ghosts of the Past
    
    8. Chapter Seven: Spider To The Fly
    
    
    Side Stories
    
    1. Side Stories: Detective Kalaba, Part 1
    
    2. Side Stories: Detective Kalaba, Part 2
    
    3. Side Stories: Amy's Case, Part 1
    
    4. Side Stories: Amy's Case, Part 2
    
    5. Side Stories: Fallon and Yeong, Part 1
    
    6. Side Stories: Fallon and Yeong, Part 2
    
    7. Halloween Special: Dead Man Walking, Part 1
    
    8. Halloween Special: Dead Man Walking, Part 2
    
    9. Side Stories: Greene Zone, Part 1
    
    10. Side Stories: Greene Zone, Part 2
    
    11. Side Stories: First Date, First Kiss, First Kill
    
    12. Side Stories: In The Cards, Part 1
    
    13. Side Stories: In The Cards, Part 2
    
    14. Side Stories: Fourth of July Special, Part 1
    
    15. Side Stories: Fourth of July Special, Part 2
    
    16. Side Stories: Far From Home, Part 1
    
    17. Side Stories: Far From Home, Part 2
    
    18. Side Stories: Peacemaker, Part 1
    
    19. Side Stories: Peacemaker, Part 2
    
    20. Side Stories: Kai Hard, Part 1
    
    21. Side Stories: Kai Hard, Part 2
    
    
    Appendix
    
    1. Credits/Thanks
    
    2. Version History
    
    
    ================
    1. Introduction
    ================
    
    Welcome one and all to my guide for Cause of Death!  I assume that many
    of you reading this have read my Surviving High School guide, which is
    made by the same team and has a pretty much identical format.  This is
    a much more mature and adult game than Surviving High School, and just
    for that alone I'm very excited about watching the storyline of this game
    unfold.
    
    For those of you who are new to this game format, the reason for a
    walkthrough like this existing is because for almost every choice of action
    you have in the game, there is a right and wrong choice, and making all of
    the right choices (or most of the right choices in this particular game-
    more on this later) gets you a bonus scene at the end.  By following the
    steps in the order that I list here, you will get a perfect score and the
    bonus scene.
    
    This will be a spoiler-free walkthrough.  There will be no
    discussion of plot unless necessary: a big part of the fun of the 
    game is enjoying the surprises that the plot holds.  Also, unless 
    I find myself with an enormous amount of free time on my hands 
    (which is not going to happen considering I both go to graduate 
    school and work a full-time job with lots of travel around the 
    country), I will only be discussing the best choices for each 
    scenario, and not what happens with the alternate choices you 
    can make.  I will however be updating this every week with the 
    new content, including the "previews."  All right, let's get going!
    
    
    ==========================================
    2. Differences from Surviving High School
    ==========================================
    
    This game has a couple of pretty significant differences from Surviving
    High School that are worth mentioning here.
    
    1. There are no minigames (at least, not in any of the episodes so far).
    
    2. This game literally counts your score as opposed to Surviving 
    High School, which just counts how many right choices you've
    made.  You can get up to 100 points for each episode or "chapter."
    Following from that...
    
    3. You do not need to get a perfect score in this game to get the bonus
    scene.  Instead, you need to get a "Detective" rank, which you can get
    by getting 80 out of 100 points in each chapter.  Rest assured that this
    walkthrough will get you the full 100 points for each chapter.
    
    4. There are a couple of differences in this guide as well.  There are a
    number of times where there are choices you can make that have no
    bearing on your final score.  In these cases, I've randomly written
    one of the choices and put a star next to the choice to symbolize that
    the choice doesn't matter; keep in mind that I could be wrong here and
    that some of the starred choices actually do matter, so if you're
    concerned about getting a perfect score, know that the choices I wrote
    down were the ones I chose when I got a perfect score.
    
    There will also occasionally be points in the game where you 
    can choose many different options that add to story and 
    character development, but don't count towards your final
    score.  In these cases, I haven't written out every single choice you
    can make, but instead describe that you can (and should) 
    choose all of the options.  All right, let's begin!
    


    Sunday, 14 April 2013

    Catwoman 2004 cheats

     
     
     
     


     CATWOMAN CHEATS

    PC   .  ALSO ON: DVDMOVPS2XBOXGCGBCGBA   116 202 85 29






     
     
     

    Welcome to our Catwoman cheats page. Here you'll find Catwoman trainers, cheat codes, wallpapers, savegames, walkthroughs, and achievements. If you want to up your game it is important that you get the right resources. Go ahead and look into the Catwoman PC Cheats and other hints that are posted. 

     

        Version History
    [1] Overview
    [2] Controls
    [3] Gameplay
        [3.1] Basic Combat
        [3.2] Swinging
        [3.3] Climbing
        [3.4] Health
        [3.5] Wild Cat Move
        [3.6] Scaredy Cat Move
        [3.7] Alley Cat Move
        [3.8] Pussycat Move
        [3.9] Earning Points
        [3.10] Disarming (100)
        [3.11] Neck Whip {250)
        [3.12] Long Range Attacks (400)
        [3.13] Grapple Flip Kick (500)
        [3.14] Domination Mode (600)
        [3.15] Smell Fear (750)
        [3.16] Pose (850)
        [3.17] Taunt (850)
        [3.18] Advanced Cat Sense (1000)
    [4] Walkthrough
        [4.1] Jewelry Store
        [4.2] Scrap Yard
        [4.3] Parking Lot
        [4.4] Scene 83
        [4.5] Factory Perimeter
        [4.6] Hedare Factory
        [4.7] Mansion Grounds
        [4.8] Mansion Interior
        [4.9] Derelict Building
        [4.10] Performance Center
        [4.11] Hedare HQ
    [5] Credits
    
    
    ===============
    Version History
    ===============
    
    1.00 (2004-08-06)
         First Release
    
    1.01 (2004-08-07) **Final Release**
         - Added the locations of two more Blings to [4.11] Hedare HQ
         - Added ASCII title art
         - Fixed some typos
         - This FAQ is full and complete and will no longer be updated
    
    
     ________________________________________________________________________
    |                                                                        |
    |                           [1] OVERVIEW                                 |
    |________________________________________________________________________|
    
    First, let me point out that, though this guide was written while playing 
    the PC version of Catwoman, it should be similar enough to the PS2, X-Box 
    and Gamecube versions that you might be able to use it for those as well.
    
    Second, let me ask, why are you playing this game? If you have already 
    spent your hard-earned money on the game and insist on beating it, fine, 
    this walkthrough is for you. Otherwise, cease and desist now and go find 
    another game. You know, one that might actually be fun. Catwoman, the game, 
    is worse than Catwoman, the movie.
    
    Of course, some people like it anyway, and others feel obligated to 
    complete it (like me) because they've already got it. Thus, this game 
    guide.
    
    This walkthrough introduces the basic controls of Catwoman, describes the 
    special abilities that can be purchased (and lets you know if they are 
    worth the money) and helps you solve the puzzles. This walkthrough cannot 
    make the controls easier to operate or improve the poor camera angles in 
    the game. I can tell you what to do, but you'll still have to do it and 
    that's four-fifths of the challenge in this game.
    
    Catwoman is divided into six locations. The first five locations are 
    subdivided into two "scenes" each. The final location has just one scene. 
    Each scene is further divided into checkpoints. Whenever you save your 
    game, it is saved as of the last checkpoint you reached.
    
    The walkthrough is divided into the eleven scenes. Checkpoints are noted in 
    the descriptions, so you can see how far you have to go before you can 
    safely quit. I have attempted to include the location of every Bling 
    fragment in the game (the cat's eye jewels Catwoman collects for bonus 
    points). I may have missed one or two; but, I think I've got them all.
    
    The game includes a "comic" that describes all Catwoman's moves and also 
    gives access to the purchased abilities (normally only available between 
    scenes) and a gallery of concept art. As you play the game, most of this 
    information will be unlocked.
    
    Some of the gallery pages, as well as one of the purchased abilities, can 
    only be unlocked by entering a code you find while playing the game. If you 
    want to know the code, go to the end of this guide and look under the 
    SPOILER ALERT banner.
    
    Now, on with the show...
    
    
     ________________________________________________________________________
    |                                                                        |
    |                           [2] CONTROLS                                 |
    |________________________________________________________________________|
    
    Control in Catwoman is fairly complex. I recommend using a gamepad; 
    preferably one with dual analog sticks. I have a 13-button, two-stick plus 
    D-pad controller (Nyko AirFlo PC) and just about everything is used by the 
    game.
    
    The navigation controls cause Catwoman to move forward, left, right or 
    back. These movements are in relation to the current camera position, not 
    Catwoman herself. Thus, pressing forward causes Catwoman to move away from 
    the camera; back causes her to move toward the camera; left is toward the 
    left side of the screen and right is toward the right side of the screen. 
    If you're not experienced with this type of 3D, third-person perspective, 
    this can be confusing, especially when the camera angle changes suddenly. 
    When Catwoman is crawling on mesh, forward becomes up and back becomes 
    down.
    
    You have limited control of the camera in normal perspective and can pan it 
    only a short distance left or right. If you really want to look around, you 
    have to go into Hunt mode; then you can look in almost any direction (you 
    can't look straight down beneath your feet).
    
    Since you can, and should, remap the controller configuration to suit your 
    playing style, I'll refer to keys/buttons by what they do rather than what 
    they are in the default configuration. My recommendation, with a two-stick 
    gamepad, is to map one stick to movement and the other stick to combat 
    moves. Map one main shoulder button to Crouch/Wall-climb and the other main 
    shoulder button to Jump. These are your four primary controls. Place Hunt 
    mode to a button that is easy to reach and hold. The other controls 
    (Domination mode, Pose and Taunt) can be set to anything left since they 
    are not used much during normal gameplay.
    
    
     ________________________________________________________________________
    |                                                                        |
    |                           [3] GAMEPLAY                                 |
    |________________________________________________________________________|
    
    The game is broken up into eleven scenes, divided among six locations: 
    Jewelry Store, Night Club, Hedare Factory, Hedare Mansion, Performance 
    Center and Hedare HQ. As you progress through each scene, you will reach 
    checkpoints. Whenever you continue your game, it will continue at the last 
    checkpoint you reached, if you saved your game after reaching that point. 
    You can also replay scenes by choosing an already completed scene when 
    continuing your game.
    
    There are many different things Catwoman can do, some of which have to be 
    purchased as you play the game.
    
    
    ==================
    [3.1] Basic Combat
    ==================
    The combat controls are the same as the navigation controls: forward, back, 
    left and right. Pushing a combat control initiates an action in that 
    direction (forward is away from the camera, back is towards the camera, 
    left is to the left side of the screen, right is to the right side of the 
    screen). The combat action when Catwoman is standing, hanging on a wall or 
    jumping is to use the whip. The combat action when Catwoman is standing 
    very close to an enemy is a punch. The combat action when Catwoman is 
    crouching is a kick.
    
    There are many times when you will need to use the whip even when not in 
    combat. Catwoman activates switches, pulls things off the wall, pulls Bling 
    fragments to herself and occasionally swings from her whip. All these 
    actions require using the combat controls. Many of the things that Catwoman 
    can grab with her whip will glow purple to indicate you can interact with 
    them.
    
    To activate a switch, push the combat control in the direction of the 
    object to whip it. To throw or pull something, push the combat control in 
    the direction of the object and then push the combat control in the 
    direction in which you want to throw or pull the object.
    
    Catwoman can also dodge bullets. When a gunman takes aim at you, you will 
    see a purple tracking laser. When the tracking laser turns red, the gunman 
    has a lock on you and will shortly fire. Immediately jump, or, better, 
    crouch and roll (press Crouch, then Jump), to dodge the bullet. You can use 
    the tracking laser to find the gunman by following it back to its source.
    
    
    ==============
    [3.2] Swinging
    ==============
    Catwoman can swing from poles and from swing points on walls. All poles and 
    points that can be used will glow purple.
    
    To swing from a pole, jump to the pole and Catwoman will catch and hang 
    from it. If the pole is too far away, you can use the whip to catch the 
    pole. To swing from the pole, press and hold the Crouch button. To release, 
    press Jump.
    
    You can swing through a series of poles by holding Crouch and Jump; 
    however, doing this causes Catwoman to make a full revolution around each 
    pole. In order to ensure you get your Alley Cat bonuses (see below), 
    release the Jump button between each pole and press it again at the right 
    moment after Catwoman gets to the next pole (just as Catwoman is passing 
    under the bar). This will be even faster and will help you earn Alley Cat 
    bonuses.
    
    You can also, while holding a pole, climb to the top of the pole and crouch 
    there. Just push Up on the navigational controls. You will do this most 
    often to collect a Bling fragment. You can drop from a pole by pushing Down 
    on the navigational controls. If you are hanging from a pole by your whip, 
    push Up to climb up and grasp the pole with your hands.
    
    To swing from a swing point, climb the wall near the swing point and whip 
    towards it. Catwoman will grab the point with her whip and you can swing 
    back-and-forth by pushing Left-and-Right on the navigational controls. At 
    the height of your swing either press Jump to release your whip or whip 
    towards another swing point.
    
    
    ==============
    [3.3] Climbing
    ==============
    Catwoman can climb some walls and wire mesh. To climb a wall, press and 
    hold Crouch while running at the wall. You may not be able to climb all the 
    way to the top of the wall. Part of the puzzle of the game is determining 
    which walls you can climb and how far you can climb them. Also, Catwoman 
    cannot cling to walls forever. After a moment of hanging from a wall, she 
    will begin sliding down.
    
    To climb a recess in a wall, climb up one side of the recess as far as you 
    can go, then jump to the other side of the recess. Catwoman will cling for 
    a moment, so quickly jump back to the other side. Continue in this manner 
    until you reach the top of the recess.
    
    To climb wire mesh, simply jump onto the mesh (you do not need to press 
    Crouch). Catwoman can cling indefinitely to mesh and can crawl in any 
    direction. Simply move the navigation controls in the direction you wish to 
    go.
    
    To safely drop from either a wall or wire mesh, press Down on the 
    navigational controls and then press Jump.
    
    
    ============
    [3.4] Health
    ============
    Rather than a health bar, Catwoman has a Domination Bar filled with 
    diamonds. (Classy, eh?) Whenever you take damage, from a long fall or an 
    enemy hitting you, you lose diamonds from your Domination Bar (DB). To 
    refill your DB, you have to perform the moves described below and earn 
    points.
    
    
    ===================
    [3.5] Wild Cat Move
    ===================
    Wild cat moves are earned in combat. Most scenes have a certain number of 
    WC moves as part of the scene objectives. The best ways of earning WC 
    bonuses are:
    - Hitting an enemy with a thrown object (you throw with your whip)
    - Knocking an enemy into an exit
    - Hitting one enemy into one or more other enemies
    - Disarming an enemy
    - Knocking an enemy into breakable scenery
    - Dropping an enemy off a ledge
    
    
    ======================
    [3.6] Scaredy Cat Move
    ======================
    If you beat on an enemy long enough, without knocking him or her into an 
    exit point, your foe will begin to glow yellow. This indicates he or she is 
    afraid of you. Hit them with a combat move while they cower in fear and 
    earn a scaredy cat bonus.
    
    
    ====================
    [3.7] Alley Cat Move
    ====================
    You earn alley cat bonuses by quickly completing sections of the obstacle 
    courses. For example, quickly swinging over several bars or quickly 
    ascending a wall and jumping to a platform can earn an AC bonus. If you 
    start a jump/swing sequence and you get the Alley Cat notice; but, you lose 
    the bonus (don't complete the sequence fast enough), go back to the point 
    where you got the notification and try again. Once you get an AC bonus for 
    a particular sequence, you cannot earn a bonus for that sequence again.
    
    
    ====================
    [3.8] Pussycat Move
    ====================
    In order to earn a pussycat bonus, you must successfully use the Pose and 
    Taunt moves on an enemy. If you use Pose or Taunt and your foe glows green, 
    push the combat control towards the enemy to earn the bonus. There's no 
    skill to this, you simply hit the button and hope it works.
    
    Whenever you are about the earn any of the above bonuses, Catwoman will 
    display a glittering diamond trail as she moves. The type of bonus you are 
    about to earn will appear at the top center of your screen. Continue 
    successfully and the exact type of bonus and the score will show at the top 
    center of your screen.
    
    
    ====================
    [3.9] Earning Points
    ====================
    The primary goal in Catwoman (besides completing the story) is to earn 
    points. Earning points refills your Domination Bar. Earning points also 
    earns diamonds at the end of each scene. Diamonds can be used to purchase 
    the remaining abilities listed below. There are numerous ways to earn 
    points.
    - You earn points for each of the four "cat moves" listed above
    - You earn points each time you strike an enemy
    - You earn points for finding Midnight (Scene 3 and after)
    - You lose points if you have to use any of the 9 lives Midnight provides
    - You earn points for completing the Scene Objectives
    - You earn points for collecting Bling fragments
    - You earn points for kicking enemies into an exit point
    - You earn points for kicking enemies into destructible scenery
    - You earn points for your efficiency at hitting your enemies
    
    
    ======================
    [3.10] Disarming (100)
    ======================
    Catwoman can disarm enemies with her whip. Stand a few feet away from a foe 
    with weapon drawn and whip towards him or her. Catwoman will latch onto the 
    firearm. Then whip in a direction in which you wish to throw the weapon. 
    The ability to disarm enemies costs 100 diamonds and should be your first 
    purchase, as it is very useful.
    
    
    ======================
    [3.11] Neck Whip {250)
    ======================
    You can grab enemies with your whip and pull them towards you and then 
    throw them at other foes. This is a pretty cool trick. It's not 
    particularly helpful in any way, but once you've got Disarm, Pose and 
    Taunt, it's worth the little extra money it costs.
    
    
    ===============================
    [3.12] Long Range Attacks (400)
    ===============================
    This ability is supposed to give you longer range when launching your 
    attacks. I couldn't tell a difference, so it's probably a waste of 
    diamonds.
    
    
    ==============================
    [3.13] Grapple Flip Kick (500)
    ==============================
    I could never make this work. There's probably some trick to it I am 
    missing. It wouldn't have done much good anyway, as I had no problems 
    meeting my Wild Cat objectives just using normal kicks and punches.
    
    
    ============================
    [3.14] Domination Mode (600)
    ============================
    Once you purchase this ability, you can enter Domination Mode whenever your 
    Domination Bar is full. Domination Mode is a slow-motion mode and is pretty 
    much worthless. I only used it once, and turned it off pretty quickly. When 
    using Domination Mode, your Domination Bar is gradually depleted, so it is 
    very limited.
    
    
    =======================
    [3.15] Smell Fear (750)
    =======================
    You can use Hunt mode during combat to sniff out the weakest enemy: he or 
    she will glow with a yellow halo. Who cares? They're all pansies anyway, 
    plus you can't fight in Hunt mode so you set yourself up to get hit. Not 
    worth buying.
    
    
    =================
    [3.16] Pose (850)
    =================
    Using Pose causes Catwoman to make suggestive movements and comments to her 
    attackers. If it succeeds in tempting one or more, they will glow green and 
    you can attack them to fulfill the Pussycat objective of the scene. A must-
    buy if you intend to score 100% in every scene.
    
    
    ==================
    [3.17] Taunt (850)
    ==================
    Taunt works the same way as Pose and is used for the same purpose (meeting 
    the Pussycat Move objective). Instead of being suggestive, Catwoman makes 
    insulting remarks to her attackers. If you're intent on meeting all scene 
    objectives, you will need to buy this as well as Pose in case one doesn't 
    work.
    
    
    ================================
    [3.18] Advanced Cat Sense (1000)
    ================================
    In addition to costing 1000 diamonds, you can't purchase this one until you 
    have unlocked the vault (you can get the code from the SPOILER ALERT 
    section at the end of this guide). This ability allows Catwoman to see 
    enemies (and Midnight!) through walls while in Hunt mode. It's expensive 
    and not very useful; but, that describes just about all of Catwoman's 
    special abilities.
    
    
     ________________________________________________________________________
    |                                                                        |
    |                          [4] WALKTHROUGH                               |
    |________________________________________________________________________|
    
    In the following walkthrough, I will refer to directions such as left or 
    right, or forward or back. These directions all refer to the screen, not to 
    the Catwoman avatar. As the camera angle is relatively fixed, regardless of 
    how Catwoman is facing, this provides the most convenient method of giving 
    direction.
    
    
    ===================
    [4.1] Jewelry Store
    ===================
    
    Scene Objectives:
     - 4 Wild Cat Moves
     - 2 Scaredy Cat Moves
     - 2 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 5
    
    After an extended cutscene, you begin on a balcony inside the jewelry 
    store. This scene, and the next, are basically the tutorial for the game. 
    You'll learn all your basic movements and how to control Catwoman. If this 
    is the first time you have played this scene, you will not be able to meet 
    the Pussycat objective, since you have not yet been able to purchase Pose 
    or Taunt.
    
    During this scene you cannot use Hunt mode, and your whip is not useable 
    until you have reached the second checkpoint.
    
    Begin by running along the balcony and kicking the thug through the glass. 
    After another cutscene, you'll be facing another thug. Kick him towards the 
    cabinet against the wall and he'll fall in and the doors will shut.
    
    After another cutscene, they'll be another thug. His compatriot will be 
    upstairs shooting at you, so keep moving. Run past the fallen chandelier 
    and kick the thug towards the cabinet. He's too far away to go in, so wait 
    for him to get up and then kick him again.
    
    You will then face another thug, but as you chase him down, there will be 
    another extended cutscene during which the police will arrive. After the 
    cutscene, grab the Bling and then hightail it to the back corner of the 
    shop. Kick the thug through the door and exit into the back room.
    
    Checkpoint
    ----------
    Climb the wall opposite the door to get up on the mesh. Crawl left on the 
    mesh, over the side wall and drop down into a small hall. Exit through the 
    door.
    
    Checkpoint
    ----------
    In the courtyard, you will be accosted by two policemen. Your objective is 
    to kick them into the garbage containers. One of the dumpsters, once closed 
    on the cop, becomes your escape point.
    
    This is the only extended combat in this scene. So, if you wish to meet 
    your Wild Cat, Scaredy Cat and Pussycat objectives, you will have to toy 
    with the cops for a while. Once you are finished with them, climb the large 
    dumpster and then climb the wall. Run along the ledge and climb the next 
    wall to a ledge with a lot of fans. The police will begin firing at you, so 
    keep moving.
    
    If you want a Bling, drop down off this wall and then run along it into a 
    little alcove. Climb the wall at the back of the alcove and jump to the 
    right onto a ledge. Climb the wall along the back of the ledge and whip a 
    Bling to you.
    
    Head back to the area where you dropped down to find a pole. Stand under 
    it, jump and whip up to grab the pole. Swing and jump over the fence back 
    into the courtyard where you fought the police. Head back up to the ledge 
    with all the fans.
    
    Run into the recess at the end of the ledge and climb one wall as far as 
    you can. Jump to the opposite wall and continue jumping back and forth 
    until you reach the top. If you aren't interested in getting your Alley Cat 
    bonuses and getting more Bling fragments, then run to your left across some 
    wooden planks and skip the next two paragraphs.
    
    After ascending the recess, run to your right and climb onto another ledge. 
    Run around to the end of the platform and jump to the glowing, purple 
    cable. Swing to the next cable and then drop down onto a small platform. 
    Jump to another platform close by for a Bling.
    
    Jump back to the first platform and then jump to the pole on this lower 
    level. Swing to the next pole and then climb on top of it to collect a 
    Bling. Jump up and whip up to get to the upper cable. Swing over to the 
    balcony to collect another Bling and then jump across onto another ledge to 
    the right.
    
    Find another recess along the wall and climb it. That will trigger another 
    cutscene and the end of Scene 1.
    
    
    ================
    [4.2] Scrap Yard
    ================
    
    Scene Objectives:
     - 6 Wild Cat Moves
     - 2 Scaredy Cat Moves
     - 2 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 11
    
    At the start of this scene you will be introduced to Hunt mode. Hunt mode 
    is a first-person perspective that can be used whenever you're standing 
    still. (You can't use it when hanging on a wall or swinging from a pole.) 
    Hunt mode not only allows you to look all around you, it also allows you to 
    see special items.
    
    Objects that glow white are either destructible scenery (great for earning 
    Wild Cat bonuses) or are exit points (also useful for earning extra 
    points). You can also usually get a hint of where to go next by finding 
    Midnight's trail--some glowing white paw prints that give off a distinctive 
    odor symbolized by green smoke rising from them.
    
    Play around with Hunt mode for a bit; then, head for the dumpsters that 
    will allow you to climb to a ledge and then Crouch through the hole in the 
    fence.
    
    Drop down into the next courtyard, and then find the wall with Midnight's 
    trail and climb it. Run across the small ledge and drop down into the next 
    courtyard. Head to the left and climb another dumpster and up to another 
    ledge and go through the gate in the fence.
    
    Go to the end of the courtyard and climb the chain link fence. At the top 
    of the fence, crawl right until you're over a ledge and drop down. Go to 
    the end of the ledge and drop off into a very small courtyard--to avoid 
    taking any damage, jump to the fence and then drop down. Go into the recess 
    and ascend to the next ledge.
    
    Continue by dropping down into another little courtyard and then climb the 
    wall until you reach the wire mesh. Crawl to the right and then jump off 
    while holding the Right navigational control. You'll jump across to another 
    fence. Crawl right some more and then jump right to a ledge. Climb the 
    fence on the ledge and whip up to collect a Bling. Back down on the ledge, 
    whip at the glowing purple trapdoor to open it. This opens a convenient 
    shortcut back to this ledge if you fall trying to make the next jump.
    
    From the ledge, jump right to another ledge and whip open the trapdoor. 
    Drop back down into the courtyard and then climb the recess made available 
    when you opened the trapdoor. When you get to the wire mesh, climb up until 
    you reach the top of the ventilation ducts.
    
    Jump to the wall near the whip point and then whip towards the point and 
    swing and whip to the next point and then to the next. Make sure you get a 
    good, high swing going between each point. After the third point, get 
    yourself swinging far enough to reach the mesh and then use Jump to release 
    the whip and cling to the mesh. Drop down to the ledge and crawl under the 
    ventilation duct.
    
    Go down the stairs and then climb the wall and whip up to a swing point. 
    Get a good swing going and then release to the left and cling to the wall. 
    Whip up to collect a Bling and then whip back to the swing point. Now 
    release when you swing right and cling to the wall; then, jump across to 
    the wire mesh.
    
    Crawl right along the mesh and then jump back to the wall and whip to the 
    swing point. Swing right and jump to cling to the wall. Drop down onto the 
    catwalk. Go to the end of the catwalk and kick the barrel down, then jump 
    across to another catwalk. Jump to a third catwalk and then jump over to a 
    large mesh on the wall.
    
    Crawl to the bottom left corner of this mesh and whip a Bling to you. Then 
    crawl to the upper right corner and whip to the swing point. Swing and whip 
    to two more swing points and then swing to a mesh on the wall. Jump across 
    to a ledge and then climb another ledge.
    
    Jump to the pole and swing across to collect a Bling, then drop down. Jump 
    onto the wooden platforms and jump up to the top. (Note, if you fall down 
    from the wooden platforms, go back around the corner and ascend the recess 
    below where you ended your swinging.)
    
    From the top of the wooden platforms, jump to a pole, swing to another pole 
    and then swing to a small catwalk. Go to the right end of the catwalk and 
    whip a Bling to you. Drop down into the courtyard.
    
    Climb the recess at the end of the courtyard. When you reach the small 
    ledge near the top, jump across to the taller wall and then jump up and 
    out, back to the small ledge and collect a Bling hanging in midair. Getting 
    the positioning of this jump is a bit trying, so only keep at it if you 
    insist on a perfect score.
    
    Now walk down the hall, climb the wall next to the fence and then jump, 
    pressing Right on the navigational controls, to jump over the fence. 
    Proceed down the hallway.
    
    Checkpoint
    ----------
    Exiting from the hallway, you find yourself on a high ledge. Go to the end 
    of the ledge, climb the wall and whip right for a Bling. Drop back to the 
    ledge, jump to the nearby pole, swing to the next pole and then drop down 
    onto the wrecked car.
    
    Drop down into the scrap yard. On the side of the wrecking machine is a 
    glowing purple panel. Whip it to open two doors in the side of the machine. 
    These will be exit points for a later battle, and it's easier to open them 
    now.
    
    Run to the opposite side of the yard, jump up on some crates and jump to 
    the pole. Climb up on the pole and then jump/whip up to another pole. Swing 
    to the next pole, climb up and jump to get a Bling. Swing to the next pole 
    and then to the top of some boxcars.
    
    Drop down into the side yard, whip the control panel next to the conveyor 
    belt, climb the conveyor belt and jump from the compressed cars to the 
    ledge with all the crates. Go around to the left side of the ledge and jump 
    on the light pole. You'll pull it down, opening a new path.
    
    Climb the conveyor belt and jump to the glowing purple pole. Jump up to the 
    pole over the catwalk, and then climb on top of it and jump to collect a 
    Bling. Drop off the pole and walk to the end of the catwalk.
    
    Jump towards the pole, in mid-jump whip towards the pole to grab it. Swing 
    from the whip and jump to the next pole, using your whip in mid-jump to 
    grab it. Then swing to the boxcars in the other side yard.
    
    From the boxcars, jump onto the top of the hanging car and whip to collect 
    a Bling. Jump down off the car and kick the nearby pile of barrels to knock 
    the car into a control panel that opens the gate back into the main yard.
    
    Enter the main yard and knock the two guards into the exit points you 
    opened earlier. After they have been disposed of, another guard runs out. 
    Toy with him a bit and then run through the exit he opened.
    
    Climb the brick wall as far as you can, then jump back-and-forth until you 
    reach the small ledge. Drop down onto the small ledge below the iron beam.
    
    Checkpoint
    ----------
    Climb the mesh on one side of the ledge and whip a Bling to you. Then whip 
    the control panel to release the beam and smash through the opposite wall. 
    Use the poles to swing across. Smash through the glass and drop down into 
    one of the courtyards where you started this scene.
    
    Checkpoint
    ----------
    You'll find yourself in the grasp of a policeman. Use the combat controls 
    to kick the cop in front of you and then head-butt the one holding you. 
    Once you have broken free, the two will run away.
    
    Follow them through the door and then kick them into the dumpsters. There's 
    a group of bottles on the ground you can use to earn extra points by 
    throwing them at the cops. Once the two are gone, another will come in. 
    Take care of him and then run through the door he came through.
    
    You will come under fire in this courtyard, so quickly run around to the 
    right, jump the police cars, run through the gate and down the alley to end 
    the scene.
    
    
    =================
    [4.3] Parking Lot
    =================
    
    Scene Objectives:
     - 15 Wild Cat Moves
     - 6 Scaredy Cat Moves
     - 10 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 10
    
    You begin in a dirt lot and you have to fight off three security guards. 
    There are lumber scraps laying around that you can throw at the guards. 
    Once they are defeated, kick down the wood fence next to the guard shack. 
    Then, run over to the far end of the yard, climb a concrete column and whip 
    a Bling to you.
    
    Climb to the roof of the guard shack and jump to the pole. Swing to the 
    third pole, climb on top of it and jump/whip up to the pole above you. For 
    a Bling, turn and swing right. Then swing back and land on the ledge.
    
    Run around the ledge, jump over the gap and continue along the platform. 
    You will see a cutscene in which you are introduced to your "nine lives". 
    In every scene from now on, you have to find Midnight. Once you've found 
    him, you can die up to eight times and Midnight will revive you. If you die 
    nine times...well, it's reload time.
    
    You've found Midnight for this scene, so climb the wood wall near where you 
    fell and jump to the pole. Turn and swing up to the ledge. Walk between the 
    buildings, climb the brick wall and use the pole to swing across to the 
    next wall.
    
    Checkpoint
    ----------
    Drop down into the courtyard. Continue going down until you are on the 
    lower landing with the Bling. Climb the wall back towards where you came 
    from, almost to the top, and jump out to catch the Bling. Now climb back up 
    to the upper landing, swing across the poles and smash through the window.
    
    As you progress down the hall, the floor will collapse under you. In the 
    hall below, the same thing will happen; however, there's a Bling at the far 
    end. Examine the floor closely and you'll see the different texture that 
    indicates which part of the floor will collapse. Run onto that bit of 
    floor, jump and whip up to a bar running across the hall. Swing over to the 
    Bling, then drop down into the lower hall.
    
    Crawl through the narrow space in this hall and jump down into the parking 
    garage.
    
    Checkpoint
    ----------
    After the cutscene, run down the ramp and over to the back corner of the 
    garage. Climb the wall next to the ledge and then jump onto the ledge. 
    Climb the wall along the back of the ledge and whip a Bling to you. Go to 
    the other end of the ledge and climb the wall along the back of the ledge. 
    When you can't climb any higher, jump off the wall while pushing Up on the 
    navigational controls to catch the pole. 
    
    Swing across the poles until you are on the mesh on the opposite wall. 
    Crawl left, whip to the swing point and get a good swing going. At the 
    highest left portion of your swing, press Jump to release the whip and 
    cling to the wall.
    
    Immediately jump out while pressing Up on the navigational controls to 
    catch the pole. If it looks as if you will miss the pole, use your whip to 
    catch it. This is a difficult jump; don't be discouraged if you miss it a 
    few times. Swing across to the recess in the opposite wall.
    
    Climb the recess. When you get to the ledge, jump back to the other wall to 
    pick up a Bling. Now run around the ledge and jump to the pole. You'll come 
    under fire and will be under fire for the most of the remainder of this 
    area, so keep moving.
    
    Swing to the catwalk and follow it until it ends. Watch for sections of the 
    catwalk that get shot out. If you fall down, you have to go and repeat all 
    the preceding actions. From the end of the catwalk, jump to the pole and 
    swing to the third pole, climb on top of it, jump/whip up to the pole above 
    it and then swing to the catwalk.
    
    On this catwalk, at the first concrete pillar, climb the wall and whip a 
    Bling to you. Continue on the catwalk, avoiding the holes that appear. When 
    you get to the end, use the poles to swing up to the highest catwalk level. 
    The gunfire stops at this point. (Good thing, too.)
    
    Carefully jump over the large gap in this catwalk; at the end drop down 
    onto a lower catwalk. Go to the end, climb the wall and whip a Bling to 
    you. Then jump out from the wall and whip yourself to a pole. Climb to the 
    top of the pole and jump/whip up to another pole. Then swing across to the 
    roof of the parking garage.
    
    Enter the room off to the side and take on the thugs. Try to knock one of 
    them into the concrete wall opposite the door you came in. If you get rid 
    of all the thugs and that wall hasn't been broken, kick it open. Follow 
    Armando down the hall.
    
    In the next room, kick the thug into the wooden barricade and then through 
    the opening. Follow him down and then crawl through the small opening.
    
    Checkpoint
    ----------
    Continue down, crawling through the small openings until you come out on to 
    a landing with a fence and a bunch of high voltage generators. The path is 
    to crawl along the fence, but first drop down into the courtyard, defeat a 
    couple of guards and collect a Bling. Then climb back up to the landing and 
    climb on to the fence.
    
    Crawl around to the left until you can drop down on a ledge. Go to the 
    other end of the ledge and swing across the poles to another landing. Climb 
    the wall on the other end of this landing and whip a Bling to you. Drop 
    down onto the landing and jump across to another landing to your right.
    
    Use the pole to swing across to the fence and crawl to your left. Once you 
    are over the wall, drop down and turn the corner. Before dropping into the 
    alley, climb one of the walls and jump out to catch a Bling. Drop down into 
    the alley.
    
    Checkpoint
    ----------
    Follow the alley and climb the fence into the parking lot outside the night 
    club. There are four guards to deal with; the exit points are a dumpster 
    and a pickup truck on the left side and two chests on the right side. 
    You'll want to be sure you have finished up your Wild Cat and Scaredy Cat 
    objectives by this point.
    
    After you've taken care of the guards, kick one of the LED panels next to 
    the door. This will open up some extra poles for you to use. Climb the wall 
    above the dumpster and jump to the pole. Swing across to the trailer and 
    climb onto the landing. Walk to the EXIT doors to end the scene.
    
    
    ==============
    [4.4] Scene 83
    ==============
    
    Scene Objectives:
     - 25 Wild Cat Moves
     - 8 Scaredy Cat Moves
     - 3 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 9
    
    As you can tell from the Scene Objectives, there's a lot of fighting in 
    this scene. You'll also have your first boss fight with Armando at the end 
    of the scene.
    
    Drop down from the landing and dispose of the two guards in the room. There 
    are three exit points: two chests to the right and the coat check window to 
    the left. There's plenty of trashable furniture in the room, so have fun! 
    After the first two are finished, a third rushes in. Take care of him and 
    then go through the door he conveniently left open.
    
    Run through the room with all the red couches and into the bar. There are 
    four guards here, one packing heat. Kick them into the four chests or scare 
    them away. There's plenty of furniture to break and lots of bottles to 
    throw. After taking care of the guards, climb the wall behind the bar and 
    whip a Bling to yourself.
    
    To the left of the bar is a wall with two pipes running along the middle. 
    Where the pipes go up to the ceiling, climb up the wall and jump to the 
    pole. Climb on top of the pole and jump for a Bling. Then swing to another 
    pole and then to a speaker grille (mesh). Whip down to collect a Bling. 
    Crawl around the speaker to the right, crawl down to the bottom of the mesh 
    and then jump to another pole. Swing to the platform and head through the 
    hallway.
    
    Cross the balcony and enter an office. In the corner is a wooden crate. 
    Kick it to destroy it and then open the panel behind it with your whip to 
    free Midnight. In the wall opposite the door is a glass case with a Bling. 
    Kick it or throw a bottle from the globe minibar (open the bar with your 
    whip) to free the Bling. Now whip the control panel on the desk to open a 
    door in the bar.
    
    Walk out of the office. You can pass the red laser beams, they are just 
    there as a security device. Passing through them alerts a guard of your 
    presence, so as you go back over the balcony and through the hall, watch 
    out for him. Once you've taken care of the guard, you can drop down into 
    the bar and exit through the door you just opened.
    
    Checkpoint
    ----------
    Follow the service hall, crawling through a hole in the fence, until you 
    exit into a courtyard.
    
    Checkpoint
    ----------
    Head to the far end of the courtyard and climb the paneling inside the 
    scaffold and jump to the pole. Turn around and jump back to the top of the 
    paneling and whip to get a Bling. Jump back to the pole and swing across to 
    another pole and then a ledge. Run around the edge, either breaking or 
    jumping over the crates, and climb the wall at the end. Jump to another 
    ledge.
    
    You will come under fire during this part, so keep moving. Jump to the 
    pole, climb atop and jump up to get the Bling. Swing to the next pole and 
    repeat for another Bling. Finally, swing to the ledge and crawl through the 
    small opening.
    
    From the ledge, leap over to the wood platform and climb the wall to get to 
    a Bling. Climb back up the ledge and go to the other end and leap off to 
    get another Bling. Now head into the large room and take on a lone gunman 
    who is soon joined by three other guards. Once those four are gone, three 
    more rush in. After disposing of them, head through the open doors. Follow 
    the hall until you get the cutscene where you knock Armando outside.
    
    Checkpoint
    ----------
    It is time for your first boss fight. The boss fights (there are four) are 
    a bit different. When not stunned, the boss characters can block your 
    normal attacks. So you have to run away and throw something at the boss, 
    using your whip. This will damage the boss and also stun him or her so you 
    can attack with some kicks or punches.
    
    There are a few things laying around in this courtyard that you can throw. 
    If you can knock Armando into some of the breakable items (or he knocks you 
    into them) you can get even more things to throw. Just keep moving and 
    don't attack up close unless you see stars around his head. About halfway 
    through the fight some gunmen will come out on the roof and start shooting 
    at you. This makes the last half of the fight even more fun.
    
    Once you defeat Armando, the scene is over.
    
    
    =======================
    [4.5] Factory Perimeter
    =======================
    
    Scene Objectives:
     - 8 Wild Cat Moves
     - 4 Scaredy Cat Moves
     - 8 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 16
    
    Begin by walking around the boxcars and defeating the guard. The dumpster 
    is the exit point. Go to the back corner of that section of the yard and 
    climb the wall opposite the scaffold. Jump to a wood platform, jump to the 
    pole and then swing to the mesh panel.
    
    Crawl left on the mesh, whip to the swing point and swing to the next 
    section of mesh. Crawl left until you reach the end of the mesh, then jump 
    to the boxcars you saw when you first entered. Go left, and jump back to 
    the next section of mesh.
    
    Crawl left. When you reach the end of the mesh, crawl near the bottom of 
    the mesh (be careful not to let go of the mesh!) and then jump out to grab 
    the pole. Swing across to the last pole, then climb on top of it and jump 
    to collect a Bling. Swing to the ledge and release Midnight from the 
    glowing purple panel.
    
    Jump down, walk between the two sets of boxcars and destroy the security 
    camera using your whip. Defeat the four guards who come out of the office. 
    The only exit point is one of the boxcars. After they are gone, use the 
    jump back-and-forth method to climb the boxcars. From the left boxcar, jump 
    to the mesh panel, whip to the swing point and swing across to the ledge. 
    Climb the wall and whip a Bling fragment to you.
    
    On the ledge, in between two columns, is a guard. Defeat him, then use the 
    jump back-and-forth method to climb the columns (look for Midnight's trail 
    on one of the columns). Jump left to a small platform. Get behind the 
    vertical mesh panel (the side facing the building) and wait for the green 
    steam to stop blowing. Jump on the panel and climb to the top.
    
    Wait for the green steam to stop then jump to the mesh panel on the 
    building. Crawl right and drop down onto the ventilation ducts. Go to the 
    right to a platform. Wait for the green steam to stop and jump up to the 
    wire mesh and climb up. As you climb, a guard will break out a window on 
    your left and start shooting. Crawl near him and use your whip to pull him 
    out of the window.
    
    Continue up the mesh and use the swing point to get to the next section of 
    mesh. A guard will now break out a window above you. Crawl up near him and 
    pull him out with your whip. Crawl left and use the swing point to get to 
    the next mesh panel.
    
    Crawl up and then right. Use the swing point to get to the next section of 
    mesh. Crawl right, then jump up and out to get to the platform. Walk to the 
    end of the platform and jump to the pole. Drop down to the lower pole and 
    then drop to the lower platform. Defeat the guard, then climb the wall near 
    the mesh column and whip a Bling to you. Go to the other end of the 
    platform and do the same. Now crawl up the mesh column to get back to the 
    first platform.
    
    Use the poles to swing across to a mesh column. Climb as high as you can, 
    then jump across to another mesh column. Repeat until you get to a small 
    platform. Jump on to the vertical mesh panel and crawl left. Jump across to 
    a mesh panel on the building and then whip to the swing point to the left. 
    Get a good swing going (you should pick up a Bling while swinging) and whip 
    to the next swing point. Swing to the small platform and then jump across 
    to the top of a ventilation duct.
    
    Go left and drop down on the platform. A guard will break out a window 
    above you. You have to climb on the wall in order to whip him out of the 
    window. Once that is done, climb the wall next to the window and whip to 
    the swing point. Swing over to the L-shaped mesh panel and crawl left and 
    up.
    
    Jump down on some ventilations ducts and then drop down to a small platform 
    with a Bling. Whip the Bling to you, then crawl under the ducts back to the 
    larger platform and repeat the steps needed to get to the L-shaped mesh 
    panel on the wall. Grab the pole with your whip and press Jump to release 
    from the mesh. Swing along the poles to another mesh panel. Climb to the 
    top and jump to a ventilation duct.
    
    Climb the wall and whip to the swing point. Swing to the left to a mesh 
    panel. Crawl left and whip to the swing point. Swing to a mesh panel. Crawl 
    up, wait for the steam to stop and crawl over the top to a ledge.
    
    Walk along the platform until you get to a security door. Defeat the guard 
    that comes out of the door and destroy the camera. Climb the wall to the 
    left of the door and jump to a ventilation duct. When you get to the recess 
    with the Bling, use the jump back-and-forth technique to ascend the recess 
    and collect the Bling.
    
    Drop down onto the lower duct, then go left on the slightly lower duct and 
    use your whip to collect a Bling. Head right and climb the ducts until you 
    reach a balcony.
    
    Checkpoint
    ----------
    Save your game. Collecting the next Bling can be a bit tricky. Use Hunt 
    mode to locate the Bling along the balcony to the left. There's a wall 
    keeping you from walking directly to it, but there is a door that has 
    fallen and is partially hanging off the balcony. You have to position 
    yourself just right to jump to that door.
    
    The poor choice of camera angle doesn't help. If you fall, you should land 
    near the security door so there's not much retracing of steps. If you do 
    fall all the way down, just reload rather than climb all the way back up. 
    Or, just ignore this Bling altogether if you just want to complete the game 
    and are not worried about getting a perfect score.
    
    Back on the main balcony, go through the open doors. Follow the hallway 
    until you have to drop down into another hallway.
    
    Checkpoint
    ----------
    Continue along this hall until you reach a large room. Defeat the security 
    guards in here and destroy the security cameras. The exit points for this 
    room are behind panels on the walls. Find the glowing purple panels and 
    pull them open with your whip so you can kick the guards out of the room.
    
    Find the control panel with three lights: red, yellow and green. Kick it to 
    cause a large canister to dock with the central machine. Go to the opposite 
    wall and kick the small control panel three times to move another large 
    canister out to the center of the room.
    
    Find the door you came in and climb the wall next to it and whip a Bling to 
    you. Then head for the opposite corner of the room and climb the brick wall 
    that is next to a mesh column. Jump to the top of the column, then jump 
    back to the wall and whip a Bling to you.
    
    Jump back to the column and use the pole to swing across to a catwalk. Jump 
    to the top of one of the canisters you moved and then to the pole and swing 
    across to a mesh panel. Crawl left on the mesh and drop onto a catwalk.
    
    Go to the end of the catwalk and kick the barrel to move another large 
    canister out into the center of the room. Swing over to the pole over the 
    canister and drop onto it. Use the pole to the left to swing to a mesh 
    panel on the wall.
    
    Crawl right and use the swing point to get to another mesh panel. Jump to 
    the pole and swing to another canister. Swing over to a mesh panel on the 
    wall, crawl right and drop onto a catwalk. Hit the control panel with your 
    whip to open the exit from this room. Swing across to the catwalk and exit 
    the room.
    
    Checkpoint
    ----------
    In the next room, drop down to the center and go through the hall to emerge 
    on the roof of the factory. Defeat the guards and destroy the security 
    cameras. Find the two large canisters at the opposite end of the roof from 
    the glass ceiling. Whip the control panels nearby to move the canisters 
    towards each other, wait for each canister to finish moving and then whip 
    the control panels again to destroy them.
    
    To the left of the canisters, find the security door in a recess. Climb the 
    wall to the left of the door and jump to the catwalk. Jump back to the top 
    of the wall and whip the Bling to you. Run around the walk and jump to the 
    first canister. Jump to the back wall and whip a Bling to you. Drop down 
    and go back and climb to the catwalk again and then jump all the way across 
    the canisters to another catwalk.
    
    Run around the walk, climb the wall and jump to another catwalk. Jump back 
    on the wall and whip the Bling to collect it. Drop back to the catwalk, run 
    around, jump to the pole, swing to the platform, jump to the pole and swing 
    to the next catwalk. Run around the walk, crouch to crawl under the steam 
    vents, climb the wall and jump to a catwalk. Jump back to the wall, whip 
    the Bling and jump back to the catwalk.
    
    Run around this walk, jump to the pole and swing to the platform. Jump on 
    the wall and whip the Bling. Jump to the next pole and swing to the next 
    catwalk. Wait for the bottom steam vent to stop, then crawl forward past 
    the vents. Continue along the catwalk until you get the cutscene where it 
    collapses under you. If at any time during the following exercise you fall 
    down, climb the collapsed ramp to return to the starting point.
    
    You find yourself next to a steam valve. Use your whip to turn it. Three 
    poles will come out of the pipe near you. Jump to the first one, climb on 
    top of it, jump and whip up to the next one and repeat to get to the top 
    pole. Jump to the platform to the left and whip the valve.
    
    Jump back to the pole, and drop down to the lowest pole. Swing across to 
    the new pole to the right and jump to the platform. Whip the valve. Repeat 
    the pole-climbing sequence on this side and whip the final valve at the top 
    right.
    
    The boiler will fall through the glass ceiling and the scene will end.
    
    
    ====================
    [4.6] Hedare Factory
    ====================
    
    Scene Objectives:
     - 6 Wild Cat Moves
     - 2 Scaredy Cat Moves
     - 4 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 11
    
    Whip the panel out and crawl through the hole. Go into the control room to 
    the left and use Hunt mode to view footsteps on the floor that describe the 
    sequence in which you must activate the control panels. You may encounter a 
    guard here.
    
    First whip the panel closest to the door, then whip the desk panel that is 
    furthest from the door. Then whip the other desk panel, and, last, the 
    large panel on the far side of the room. Carts full of boxes will begin 
    moving along the track in the main room.
    
    Return to the main room and wait for a cart to get close and then jump from 
    cart to cart to the far side of the room. If you fall off a cart, you can 
    climb back up to the first ledge. There are two Bling fragments that can be 
    picked up while you're jumping across. On the far side of the room, whip 
    the panel to open the door.
    
    Checkpoint
    ----------
    Go through the hall and whip the control panel to open the door. In this 
    next room, security lasers cross the room. You can pass through them; but, 
    each time you do a guard runs into the room. You can also turn out the 
    lights, which restricts the guards' ability to see, by hitting the control 
    panel next to the first set of laser beams. If you want to play with the 
    guards for a while, you can do so; otherwise, jump over or crawl under the 
    lasers to the far side of the room.
    
    There's a drum full of canisters on the right side of the room, and a 
    security door with a control panel next to it nearby. Grab one of the 
    canisters with your whip and throw it at the control panel. The lasers will 
    turn off and a door will open at the other end of the room.
    
    Go through the door into the side room and whip the control panel to move a 
    crane around behind the truck. Jump onto the truck, jump to the pole, swing 
    to the muffler held by the crane and swing to the platform. Whip the 
    control panel and then go back in the main room.
    
    On the wall where you came in, you will find the panel that hides Midnight. 
    Free him and head to the other end of the room. Climb the wall next to the 
    drum full of canisters and jump to the catwalk. Jump to the platform and 
    whip the control panel. Walk out on the cart of boxes, climb the wall and 
    jump to another platform.
    
    Climb the wall on the back side of the platform. Whip left to collect a 
    Bling. Whip right to a swing point, swing to the next point and then swing 
    to a platform.
    
    Now comes the fun part. From the top of the boxes, jump to one of the 
    moving canisters. Ride it around the track, whipping the Bling fragments to 
    you as you pass. When you come up to the other track, jump across to one of 
    the other canisters. Now you have to quickly jump from canister to canister 
    to get to the other side. There are two more Bling you can collect here if 
    you have the dexterity to whip them in between jumps. If you fall, you have 
    to go back and climb all the way back up.
    
    When you finally do make it across, whip the control panel to open the 
    door, go through the hall and whip the next panel to open the next door.
    
    The next room is full of green laser beams. The green lasers can hurt you 
    and you can't pass through them. First, climb the fence and crawl over the 
    opening to collect a Bling. Drop down, jump over the first laser, crawl 
    under the next two, jump over the next one, turn left, jump over the laser 
    and whip the panel to open the door.
    
    Checkpoint
    ----------
    Proceed through the hall, whip the panel and go through the door.
    
    Checkpoint
    ----------
    You are now in a control room above a warehouse floor. The two control 
    panels on the wall control a crane. The panel on the right moves the crane 
    around the track, the panel on the left rotates the arm of the crane. You 
    will use the crane to jump across the gaps in the next room.
    
    Whip the right panel once and the left panel twice to position the crane 
    for the first jump. Jump down out of the control room and go to the next 
    platform. Right at the edge where you climb up on the platform, climb the 
    steel wall beam and jump up and out to collect a Bling.
    
    Now position yourself directly across from the crane and jump and whip to 
    grab the crane arm. Swing across to the next platform and whip open the 
    trapdoor. Jump down and go back and climb into the control room. Whip the 
    right panel once and the left panel twice to move the crane into position 
    for the next jump.
    
    Drop back down into the room, jump over the laser beams and jump over the 
    other laser beams to get in between the two far platforms. Climb the left 
    platform through the trapdoor you opened earlier. Climb the steel beam near 
    the edge of the platform and jump up and out to collect a Bling. Now use 
    the crane to swing across to the other platform.
    
    If you don't want the last Bling fragment in this room, skip this 
    paragraph. Open the trapdoor on the platform. Go back to the control room. 
    Whip right control once, left twice and go back to the last platform. Use 
    the crane to swing up to the roof of the control room and collect the 
    Bling.
    
    Leave by the doors on the last platform. Climb the wall to the left of the 
    green lasers and use the swing points to get across. Whip the panel to open 
    the door and exit to end the scene.
    
    
    =====================
    [4.7] Mansion Grounds
    =====================
    
    Scene Objectives:
     - 20 Wild Cat Moves
     - 6 Scaredy Cat Moves
     - 6 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 13
    
    The action switches to the Hedare mansion, which is nice because we finally 
    get a bit of color in the background. Run straight ahead to the main door 
    to the gymnasium (the big, white building to the right). Climb the wall 
    above the door, jump up and out and whip to the pole. Swing from your whip, 
    jump-and-whip to the next pole and then swing into the garden (you'll pick 
    up the Bling on the way).
    
    Defeat the guard; and, if you do not knock him into the glowing electrical 
    box during combat, kick the box after he's gone. The panel hiding Midnight 
    is along the bottom of the wall next to the large chest.
    
    Whip open the gate and deal with the guard outside. The exit points are two 
    large chests over by the SUV parked beside the gym. Lead him over there and 
    kick him into a chest. Jump on the SUV and then on top of the trellis. Run 
    to the end to get a Bling. Jump down and deal with the guard who came in 
    response to the SUV alarm.
    
    After he's gone, kick the electrical box on the garden wall opposite the 
    SUV. This will open the side doors into the gym, so head over there and go 
    in.
    
    You've got four guards to fight and a big gymnasium in which to fight them. 
    Have fun! After they are defeated, a fifth guard comes out a stairwell, 
    conveniently leaving the door open. Dispose of him and head up the stairs.
    
    Run all the way around the balcony and kick around two guards. Try to kick 
    them into the glass windows, since you need to destroy them anyway and it's 
    worth extra points. After they run away, kick the panel on the back wall 
    three times to lower the scoreboard.
    
    Go back out to the landing and climb up on the boxes near the rail. Jump 
    straight up to grab the pole and swing to the scoreboard. Crawl right to 
    the center of the scoreboard and then climb on top of it. Jump up and grab 
    the pole and swing to the large Hedare banner. You can cling to the banner 
    like mesh.
    
    Crawl right along the banner and then jump to the right to land on a 
    balcony. Use the poles to swing across to another balcony. In the center of 
    the landing, climb the wall and whip left and right for Bling fragments. 
    Continue on to the open door.
    
    Exit onto a porch, jump and whip to the pole and swing from the whip to 
    jump into the enclosure. Throw tools from the toolbox into the generators 
    until the main gate opens. Exit the enclosure and head through the gate. 
    Climb the wall of the brick shed to the right and drop down through the 
    open skylight.
    
    Checkpoint
    ----------
    Run around or climb over the boxes and go into the next room of the shed. 
    Climb the boxes and whip two Bling fragments into your collection. Drop 
    down, leave the shed and go through the gate in front of you.
    
    Checkpoint
    ----------
    Kick the two guards into the dumpster to open the next gate. Ignore the 
    gate for now and run around the corner. Climb the brick wall right next to 
    a park bench and jump out to collect a Bling. Then head through the gate.
    
    Just inside the gate are two Bling fragments, one to each side. Climb the 
    nearest wall and jump out to collect them. Deal with the guard, and when he 
    runs away the next gate will open. Before going through, go up on the main 
    porch and climb the wall to the right of the front door and whip a Bling to 
    you.
    
    Run through the gate, down the stairs and kick the two guards into the 
    dumpster (or scare them away). Go through the next gate and deal with two 
    guards. The exit point here is one of the small windows at ground level.
    
    Run to the end of the garden, climb the brick column and jump out to get a 
    Bling. Climb the wall to the left of where you got the Bling and jump to 
    the left to get to the upper garden. Run to the end of the garden and deal 
    with the guard (the exit point is a window), then climb the wall marked by 
    Midnight's trail and jump left to get on to the roof.
    
    Climb up to the balcony and disarm the guard before kicking him off the 
    roof. Jump over the rail to the long roof and walk to the end to collect 
    two Bling fragments using your whip. Go back to the balcony and use the 
    poles to swing over to another balcony to end the scene.
    
    
    ======================
    [4.8] Mansion Interior
    ======================
    
    Scene Objectives:
     - 15 Wild Cat Moves
     - 4 Scaredy Cat Moves
     - 5 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 10
    
    You begin in a bedroom, and the doors close on you. Use an item off the 
    shelf, or open the globe minibar and use a bottle to break the security 
    camera next to the door. The door will open and a guard will enter. Kick 
    him into the chest and a door on the landing will open.
    
    Exit the room, turn left and walk up close to the green lasers. Whip 
    through them to collect the Bling. Go through the open doors opposite and 
    whip the window to the left to free Midnight.
    
    Checkpoint
    ----------
    Go down the hall and open the globe minibar. Throw a bottle at the security 
    camera to open the door into the library. Enter the library and find the 
    bookcase with the glowing, purple feet. Whip the feet (three of them) out 
    and the bookcase will fall creating a domino effect that ends with the 
    breaking of a glass door.
    
    Crawl through the hole in the door, collect the Bling and then whip the 
    glowing, purple book. A secret door will open in the library and two guards 
    will rush in. Crawl back into the library and deal with the guards.
    
    Go back through the hole, whip the book again and then hurry through the 
    open door. Collect the Bling, kick over the table with the statue on it and 
    crawl through the table to avoid the lasers.
    
    Open the globe minibar and throw bottles at the two security cameras and 
    the electrical box on the opposite wall. The lasers will start flashing on-
    and-off, so hurry through when they turn off.
    
    Go through the door and down the stairs. Kick the electrical box to cause 
    the lasers to start flashing. Go back up the same stairs and whip the 
    control panel to open the opposite door. If you go back down the stairs, 
    the door will close; so, instead, jump to the mesh panel on the wall.
    
    Crawl left to the end of the panel, wait for the lasers to turn off and 
    jump across to the film screen. Crawl right along the screen, wait for the 
    lasers to go out and jump to the next mesh panel. Crawl left, wait for the 
    lasers, jump to the landing and go through the door (when the lasers turn 
    off).
    
    Open the globe minibar in the hall and throw a bottle at the security 
    camera. Go through the door into a bedroom. After the gas is released, run 
    up the stairs, kick the curio cabinet to break it open and throw one of the 
    objects d'art through the window opposite. Go through the window and drop 
    down into a koi pond.
    
    Go to the far end of the pond and locate the electrical box. Grab a stone 
    from the fountain and throw it at the electrical box. A path will open 
    above you, and the water will also be electrified. (Burnt koi! Yummmmm...)
    
    Jump across the small platforms to the landing. Whip through the small gate 
    to get a Bling. Crawl up the wall under the window you jumped out of and 
    jump to the pole. Swing across to the trellis and crawl right. Whip the 
    planters out of your way.
    
    Jump out to the pole and swing to another trellis. Crawl around to the left 
    and jump to another pole. Swing across the poles, stopping to pick up a 
    Bling along the way, to another trellis. Crawl around to the left, jump to 
    the pole, swing to another trellis.
    
    Crawl to the left, whipping planters out of the way. Make sure you are not 
    under them when you whip them or they'll take you down with them. At the 
    end of the trellis, jump to the center trellis and crawl around to the 
    right. Jump to the pole and swing across to the glass ceiling.
    
    After the cutscene, kick the guards out the window and enter the next room, 
    which has lots of crystal art sitting on glowing, purple pedestals.
    
    Checkpoint
    ----------
    Walk over to the glass door and whip through it to collect a Bling. Now go 
    around the room whipping every pedestal to turn it. Once turned, it will no 
    longer glow purple. Make sure every pedestal has been turned, then kick the 
    electrical box. Watch the lasers blow everything up, including the door to 
    the next area. Exit into the main entryway of the mansion.
    
    Checkpoint
    ----------
    You now have to face three waves of five or six guards each. There's 
    nothing really to tell you except try to disarm the guards with guns as 
    quickly as possible.
    
    After the final wave, head up to the balcony and jump down near the front 
    door to collect a Bling. Go back up to the balcony, position yourself 
    opposite the chandelier with the Bling underneath and jump out and whip to 
    hang from the chandelier and collect the Bling. Now head through the open 
    doors on the balcony.
    
    Checkpoint
    ----------
    It's time for your first fight with Laurel Hedare. She's a pushover right 
    now. Four hits with a thrown object will take her down. Kick open the curio 
    cabinet to get more things to throw at her. The scene ends after your 
    fight.
    
    
    =======================
    [4.9] Derelict Building
    =======================
    
    Scene Objectives:
     - 8 Alley Cat Moves
    
    Bling Fragments: 15
    
    As you might guess from the scene objectives, there's not much in this 
    scene but running, jumping and swinging. In fact, it's a little hard to 
    describe this area, as it is kind of chaotic.
    
    It begins peacefully enough, in the shell of an abandoned building. Climb 
    the stairs opposite your starting point, run out on the platform and jump 
    to the pole. Turn around and swing up to another pole and swing to the 
    platform. Go left and free Midnight from his panel behind the crate. Jump 
    back on the pole and swing up to a higher pole. Climb on top of the pole 
    and jump to the platform. Go up the stairs and climb the small wall in 
    front of you.
    
    Oh goody! Laurel has hired snipers to kill you! You'll spend most of the 
    remainder of this scene under fire and you have to keep moving or you're 
    going to get shot. As if that were not enough, you can't use Hunt mode 
    while under fire; so, basically, you're running blind.
    
    When you start this scene, you hear Catwoman say "The rooftop's my natural 
    path." That holds true in this scene. The idea is to stay on the top path. 
    That's the shortest path and the one containing all the Bling fragments; it 
    is also the hardest path. You start on the top, so at least you're getting 
    off on the right foot.
    
    Staying on top is a different matter. Platforms will get shot out from 
    under you. There are long jumps to make. All while under fire. I'll 
    describe, as best as possible, the top path. If you do fall, keep moving 
    forward until you get to a place where you can climb back up. At that 
    point, if you want to collect any Bling fragments, you can run backwards 
    over the top path to get them.
    
    Start by jumping from this ledge to the wood platform below. You'll be 
    momentarily motionless because it's a long drop, but keep pressing Jump and 
    jump and run to the right as soon as you can move. Keep moving, jumping 
    over the next gap to collect a Bling.
    
    Run through the door and jump to the platform. Note the dark color of the 
    wood? That means it's about to be shot out from under you. Jump again to 
    get to the next ledge. Run through the door for a little peace and quiet.
    
    Do not drop down--the lower portion of this room is where you enter if you 
    fell previously. Go out through the other door that is on this upper part 
    of the room, drop down and climb the fence opposite.
    
    Checkpoint
    ----------
    You're under fire again. Run through the door, through a small hall and out 
    onto a ledge.
    
    Checkpoint
    ----------
    You have a long row of scaffolding to cross. There are two Bling fragments 
    on the upper path; but, they are very difficult to get. The floor will be 
    getting shot out from under you as you run toward them, so you have to time 
    it just right.
    
    If you fall down, you may find your way up blocked at the end of the 
    scaffolding. Just find the nearby recess in the wall and use that to get 
    back up to the next ledge.
    
    Checkpoint
    ----------
    Run through the door, out onto another scaffolding. Run along, collecting 
    another Bling and turn the corner. Run to the end, where there is another 
    Bling, and jump to the pole. If you fall, when you get to the lower poles, 
    use your whip to get back up to the upper poles. Swing from your whip on 
    the top pole to catch the Bling.
    
    Swing across the poles to the next scaffold and get another Bling. Turn the 
    corner and run along until you get to the hole in the wall, collecting 
    another Bling in the process. If you fall, there's a fence to climb at the 
    end of the scaffolding.
    
    Run through the room and out on to another scaffold. Run along the 
    scaffold, collecting two more Bling fragments, until you get inside a room. 
    Don't drop down--if you fell earlier, you'll come in at the bottom and have 
    to climb up. Go through the other door, drop down and climb the fence.
    
    Checkpoint
    ----------
    This next part is a little tricky. Drop down until you get to the wire 
    catwalk. The glass room below looks inviting, but the roof will fall in 
    when you jump to it. Besides, there are two Bling fragments to collect. Go 
    ahead and jump to the roof of the room below, let yourself fall in and head 
    back the way you came.
    
    Go up the ramp and jump back to the platform, picking up a Bling. Climb the 
    wall to the left and jump back to the ledge next to the glass room, getting 
    the other Bling Run around the room and find the ramp. Go up the first ramp 
    and about halfway up the second ramp. Jump over the side to the vertical 
    mesh panel and climb to the top.
    
    Jump to the glass roof and keep jumping to keep ahead of it falling from 
    under you. At the end there is a Bling, catch it while jumping to a small 
    platform. Immediately jump to the next platform and keep jumping (they fall 
    out from under you). There's another Bling when you reach the wall at the 
    end of the platforms.
    
    Drop down from the wall, drop down to the ledge to the right and jump the 
    gap to collect the Bling. Continue to the right, drop down to a ledge and 
    drop down to a ramp and go down it to collect another Bling. Now go back up 
    the ramp, turn and jump to the ledge, climb the wall, jump the gap and 
    climb the wall to get back to where you first came down from the wall. 
    NOTE: If you fall before or on the small platforms, you will come up this 
    ramp and collect these Bling fragments as you come.
    
    Now continue to the right, climbing to a ledge, jumping to a catwalk and 
    then climbing to another ledge. Thus ends the most infuriating scene in the 
    game (in my opinion, of course).
    
    
    =========================
    [4.10] Performance Center
    =========================
    
    Scene Objectives:
     - 25 Wild Cat Moves
     - 8 Scaredy Cat Moves
     - 4 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 10
    
    This is a short scene with only one area and a boss fight; but, it is kind 
    of complicated.
    
    Whip the fan next to you to turn it on. Climb the tall scene board next to 
    it and jump to a pole. Turn around and swing to a ledge and whip the panel 
    to free Midnight. Jump back to the pole and swing out to collect a Bling.
    
    Go to the center of the room and whip another fan to turn it on. Before the 
    guards get to you, climb the scene board, jump to the pole and swing to a 
    Bling. Then have fun destroying all the stage props with the guards. There 
    are some large fish and dragon heads behind the scenery on the far side of 
    the room. They make fun exit points for the guards.
    
    Once a guard comes out of the small, fenced-in enclosure in the corner, 
    defeat him and whip the control panel on the wall inside the enclosure. 
    Climb the wall next to the control panel and jump left to the elevator 
    platform that just lowered. From the platform, jump to the back wall and 
    whip a Bling to you. Jump back to the elevator platform.
    
    Swing across the poles to a catwalk. Run around the catwalk, jumping the 
    gaps and defeating the guard that runs out, until you get to the next 
    corner. Whip open the trapdoor to make a shortcut for getting back to this 
    area quickly if you fall. Go ahead and drop down it now to collect the 
    Bling, then climb back up.
    
    Swing across the poles to a small catwalk, whip the Bling to you and whip 
    the control panel. Swing back to the catwalk with the trapdoor and jump to 
    the center catwalk. Jump to the pole and swing to the lighting platform. Go 
    right and jump to the mesh panel. Crawl left, whip up for a Bling and jump 
    across to another mesh panel.
    
    Crawl right, whip to the swing point and swing to the next panel. Crawl 
    right and jump across to another panel. Crawl left and jump to the lighting 
    platform. You have to take the circuitous route around the platform: turn 
    the corner, jump the gap, use the pole to get across the next gap, jump the 
    next two gaps and then use the pole to swing to the center catwalk on the 
    wall.
    
    Defeat the guard, go left, jump the gap, whip the control panel, step on 
    the elevator platform and whip the control panel again. Defeat the guard, 
    then go left, climb the wall and jump out to get a Bling. Go back right, 
    climb the recess to the platform, whip the control panel, jump to the high 
    mesh wall and whip up to collect a Bling.
    
    Drop back down and jump out to the pole from the center catwalk and swing 
    to the light platform. Walk around the platform, use the poles to swing 
    across the gap, turn the corner, jump to the mesh panel, crawl left and 
    whip up for a Bling.
    
    Jump across to the mesh panel, crawl right and jump across to another 
    panel. Crawl left and drop down on the platform. Go around the corner and 
    use the poles to swing across. Go around the corner and use the pole to 
    swing to the center catwalk on the wall.
    
    Defeat the two guards, go left, jump out to the wall and climb up, then 
    jump back to the catwalk to collect the Bling. Head to the right side of 
    the catwalk and go through the doors marked "Exit".
    
    Checkpoint
    ----------
    After the cutscene, run down the hall until you get to your third boss 
    fight, against Tom Lone. Whip the glowing panels on the sides of the 
    lighting platform to cause some light kits to fall. Use the lights to 
    thwack Lone. When he gets to 50% health, he'll hit a button that causes 
    lights to randomly crash down on the platform, so keep moving.
    
    
    ================
    [4.11] Hedare HQ
    ================
    
    Scene Objectives:
     - 15 Wild Cat Moves
     - 4 Scaredy Cat Moves
     - 8 Alley Cat Moves
     - 1 Pussycat Move
    
    Bling Fragments: 10
    
    You begin by facing three waves of models (yes, models). First three, then 
    four, then five. Some of them are armed; try to disarm them quickly. The 
    exit points are the elevator shafts. Send them screaming to their doom--
    there's no cutscene of them sitting up and shaking their heads at the 
    bottom...
    
    After the third wave, climb the wall next to the door the models used to 
    enter and whip the Bling to you. On the opposite wall, climb on top of the 
    main entrance for another Bling. Then head for the wall where the glass was 
    broken for you and climb it. Jump to the platform, then jump back to the 
    wall for the Bling.
    
    Jump back to the platform and swing across the poles to a mesh panel. Crawl 
    up and right and jump to the balcony. Defeat the two models and walk around 
    the balcony. Climb the wall, jump to the pole and swing to the platform. 
    Make sure you stand on the slightly protruding edge of the platform and 
    jump to the pole.
    
    Swing across to another small platform and jump across to the balcony. 
    Defeat the two models and walk around the balcony. Next to the elevator 
    shaft, kick out the glass panels and jump to the pole. Swing across to a 
    mesh panel and crawl left. Jump to the pole, swing to the balcony and 
    defeat the models.
    
    Go right, jump to the Hedare logo panel, jump across to the other panel and 
    then jump to the pole. Swing to the mesh panel and crawl left. Jump to 
    another panel, crawl left, jump to another panel, crawl left, jump to a 
    pole and swing to the balcony.
    
    Defeat the model. Climb the wall to the right of the door and jump out to 
    get the Bling. Walk to the left end of the balcony, destroy the scenery and 
    free Midnight. Jump to the Hedare banner over Midnight's prison and whip 
    left for a Bling. Go through the elevator doors.
    
    Checkpoint
    ----------
    After the cutscene, run around the room you're in until the snipers shoot 
    down one of the large blocks that prevent you from reaching the glowing 
    purple hook. There are Bling fragments on the wall to either side of the 
    catwalk. Climb the walls and whip up to collect them.
    
    There's another Bling on the wall to the right of the large billboard. 
    Climb the concrete column and whip it to you. Once one of the blocks falls, 
    climb the wall where it was located and whip the hook to release the 
    catwalk and break the billboard. Run into the hallway and through the door.
    
    Checkpoint
    ----------
    Stand between the two turbines and jump first to one and then to the other 
    until you reach the mesh on the turbine that is next to the dropped 
    billboard. Crawl around the mesh and drop down the other side of the 
    billboard; head through the door.
    
    Checkpoint
    ----------
    Laurel Hedare keeps popping out and shooting at you, and she's a pretty 
    good aim. Break the boxes on the wall opposite where you entered and find a 
    control panel. Whip it to shut out the light and prevent Laurel from 
    getting a lock on you.
    
    Run around and wait until she shoots down a banner of herself, then climb 
    it, jump to the pole and swing across to a ledge. Jump to the other set of 
    poles and swing across, pausing to collect two Bling fragments on the way.
    
    On the next ledge, break the piles of boxes to reveal a toolbox. Grab a 
    tool with your whip and throw it at the fan on the left. Crawl through 
    while the fan is stopped. Drop down to the lower level.
    
    Checkpoint
    ----------
    Jump on the mesh on the first turbine, crawl around, jump to the next 
    turbine and repeat until you reach the other side of the gap. Climb the 
    wall and go through the door.
    
    Checkpoint
    ----------
    This is it! The final fight against Laurel Hedare. Kick apart the cosmetic 
    cases to get things to throw at her. When she reaches 50% health, the fight 
    will move outside, and a circling helicopter will be shooting at you.
    
    Whip the control panels on the wall to bring things crashing down and keep 
    moving while breaking stuff to find things to throw at Laurel. This part is 
    fun because Laurel's hair keeps changing color! Watch it, it's pretty 
    funny.
    
    And thus ends the tale of the Catwoman...
    
    
     ________________________________________________________________________
    |                                                                        |
    |                            [5] CREDITS                                 |
    |________________________________________________________________________|
    
    Written by and (c)2004 Barry Scott Will
    
    This work is licensed under the Creative Commons Attribution-ShareAlike 
    License. To view a copy of this license, visit
      http://creativecommons.org/licenses/by-sa/2.0/
    or send a letter to
      Creative Commons
      559 Nathan Abbott Way
      Stanford, California 94305, USA
    
    **************************************************************************
                                SPOILER ALERT
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