Adventures of Batman and Robin Walkthrought

Adventures of Batman and Robin

Let’s keep it rolling — time for the good stuff: a live, boots-on-the-ground playthrough of The Adventures of Batman & Robin on Sega. The cartoon-inspired Genesis/Mega Drive classic where the Dark Knight and his partner blitz through Gotham from street punks to boss fights with barely a breath in between. Below is a room-by-room, arena-by-arena route—where to step, what to watch, and how to live through the marquee villain showdowns. Everything off-screen is trimmed to essentials. We already covered overall mechanics and vibe in /history/ and /gameplay/; this is the practical path you rely on when you actually sit down to beat it.

Joker: streets and the amusement park

It opens in night-time Gotham City. Head right along the waterfront; on the bridges Joker left timed “gifts” — don’t loiter mid-span, blasts will blow you off the railings. By the fire escape, climb to the rooftops: searchlights rake the upper layer, a sure tell that a balcony ambush is coming. On the theater marquee, hop carefully over the rotten panels — they drop with zero warning; read the tiny pixel shimmer near the bottom of the screen to spot the duds.

Next up — the park. In the funhouse, mirrors distort distance: the real exit is where the reflection is shorter — commit to the “broken” mirror to reach a tight corridor lined with clown masks. On the roller coaster, platforms with exposed bolts glide faster — stand on the clean ones or you’ll get dragged under a cart. Before leaving the zone, you’ll hit a carousel with shields: each slice has a little indicator lamp; smash the flashing one to open the timing window to hop safely onto the central podium.

Joker’s boss fight is a giant rail-mounted clown automaton. The arena is long with three elevation tiers. It snaps its maw and spits strings of confetti-bombs, then sweeps a spotlight laser. No panic: stick to the middle tier; drop down to slip the laser, climb up to dodge the bombs. Weak spots are the round panels flanking the head and the “nose,” which lights up before a volley. Punish when the clown “chews” and freezes for a heartbeat. In co-op, one player screens the minions at the edges while the other breaks panel by panel. When the nose starts blinking in rapid-fire fashion, you’re in the last phase — don’t linger on any one level for more than a second.

The Riddler: a trap-filled labyrinth

Welcome to the Riddler’s dominion, where everything obeys the rules of question marks. First hall — the “stair puzzle”: steps spawn as you approach the green symbols but vanish if you whip direction too fast. Move smoothly, one step at a time; if the dotted line of marks points into nothingness, there’s an invisible platform beneath. In room two, the walls “read” your jumps: three hops in a row spin the hall 90 degrees. Use that to flip a passage onto the floor and stroll across it like a bridge.

Cube-room segment: four doors, only one real. His clue is simple — on the correct door, the dot in the question mark’s tail sits slightly off-center. Another tell is the arch’s shadow: if it “leans” a different way than the arch, it’s a fake. After the corridor of falling platforms comes a section with moving columns and question marks racing along the ceiling — pace yourself to their runs; each “tick” is a safe beat to shift onto the next column.

Boss arena — a circular platform with hologram projectors all around. Riddler mass-produces decoys. Don’t waste ammo on ghosts: a duplicate without a shadow is a phantom; the real one casts a short shadow and hesitates ever so slightly before flinging his question disks. First, knock out the perimeter projectors — their beams stop “masking” the room. With the holograms gone, the true Riddler is vulnerable. When the floor breaks downward, hug the center — fewer pits to drop through. In the final phase he speeds up and desyncs his disk rhythm: a short sidestep before each reflect helps you survive those long fan patterns.

Two-Face: the heist and the highway

It kicks off in a bank. The lobby has guards and turreted columns, but the vault is the crux. The floor is laced with thin laser lines: the safe “pockets” are the diagonals between safes. Zigzag forward: two steps — hold to let the pulse pass — two more. In the utility room past the vault, the walls hide firing panels — the beam flares from the center after a brief hiss; count to two and slip by.

Then a depot and a short rooftop where Two-Face set an ambush among truck beds. Barrel runners pop from the edges, but the turret trucks are worse: their turn rate lags, so circle them — if they swing right, cut in from the left. From the rooftop, it’s chase time: Batmobile on the highway. Hold the middle lane until the first roadblocks, then drift to the shoulder — fewer barricades and easier truck dodges. In tight tunnels, don’t try threading the center; smash the side barriers — they break faster and leave a safe loop to ride.

Boss — Two-Face’s armored van with roof turrets and side shutters. Delete the right turret first — its firing arc is wider and it “pulls” you toward the rails. When the side shields pop, shoot the wheels: the shower of sparks confirms you’re on the weak point. He flips a coin to set the pattern: heads — machine-gun burst; tails — arcing grenade cluster. Tuck behind the center strut on heads, cut diagonally on tails. In the final stretch the van fishtails; don’t chase it — hold a steady line and it’ll feed those rear wheels right to you.

Mr. Freeze: the cold plant and the final duel

The ice factory greets you with slick floors. In the first bay, watch the pipes: if a pipe looks matte, a steam blast is about to turn the strip into black ice. Shoot the valve to carve out a brief “warm” lane. On the conveyor, the ice shoves you backward, so jump off edges to avoid sliding into the crushers. Overhead, a row of icicles: they fall on the telltale crack — glance up and advance in bursts from shadow to shadow.

Before the central hall, a quick trip skyward. In the Batwing, fly along the river: Freeze’s choppers and drones hunt in packs. Keep your line right over the water — fewer crossing trajectories, and top-down missiles lose lock when you dip hard to the waves. On bridges, slip through the arches; upper spans are usually packed with mine orbs.

Final arena — a cryo lab ringed with cooling columns. Mr. Freeze opens with a straight freeze beam: he shoots your last position, so arc your strafe and never backpedal — he’ll cut you off. Break the two side coolers to kill the full-ice floor; “warm” patches appear where you can plant your feet through his strings. Then he pops an area effect — helmet glows blue — time to take the outer ring and hop the low cold waves. His weak point is the backpack chiller: it flashes when he’s equalizing pressure. Close in via the center pillar — it clips his cone and gives you a safe angle. In the last phase he accelerates and fans ice darts; count three volleys, then a tiny lull — a perfect window to finish the pack.

If you’re running co-op, Batman & Robin really shine. On Joker, one anchors the left tiers while the other tears down the right panels; with Riddler, one guides the platforms while the other “pings” the projectors; against Two-Face, one baits the turrets while the other methodically chews through the wheels; on Mr. Freeze, one camps the warm spots to draw the beam as the other flanks the pack. That’s how the beloved “Batman from the cartoon” on Sega goes down without stalling on the nasty arenas.

This is a working line through all the key stages — from the funhouse to the cold plant. If you want the deeper context — why the rogues are sequenced this way and how the team nailed that relentless pace you feel in every scene — check /history/ and /gameplay/. For a clean “Batman & Robin Sega walkthrough,” keep these anchors in mind: question marks are beacons, the armored truck is all about the wheels, the clown is about the panels, Freeze is about the pack. Gotham will get it.

Adventures of Batman and Robin Walkthrought Video


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