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FAQ/Walkthrough by CyricZ
Version: 1.4 | Updated: 10/25/09
****************************************************************************** Batman: Arkham Asylum (PS3 Version) A FAQ/Walkthrough by CyricZ Version 1.4 E-mail: cyricz42 at yahoo.com ****************************************************************************** 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Display 3C. Gadgets and Upgrades 3D. Exploration Tips 3E. Combat Tips & Enemies 3F. Predator Tips 4. Story Walkthrough 4A. Part One - Joker's Wild (Intensive Treatment) 4B. Part Two - House & Garden (Arkham Island) 4C. Part Three - Paging the Crime Doctor (Medical Facility) 4D. Part Four - Growing Pains (Medical Facility II) 4E. Part Five - I Am The Night (Caves) 4F. Part Six - The Forgotten (Arkham Mansion) 4G. Part Seven - Harley's Holiday (Penitentiary) 4H. Part Eight - Chemistry (Botanical Gardens) 4I. Part Nine - Never Fear (Intensive Treatment II) 4J. Part Ten - The Underdwellers (Caves II) 4K. Part Eleven - Pretty Poison (Botanical Gardens II) 4L. Part Twelve - It's Never Too Late (Collection Roundup) 4M. Finale - The Last Laugh 5. Riddler Challenges 5A. Types of Riddles 5B. Intensive Treatment 5C. Arkham Island 5D. Medical Facility 5E. Arkham Mansion 5F. Penitentiary 5G. Caves 5H. Botanical Gardens 6. Challenge Mode 6A. Combat Challenges 6B. Predator Challenges 6C. Joker Challenges 6D. DLC Challenges *UPDATED* 7. Trophies 8. Standard Guide Stuff 8A. Legal 8B. E-mail Guidelines 8C. Credits 8D. Version Updates 8E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Welcome, citizens of Gotham, to the greatest riot on serious Earth! This is my guide to Batman: Arkham Asylum, action adventure game from Eidos and Rocksteady Studios, concerning one long night for the Caped Crusader as he finds himself trapped on Arkham Island with little but a veritable mob of slavering bad guys ready to tear him apart, including some of his greatest nemeses, all lead by the Joker himself. In this guide, you'll find a walkthrough for making your way through the game's story, a section on dealing with the secondary Riddler Challenges you will encounter throughout the game, and some notes on the Challenge Maps you can play as an aside to the game to test your skills. Enjoy! ****************************************************************************** 2. FAQ ****************************************************************************** Q: What is Batman: Arkham Asylum? A: An action adventure game for the 360, PS3, and PC, starring Batman going up against his greatest foes, them having taken over the facility on Arkham. Q: What part of the Batman continuity does this connect to? The comics? The animated series? A: None. The word above states that this game is intended to be entirely self-sufficient as far as continuity is concerned, relating directly to nothing, and in passing to pretty much everything. Q: What is the ESRB rating of this game? A: This game is rated T for Teen with the added content descriptors of Alcohol and Tobacco Reference, Blood, Mild Language, Suggestive Themes, and Violence. Q: Do some of these voices sound familiar to you? A: Of course. Batman is played by Kevin Conroy. Joker is played by Mark Hamill, and Harley Quinn is played by Arleen Sorkin. All three of these actors played said roles in the animated series. To round out connections to the animated series, the story of this game was penned by writer Paul Dini, who did considerable work with the DC Animated Universe in its latter days. Q: How do I find Dr. Young's formula in Arkham Mansion? A: You need to go to the northwest part of Arkham Mansion. Once you deal with all the objectives there, you'll find a fingerprint trail, which will lead you to the library in the southeast corner. It's not enough just to go to the library first. Q: How do I get back into Intensive Treatment? A: Once you leave IT, you cannot return until you get the Line Launcher tool. At that point, you'll have to return for story purposes anyway. Q: I can't get to an area because there are plants. Am I stuck? A: Once you defeat the source of the plants, you'll be able to return to those places. Q: I can't get back into the Caves because electric fields came up in the Pressure Control Junction. How do I remove them? A: After getting rid of all the plants, you can go through the south end of the room to find the box to crack. Q: I'm missing some Joker Teeth in the Mansion! Where are they? A: Most likely they're in the Warden's Office. Just outside the office itself is an open area above that you can grapple up to. There's no reason to go here, normally, so it stands to reason that these are easily missed. Q: Does this game have multiplayer? A: No. The entire experience is single-player. Online connectivity is used for leaderboards and downloading content. Q: How do I get the Joker Challenge Maps, "Scarecrow Nightmare" and "Crime Alley" DLC? A: You had to have pre-ordered via Gamestop to get the "Dem Bones" Challenge Map. You had to have bought the Collector's Edition to get "Crime Alley", and you need to buy the PS3 version to play as the Joker. As of now, this is all that's available, but it may change. Stay posted to your favorite gaming news site. ****************************************************************************** 3. BASICS ****************************************************************************** ============== 3A. Controls = ============== Basic Movement - Left Thumbstick: Move Batman in any direction relevant to the camera. Right Thumbstick: Move the camera behind Batman. R2 Button: Crouch, presenting a smaller profile. X Button: Basically a main movement modifier: While moving: Hold to run. Double tap to perform an evasive roll. At a gap: Run at it to jump over. Near a ledge: Press to climb up to it or over it. Near a corner: Use with R2 to crouch near it. In the air: Hold down to spread out your cape and glide. Circle Button: Drop down from a ledge. R3 Button: A zoomed first-person view, useful for seeing distant things. L3 Button: Center the camera behind Batman. R1 Button: Use Batman's Grapple Gun. Can only be used if you have a ledge above you that you can grapple to (will have a circle marked with an "R1"). Start Button: Pause game and access Options Menu. Select Button: Pause game and access Map Menu. Combat Controls - Square Button: Let loose with a solid Bat-punch. The main form of attack. Triangle Button: One of two things: If an enemy near you has a blue "lightning bolt" marker around his head, you will perform a counter move. If in sneaking mode, you can use this in certain contexts to perform a takedown manuever. Also in direct combat, use this both Triangle and R2 to perform a takedown on a prone enemy. Circle Button: Perform a Cape Stun move. X Button: Double tap while moving towards an enemy to vault over them, otherwise you'll roll as normal. L1 Button: Tap quickly to throw a Batarang at an enemy. Item Controls - L2 Button: Tap to engage Detective Mode. More is explained in Exploration Tips. Hold down and you'll perform an "Environmental Analysis", which is mostly involved with finding Riddler Challenges. Directional Pad: Select a gadget to use. There are a total of eight Gadgets in the game, not counting replacements and upgrades, one for each of the eight directions. L1 Button: Ready active gadget. The nearest viable target will be highlighted if an option. R1 Button: Use active gadget. More info is in "Gadgets and Upgrades". Motion Sensitive Controls - These only apply if you turn Motion Sensor Controls in the options (which I have yet to do). If you turn them on, you can use the SIXAXIS to adjust how you glide, how a Remote-Control Batarang flies, and to shake off certain enemies that grab you. =================== 3B. Menus/Display = =================== Main Menu Once you press Start, you'll be prompted to create a profile. Once you do so, you'll be taken to the early options screen where you can check Brightness and set Subtitles or not. After that, you'll select your difficulty level, then begin the game. NOTE ON DIFFICULTY: Difficulty determines how hard enemies hit, as well as how much you recover in damage from XP (less on higher difficulties), and how alert enemies are during predator sequences. Lastly, on Hard, enemies will not get icons above their heads as they attack. After you start, you can Quit at any time and you'll go to the Main Menu, where you'll have the following options: Continue Story: Return to the game from your last checkpoint. Challenge Mode: Access the Challenges for Combat and Predator tasks (see Section 6) Downloadable Content: Access extra Challenge Maps downloaded online. Character Bios: View bios on famous Batman faces, including those introduced in this game. Character Trophies: View 3D models of in-game characters. Options: Access the Options Menu below. --- Pause Menu Whenever you press Start during gameplay, you'll pull up this menu: Resume: Get back to the action. Restart from Checkpoint: Load your last checkpoint. Restart Challenge: Begin the Challenge again (only available in Challenge Mode) Game Options/Audio Options/Controller Configuration: See below. Quit: Go back to the Main Menu. You will only have data saved from your last checkpoint. --- Options Menu These can be accessed from the Main Menu or the Pause Menu: Game Options: - Invert Look: Reverses the y-axis on the camera. - Invert Rotation: Reverses the x-axis on the camera. - Invert Flight: Reverses the axes on your gliding. - Camera Assist: If turned on, the camera will adjust when Batman is walking or crouching. - Brightness: Adjust the screen brightness. - Motion Sensor Function: Turn on to enable SIXAXIS controls (see Controls above). Audio Options: - Subtitles: Turn on to see captions of spoken word. - Volumes: Set volume for SFX, music, and dialogue. Controller Configuration: Here you can see the controls as they are set, as well as cycle through two different types (which mostly change up the functions of L1/L2 and R1/R2 respectively). --- Map Menu Press Select during gameplay to access this menu. New parts are added to it as you progress through the game. Map & Objectives: Use the left stick to move around the map and the L2/R2 buttons to zoom. You can also use the square button to center on Batman, and the X button while viewing the grounds to examine a building's map, as well as using the Circle button to return to the view of the grounds. Waynetech: This opens when you get enough experience for an upgrade. Access this menu and you'll be allowed to spend the upgrade on an improvement for yourself. Not all upgrades are available at once. Some only appear once you buy a prerequisite upgrade and others will only appear once you've progress to a certain point in the game. The upgrades are explained in detail below. Riddler's Challenges: This opens once you get your first call from the Riddler in Intensive Treatment. Each area in the game has its own grid of challenges you'll see on this screen, and as you find the challenges, they will be ticked off on the grid. Much more info is in the Riddler Challenges section. Character Bios: Basically the same list that you find in the Main Menu. Once you unlock a new Bio (usually through meeting the person or finding a secret related to them), you can press Select shortly after to look at the bio right away. ========================== 3C. Gadgets and Upgrades = ========================== First, a list of all Batman's wonderful toys: Batarang - - Batman has this weapon from the beginning. - This is Batman's primary distance weapon. It can be used to stun enemies, break cables, hit power boxes from long-range, or shatter Joker Teeth. - Hold L1 to ready a Batarang. Use the right stick to aim the reticle at your intended target, then press R1 to throw. - Also, a quick tap of L1 will toss a Batarang at your nearest target. Useful for a quick move during combat. - An enemy struck with a Batarang will be stunned for a few moments, but only if they're unware of you. If an enemy is aware of you, Batarangs will only knock them back for just a moment, or may be dodged entirely. The exception to this is the Combo Batarang, which is described in its section in Upgrades. - The Batarang can be powered up with both Combo Batarang and Batarang Power. Multi-Batarang - - Both the Twin and Triple Batarang need to be bought through upgrades. - Simply put, this is a multi-shot Batarang which you can use to hit multiple enemies. - Hold L1 to ready your Batarangs. Use the right stick to aim the reticles at your targets, then press R1 to throw. Your targets must be relatively close to each other to all be in the same throw. - For all intents and purposes, they act the same as a single Batarang, including receiving more power through the same Batarang upgrades. - There is a cool-down time once you use this. You'll be able to use them again in about five seconds. Remote Control Batarang - - This weapon must be bought through an upgrade. - This is a special Batarang that can be steered in mid-flight. - Hold L1 to ready the Batarang. Use the right stick to aim the reticle at your intended target, then press R1 to throw. - Once the Batarang is in the air, use the right stick to steer it. - While this can be unwieldy to use. With practice, you can hit multiple targets. - There is a cool-down time once you use this. You'll be able to use them again in about ten seconds. Sonic Batarang - - This weapon must be bought through an upgrade. It can only be bought once you learn about the "suicide collars" in Arkham Mansion. - This is a high-tech Batarang that emits a sonic pulse. - Hold L1 to ready the Batarang. Use the right stick to aim the reticle at your intended target, then press R1 to throw. - Once the Batarang sticks to its target, it will emit a sonic pulse that responds to the collars placed on inmates. This will cause an inmate to come and investigate the noise. - There is a cool-down time once you use this. You'll be able to use them again in about a minute. - By purchasing the Sonic Shock Batarang, you can add a function to electrocute the enemy that approaches the Batarang. Press R2 once the enemy gets close to release the shock. Once you do this, though, you cannot throw another Sonic Batarang. - Also, if an enemy shoots a Sonic Batarang to cause it to release its shock early, it will be the same as if you detonated it, and you won't be able to use it again. Explosive Gel - - This weapon is found in the Batmobile after you leave Intensive Treatment. - Use this to lay a dose of gel that you can detonate, causing an explosion. - Hold L1 to ready the dispenser, then press R1 to lay down a dose. Once you do so, hold L1 and press R2 to detonate. - If standing near a wall, you'll lay the dose on the wall, otherwise you'll lay it on the floor. - Place gel on a structurally weak wall or floor to destroy it. - If an enemy is on gel when it detonates, they'll be stunned. - If gel is used to explode a wall, any enemies hit will be knocked out. - You can only lay three doses of gel at a time. - The Gel can be upgraded, both with Multiple Frequency and Auto Proximity. Batclaw - - This weapon is found in the Batcave following your fight with Bane. - The claw attachment allows your grapple to grab and pull obstacles. - Hold L1 to ready the claw and use the right stick to aim. Press R1 to fire. - Attach the claw to an enemy to drag them. If they get dragged over a ledge, they will be knocked out. Otherwise, they will stumble towards you for a couple of seconds. - Attach the claw to a wall-suspended vent to drag it off its housing. - You can also rapid-fire the Batclaw by double-tapping R2. It will attach to the nearest target. Cryptographic Sequencer - - Batman starts using this tool once you find Warden Sharp in the Penitentiary. - This device is used by Batman to short-out boxes that power energy fields and similar devices. - Hold L1 to bring up the device, find a box you can use it on with the right stick, and press R1 to begin cracking. - To crack the box, you'll need to point both thumbsticks in the correct direction and hold them there for a couple of seconds. You'll know you're getting closer when the oscillating wave increases in amplitude. Once the screen of the sequencer turns green, you've found the spot. - Certain targets are more difficult than others. The difficulty determines how precise you have to be on the direction on each thumbstick. - The sequencer can be upgraded, both in Range and Power. Line Launcher - - Batman calls in the Batwing to take this tool after defeating the twin set of Titans in the Botanical Gardens. - This tool is used to cross horizontal expanses. - Hold L1 to ready the device. Look at the reticle to see if there's a yellow bar above and below it. If both are there, then you have attach points for both ends and can fire the device with R1. While travelling, you can press X at any time to detach and drop to the floor. - If there are enemies in your way, you'll plow through them. You can also use this to break through windows. Ultra Batclaw - - Batman assembles this device once he returns to the Batcave after escaping Killer Croc. - This tool is an upgrade to the Batclaw. - Hold L1 to ready the claw and use the right stick to aim. Press R1 to fire. - In addition to everything the regular Batclaw can do, it can also pull down structurally weak walls. Use this on walls that you can't reach with your Explosive Gel. - Since this claw has three wires, you can pull three enemies towards you at once. This is automatically attempted with the "Quick Batclaw" manuever. --- And now, the upgrades that can be purchased when you earn enough experience. Experience is earned from doing pretty much anything: fighting bad guys, solving Riddler Challenges, just about anything that's "something" will get you a few points, so don't worry too much about farming them. 1st, 2nd Upgrade: 2000 XP 3rd Upgrade: 2500 XP 4th Upgrade: 3000 XP 5th Upgrade: 3500 XP 6th Upgrade: 4000 XP 7th Upgrade: 4500 XP All Upgrades Thereafter: 5000 XP Special Combo Throw - - This is a combat upgrade. - It's available from the first upgrade you get. - After chaining together a combo of x8, press X and square together to pick up an enemy. Use the left stick to aim your throw. - Any enemy thrown off a ledge will be knocked out. Otherwise, the throw causes damage to the one thrown and any enemy knocked down in its path. - Once you use this move, you'll need to earn another x8, either in the same combo or another, before you can use it again. Special Combo Takedown - - This is a combat upgrade. - It's available once you unlock the Special Combo Throw. - After chaining together a combo of x8, press triangle and circle to grab the nearest enemy and knock them unconscious. - Once you use this move, you'll need to earn another x8, either in the same combo or another, before you can use it again. Special Combo Boost - - This is a combat upgrade. - It's available after you unlock the Special Combo Takedown. - This will allow you to use the two aforementioned special moves after a combo of x5 instead of x8. Combo Batarang - - This is a combat upgrade. - It's available from the first upgrade you get. - With this, you will now be able to chain batarang throws within a combo. The combo must have progressed to at least x3 to work. - Furthermore, if you have the Twin or Triple Batarang, you will throw that many batarangs when you perform the move. Critical Combo Strikes - - This is a combat upgrade. - It's available from the first upgrade you get. - With this active, you can perform Critical Strikes. To do this, you need to be within a combo of at least x3. Press Square once just after connecting with an enemy, aim at any enemy in your fight, and you will jump to that enemy for a powerful strike. You can do this from a surprisingly far distance away. - Not only will this cause the most damage of any attack short of a takedown, but also add 2 to your combo instead of the usual 1. Inverted Takedown - - This is a predator upgrade. In fact, THE predator upgrade. - It's available from the first upgrade you get. - When perched on a gargoyle, wait for an enemy to walk beneath you, then press Triangle when an enemy is beneath it to swoop down and grab them. This incapacitates the enemy, but will also call any enemies in the area to your position, although they generally will only see their friend, not you. - You must be actually looking at your prey with the camera for this to be allowed. If you want, you can also use Circle to hang beneath the gargoyle before pressing Triangle. This will allow you to get a better view of the area below you and give you a better line of sight on your target. Armor Upgrade V1 - Armor Upgrade V2 - Armor Upgrade V3 - Armor Upgrade V4 - - These are health upgrades. - Quite simply, purchase these to extend your health meter. - These must be bought in sequence. The first is available at the first upgrade you get. Batarang Power - - This is a Batarang upgrade. - It's available from the first upgrade you get. - With this active, a Batarang will stun an enemy for longer after it connects. Twin Batarang - - This is a Batarang upgrade. - It's available from the first upgrade you get. - This activates the Multi-Batarang gadget. See its entry above for more info. Triple Batarang - - This is a Batarang upgrade. - It's available once you unlock Twin Batarang. - This adds another Batarang to the Multi-Batarang gadget. See its entry above for more info. Remote Control Batarang - - This is a Batarang upgrade. - It's available from the first upgrade you get. - This activates the Remote Control Batarang gadget. See its entry above for more info. Sonic Batarang - - This is a Batarang upgrade. - It's available from the first time you see a suicide collar in Arkham Mansion. - This activates the Sonic Batarang gadget. See its entry above for more info. Sonic Shock Batarang - - This is a Batarang upgrade. - This adds the shock capability to the Sonic Batarang. See its entry above for more info. Multiple Frequency Detonator - - This is a tool upgrade. - It becomes available once you rescue Dr. Young the first time. - With this, if you have lain multiple doses of explosive gel, you can pick which one to detonate. - Press R3 to zoom and look at the dose you wish to explode, then press R2 to detonate it. Make sure you're zooming, otherwise, you'll just set off all the gel you've lain. Auto Proximity Detonator - - This is a tool upgrade. - It becomes available once you find the Explosive Gel. - With this, if an enemy walks across a dose of explosive gel, the gel will automatically explode, stunning them. Cryptographic Range Amplifier - - This is a tool upgrade. - With this, you can stand further back from electric wall boxes to hack into them with the sequencer. - This upgrade is actually essential for getting to certain Riddler Challenge items. Cryptographic Power Amplifier - - This is a tool upgrade. - With this, hacking into electric wall boxes will be a lot easier. The zone in which you can hack the box using each thumbstick will increase in size. ====================== 3D. Exploration Tips = ====================== Whenever you enter a new area, take the time to pull up Detective Mode and peruse the area. Firstly, look for enemies (you will get a pop-up on any hostiles in the area, armed or unarmed). Once that's taken care of, note any other object that's highlighted: weak walls, vent covers, etc. Anything that can improve your way of getting around the place or allow you to get one-up on enemies or to find secrets. I can't think of a better place to do this except here, but a note about falling. You cannot "die" due to falling. If you fall a long distance, Batman will automatically glide for a second to slow his fall before you hit. If you fall into water, Batman will automatically swim back to the nearest bit of land. However, if you fall into a "bottomless" gap or into a gas-filled area, you will slow down and get a prompt to press R1 to "escape", where Batman will grapple to an earlier point. Look up. Sounds kinda obvious, but don't forget that the concept of high ledges doesn't mean much to a guy with a grapple. Check for high points that you can grapple to, which may result in new ways of moving you hadn't considered before. A lot of the game's exploration is when you're looking for Riddler Challenges, so keep an eye open for crawl spaces that might hide Trophies, as well as any area that just looks odd or that stands out. It could be an answer to one of the riddles. Don't be discouraged if you can't access a particular area or item. While the game sometimes takes efforts to block off old areas so you can move forward, by the end of the game (and you'll know when that time is), you'll have the whole island open to you. =========================== 3E. Combat Tips & Enemies = =========================== First, about health. Your health meter is in the upper-left corner of the screen, and is reduced when you're struck or shot or whatever by an enemy. If it empties, your journey is (naturally) over and you're given a prompt to retry or quit (as well as a taunt by one of your foes). Retrying will return you to your last checkpoint. As for restoring health, health automatically increases when you gain experience, which is most often done when you find a secret or defeat enemies. Enemy experience is only applied to your score AFTER you finish a fight, so don't expect to regain health in the middle of combat. Higher difficulty means you regain less health after a fight. Combat is based around a freeflow style, similar to games like the latter two Prince of Persia games in the Sands of Time trilogy. The game has a sort of "smart sense" about aiming properly at bad guys. All you really have to do is move in the general direction of a nearby enemy and press one of the attack buttons and you'll use that attack on them. Your combo is an important aspect of fighting. As long as you can string attacks together without missing or walking away after a second, your combo will increase. This means more experience so you can buy upgrades quicker, and it means more points in Challenge Mode. Also, there are certain powerful special attacks you can upgrade to that require you to have a good running combo. As for the type of attacks you can use while you fight: Strike: Naturally, the most basic type of attack. Pound and pound some more on the bad guys. Most enemies are woefully weak at defense, so most of the time, you shouldn't have to worry about your attacks being blocked or countered. That said, relying solely on striking won't keep you going forever, as enemies can get the drop on you, which leads us to... Counter: When you see the blue lightning bolt about an enemy's head, he's about to land a blow on you. No more than one enemy will be attacking you at any one time, so there's no need to use a direction input: just press Triangle and you'll grab the bad guy and "discourage" him from continuing his attack. In theory, one could consider doing a battle with nothing but counters, if it weren't for the fact that enemies seem to attack in a pattern that lies juuust outside your combo time range. Sometimes you can use a strike instead of a counter when an enemy has the "icon" above his head, but don't rely on it; it's much safer to use the counter. NOTE: On Hard difficulty, you will NOT see counter icons of any type. You have to watch the enemy movements. Fortunately, this isn't all that difficult. Just watch for the one that's charging towards you. Cape Stun: This is a move where Batman spins his cape in front of him, stunning any close enemies in the immediate area for a couple of seconds. Yes, it can work on multiple enemies if they're close. There are some enemies where it's more or less a requirement to use this, whom I'll identify below. Evade/Vault: This is when you perform an evasive roll, by double-tapping X. It looks like a normal dive roll if you're not aiming at anyone, but if you perform it in the direction of an enemy, you'll spring off them, leaving them a ways behind you. This is required for certain enemies, and pretty useful if you wish to step away from a thick melee to single enemies out more. Also, your combo will be maintained, unless you perform two dive rolls at once. Furthermore, during Titan fights, you will be invincible while performing a vault, even if a Titan is charging through you. Ground Takedown: If you've got an enemy on the ground, this will finish them. Unfortunately, this can be interrupted, so if you're in the middle of a scuffle, taking time out on one guy is not advised. Special Moves: The Throw and Takedown are both moves that *almost* completely halt the action so you can finish your little flair, so use them as much as possible to get a couple seconds breather, but be prepared to launch right back into the thick of it. Of course, don't forget you have to A) unlock them, and B) get up to a high enough combo to use them. I say almost because certain particular things can disrupt you, such as an enemy throwing a heavy box, a Titan charging, or someone with a gun. Batarang: Don't forget that you can use these during combat. If you get a moment where nobody's close enough to hit for whatever reason, tap L1 to toss a quick shot at anyone nearby. It's not something I'd recommend for a close fight, just because you might get popped in the process. Furthermore, if you come upon a group that has one or two armed henchmen, definitely use a Batarang on the armed ones to knock their guns away. If you have the Combo Batarang upgrade, you can then chain batarangs into your combo without missing a step. If you have Twin or Triple Batarang, you'll throw that many. During combos, Batarangs will always score a knockdown, levelling the playing field. Batclaw: Y'know, I completely forgot about this in my first play through, but they did make a quick-use function for this for a reason (double tap R2). Use it to make one enemy (or three enemies if you have the Ultra) stumble to set them up for an attack. It does take a second to use, though, so make sure you have a little breathing room so you're not interrupted by someone launching an attack. Other Tools: Try to avoid using the rest of your stuff during combat. The other Batarangs, the Explosive Gel, and the Line Launcher are all things that work better against enemies when they don't know you're there, yet, and setting them up to use takes precious time --- Here are a list of the standard enemies you'll be facing: Henchman: The basic type of henchman focuses on getting close to you to punch you. That's about it, really. Their strength, naturally, comes in numbers, which is when you need to be careful. Furthermore, once you progress through the game, they get faster, and you have less of a window to counter their attacks, so focus more on countering if you see the icon. Pipe Henchman: This is simply a henchman who picked up a pipe, giving him more reach and more damage potential. A solid hit can knock the pipe from his hands, turning him again into a normal henchman, but be wary, for anyone can pick up dropped weapons. That said, anyone who is going for a dropped weapon is quite vulnerable to attack. Wall Mountings: After a certain point in the game, enemies might go for heavy objects bolted to the walls. They'll take a few seconds to yank them from their housing, then throw them at you. Once the object is thrown, you cannot block, strike, or whatever to these objects, only dodge. You'll know that an enemy has a heavy item ready to throw when they get a red "counter icon" above their heads. You can stop the henchman from getting the item, though, so consider making them a priority for a solid strike or batarang while they're grabbing for the object or holding it over their heads. Gun Henchman: This will be more fully discussed in the next section, but suffice to say that an enemy with a gun is EXTREMELY dangerous. Batman's not completely bulletproof, and a hail of bullets will turn him into lunchmeat, even on Easy. On Hard, all it takes is a few stray bullets and you're pushing up Bat-daisies. If you come upon a group with armed henchmen, make them priority one. A decent strategy is throwing Batarangs before they spot you to knock the guns from their hands. Furthermore, there are points in the game that involve Gun Cabinets. Enemies will go to these cabinets and spend several seconds trying to get a weapon (much like Wall Mountings). The difference here is that an alarm will go off as they try to do so, meaning you better get over to them before they're armed. Oh, and a dropped gun can be picked up by another enemy, but this is actually kinda rare, I've found. Knife Henchman: These guys are easily recognized by their orange jumpsuits. As advertised, they carry knives, and are actually quite adept at combat. Simple strikes will be blocked if they're ready, and you cannot counter them normally (a red counter icon will appear instead of blue). The way the game wants you to take them out is to use a Cape Stun. At this point, they're vulnerable to strikes until they snap out of it. It's hardly the ONLY means to get rid of them, of course. Batarangs, the Batclaw, and any special moves, will work on them just fine. It's just strikes and counters that are out. Also, they will recover quickly if you try to vault over them. As a note, they cannot drop their knives, so you can never disarm them until they're out, but at least no one else can pick up their weapons. Stun Baton Henchman: This is probably the most difficult henchman to face. The electric prod they carry can shock you right out of a combo and heavily damage you. Strikes and counters don't work. A Cape Stun will stun them, but you can't follow up with a strike. The method preferred by the game is for you to vault over them by double-tapping X in their direction. They'll be facing away from you for a moment, open to attack. Batarang and special moves also work, so try to make sure these guys get priority for those moves. However, do not try the Batclaw, as they'll stumble straight into you with their baton out in front. As a final note, they CAN drop their baton, and it CAN be picked up by others, so be wary. Lunatic Inmate: About halfway through the game, you'll come upon these madmen. They're human, but unlike any human fighter you've met. When they see you, they charge, screaming bloody murder, and latch onto your throat, draining health, requiring you to hammer on the X button to shake them off. The good news is that they have exceedingly low stamina. One strike, one counter, one Batarang, and they're on the ground, where you can finish them with a Ground Takedown. Plant Pod: Late in the game, you'll find these lying around the Asylum. As you approach, they pulse red, then release between one and three floating spores which will fly at you and damage you. The good news is that these things are easy to disable. Simply walk right up to them and press X to destroy their core. It's just a matter of getting to them so they don't see you as a threat, or just quickly before they shoot a spore. If they do release spores, you can use batarangs to blast them first. =================== 3F. Predator Tips = =================== THIS is the meat and potatoes of this game. If you watch the making-of featurettes, you'll note that they specifically wanted this to be called the "predator" aspect of the game, rather than "stealth". They felt that calling it "stealth" implied that the player would be afraid of the enemies, and Batman doesn't get afraid of his enemies, he makes them afraid of HIM. So, in addition to the game's Predator Challenges, you'll have several instances in the story where you're in a room (usually of considerable size) that is populated by armed guards. Yes, their bullets are very dangerous to you, but you're Batman, for cryin' out loud. Your objective in these situations is to maintain your invisibility and pick off your enemies one by one, causing as much fear as is necessary (and fun). The first and foremost tip of preying on your enemies is Detective Mode. You'll want to have it on more often than not, as you can see through walls, so no matter where you are in the room, you can see where they are and what they're doing. This may seem like an unfair advantage, but let me remind you that they have GUNS. Speaking of guns, actually, I want to make one more note about what your enemies will be armed with. Some have submachineguns, and some have shotguns. For your purposes, which of these two shouldn't make a difference, since either can make a real mess of you. One type you do need to watch for is the sniper rifle. At a certain point in the game, they'll be populating the guard towers on the Arkham grounds. With DMode on, you can see their laser sights. Their shots REALLY hurt, so be extra careful. Try to move towards them when they're not looking in your direction, and don't do anything that would draw attention to you. Finally, at a point in the game (and in all the Predator Challenges), enemies will be wearing security collars. These are meant to monitor their health in the facility, but Joker re-engineered them so they let anyone in the vicinity know if the wearer has been knocked out. At that point, any time you knock someone out, the others will know in about ten or so seconds. They'll rush to their comrade, which can be a problem, but it can be useful if you're trying to herd enemies. --- How Not To Be Seen This is essential due to the fact that you don't stand a chance once they get a proper bead on you. You'll probably want to crouch (R2) at all times while sneaking around. You'd be surprised how many chest-high fences and barriers there are in Arkham, basically making you completely invisible to someone on the other side. Of course, putting any kind of wall between you and the enemy makes you hidden. Vents are also a good way to stay unseen. Floor vents are marked by odd- looking grates (and a command prompt for how to enter them), and wall vents you should recognize quickly after a little bit of play. Be warned, however, that these are not foolproof, and enemies can sometimes see in open wall vents. Also, if there's a downed enemy nearby, they will peer through floor vents to try to find you. Height is also a good thing to separate you from your enemies. I've found that if you're a level above an enemy, even if there's no obstruction, that they *generally* can't see you. Speaking of height, I'll finally bring up probably one of your best structural advantages, the gargoyles. If you're on a gargoyle positioned high on the wall, you're effectively invisible. This makes a great location to survey the area, track enemy movements, take a breather, or from which to launch an attack. As you start to get used to preying on enemies, you'll find gargoyles will get a lot of use, and certainly you should use them, but I'd suggest not letting your other stalking skills go to pot, because gargoyles aren't in every area. So all this is well and good, but you'll probably be seen more than once in your adventures. If you're spotted, enemies will yell. Any that have a direct line of sight will shoot, and all others will try to get to a firing position as quickly as possible. At this point, abandon stealth and just try to get out of there. The most popular way is to grapple up to a gargoyle. From there, grapple between a few gargoyles. The bad guys will lose track of you eventually. While popular and simple to pull off, you will be in the open while you zip around, so odds are you'll take a hit or two. To that end, consider alternative escape means. While enemies can track you to vents, they can't follow you in, so that's a ready-made means of escape. Also, if you're spotted by only one enemy, consider letting loose with a Batarang to stun them. It will take him a few moments to regain his composure, and for other enemies to converge, giving you a few precious seconds to beat a retreat. --- Taking Them Out So, you've successfully made yourself invisible to the enemy and now wish to unleash your righteous Bat-fury on them. Happily, you have many varied means of doing so. Actually, if you need ideas, go play the Predator Challenges, since the medals require you to extinguish enemies in a creative manner that you may not have known about. Silent Takedowns are by far the simplest and safest means of removing an enemy. Simply sneak up behind an enemy and press Triangle. You'll drop them like a bad habit with no noise. Of course, it's a problem if you're SEEN, but you wouldn't do something foolish like that, would you? There are also a few variations on the normal Silent Takedown. One is the Ledge Takedown. Hang from a ledge, and when the enemy passes above you, you'll have the option of pressing Triangle for a quick takedown. This makes noise, though, so take care in using it. Another is the Corner Takedown. Crouch near a corner and press X to press up against it. If an enemy passes near your corner, you can press Triangle to send them to dreamland. Also, available for unlocking in the upgrades is the Inverted Takedown. While perched on a gargoyle, wait for an enemy to pass under you and press Triangle (it may help to press Circle to hang, since you have to be looking at your prey for it to work, which is easier to do underneath the gargoyle). With this, you swoop down and snatch the enemy, then hang him from the gargoyle on a rope. Of course, he screams during this, alerting his comrades, but you're still in a position where you can't be seen, so all you've done is moved them from their positions. Also, while someone's hanging from a gargoyle, you can't use that gargoyle again for the Inverted Takedown. While silent methods are safest, you're quite allowed to be a little more rough in your techniques, provided you think you can get away fast enough. There are a few methods for doing this. For one, simply swoop down on an enemy from a higher vantage point. Land on them and they'll be stunned on the ground for a few moments, open to a Ground Takedown. This is easier to do from a gargoyle, as you'll have a button prompt (Square) to perform a Glide Kick, whereby you'll aim right for them and knock them over (Ground Takedown afterwards). Only thing about the Glide Kick is that it requires your enemy to be a certain distance from you, but not too far. You'll know you can do it if you see a blue bat insignia hovering over your foe. Lastly, if you're feeling brave or stupid, you can still just rush up and punch them to pieces. You'll almost definitely take damage, but it does work, so I thought I'd mention it. --- Those Wonderful Toys Yes, while unarmed takedowns are quite satisfying, almost equally fun is using weapons or tools to help in the struggle. Batarang: Quite useful actually. Any enemy hit is stunned. Use before you sneak in for the takedown, or to deter anyone getting too close, or as a distraction. Multi-Batarangs can be used for clusters of enemies once you unlock them. I haven't played much with the RC Batarang, but given its unwieldy nature, I can't imagine it'd be too useful for preying. Sonic Batarang: Once you unlock this, you've got a ready-made decoy. When it blips, one (thick) guard will come to investigate, abandoning his patrol and anyone he's travelling with. Excellent for getting one dope alone. Furthermore, with the "Sonic Shock" upgrade, you'll be able to detonate the Batarang by pressing R2 and the guard who investigates it will be knocked out. Yes, that's a free long-range knockout. The only problem is you can only do it once per Predator event. Also, if an enemy spots the SB and shoots it, it's the same as if you detonated it. Explosive Gel: Be wary, because laying down a dose takes time. However, this can be used in two ways. If you detonate gel when a foe walks across it (or have the Proximity upgrade), they'll be stunned and ready for a takedown. If you lay it down against a wall (or a ceiling) and explode it in the enemy's direction, that's an instant KO. Look for weak walls in every situation. It's very handy. Oh, but it's loud, and will attract attention, of course. Batclaw: I rarely remember to use this, but say an enemy is standing on an upper floor next to a ledge and you're some distance away. Well, all you have to do is fire your Batclaw at the guy and you'll drag him over the edge, to a knockout below. He'll scream and call his buds, but hey, it's sure cool-looking. Line Launcher: Not something I'd use frequently, but barrelling across a wire and bowling over a bad guy does seem kinda satisfying. Also, consider using it to quickly travel from one edge of the room to the other, as long as you can do it without being spotted. ****************************************************************************** 4. STORY WALKTHROUGH ****************************************************************************** As we begin, I'll make a couple of notes here. First, I'll refer to compass directions more than once throughout the walkthrough. Assume that north is at the top of the map when viewing any map. Yes, this is despite the fact that some maps reorient the structure once you're inside as opposed to outside. (Actually, the game doesn't seem to care much. Look at the entrance to Arkham Manor on the west side, and then clearly referring to a West and East Wing while inside, with the entrance now at the south end.) The second point is that I'm integrating Riddle Challenges into the walkthrough. Whenever you see a double space indent followed by a *TITLE* like so, that's an extra you don't need to do, but since all RCs are worth experience, I highly recommend it, particularly on Hard where you need all the upgrades you can get. ============================= 4A. Part One - Joker's Wild = ============================= == Intensive Treatment == Intensive Treatment Lobby - To begin, simply follow the Joker and watch for command prompts so you can get familiar with the controls. Listen to Mark Hamill's flawless performance as you walk through the halls, ride elevators and whatnot. Holding Cells - Your first fight starts immediately. Take out the three enemies here, and the next round of four. Utilize simple strikes, counters, and ground takedowns. Once all are kaput, you'll exchange words with the Joker for a bit, and he'll open the electric gates ahead. *RIDDLER TROPHY* - Open the vent near where Commissioner Gordon is. *JOKER TEETH* - There are three in the office north of cells. Use a Batarang on each. Processing Corridor - *JOKER TEETH* - There's a set right in front of you, and another near the henchmen further down the hallway. Proceed down this hallway and you'll happen on two more henchmen. After they're toast, head to the left and speak to Eddie Burlow. He'll tell you to move down back the other way. You'll automatically speak to Oracle, and then you can head through the door at the end of the hallway. Patient Pacification Chamber - Talk to Zach Franklin and he'll mention that Mr. Zsasz has a guard in an electric chair. Instead of walking directly towards him, go through the door nearby and up the stairs. Go all the way through the room until you reach the area above where Zsasz is. You'll be prompted to use Detective Mode and the Grapple to reach the gargoyles above you. Do so. Once you're close enough to Zsasz, you'll see a blue bat above him and the prompt to go for a Glide Kick. Do so, then use the Ground Takedown to finish him. *RIDDLER TROPHY* - Once you regain control, open the vent on the south wall. Open the vent on the north wall and press R2 to crouch so you can crawl through. *RIDDLER TROPHY* - In plain sight at the end of the vent. Processing Corridor - *JOKER TEETH* - Another three just up the hallway. Harley will block the way back, so your only choice is straight ahead. Decontamination - Once done speaking with the guard, look up. Grapple up the vent and follow the tunnel to the main room. You have to stay above the gas in this room. If you fall down, you'll be given the option to press R1 to escape, so take it. You'll learn about jumping movement in this room. Rescue the nearby guard, then grapple up above you to rescue a second one. The next platform ahead you'll need to glide to, so do so and rescue the convict. Finally, follow the instructions to find the power box for the fan system. Hit it with a Batarang to suck out all the gas and making it safe for passage. *JOKER TEETH* - There are three in this room, one near the box, and two back near the entrance. *RIDDLER TROPHY* - On the east side of this room, in the middle alcove is a couple of floor vents. Crouch and press X to enter the vent to find this one. Transfer Loop - *JOKER TEETH* - One right in front of you, and a second at the end of you path in this room. Follow the green arrows. Two henchmen will attack you on the way. Secure Treatment Transfer - BOSS: IMPERFECT TITAN He's a nasty fellow isn't he? There is an easy way to counter guys like this, but for now, let's fight the way the game wants you to. Avoid his swings and watch for his charges (he makes a distinct growl and raises his arms to either side). Use the Evade move to dodge and take a couple hits while his back is turned. After a little while of playing with the guy, he'll collapse. Speak to the guard once he lowers the barriers. You'll be able to leave the way you came in. *RIDDLER TROPHY* - In the other small office in this room. You'll be able to enter once the guard lowers the barriers. Transfer Loop - Instead of going back to Decontamination, turn left (west) down the halls. Once you pass a guy with a bucket on his head, you'll find two more henchmen (as well as a note on the Quick Batarang). Pass through the door they were guarding. Holding Cells - This is the other side of the first area, where Gordon was. Enter and tap L2 to use Detective Mode to set up a crime scene. Find Boles' flask and hold X to scan it into your system. From now, when you have DMode on, you'll be able to see clouds of alcohol. The idea now is to trace them to where Boles is. Transfer Loop - As you might have surmised, this trail is leading you south, to the area you haven't gone to, yet. *JOKER TEETH* - There are three more near the desk as you listen to the lovely conversation. Secure Transit - *INTERVIEW TAPE* - Head to the southeast corner of the ground floor to find stairs leading to an office. So, now that Harley has dropped the elevator, you'll have to climb and grapple up to the top floor. Your first grapple target is above you to the east. Grapple up twice then run and jump across to the small gap. Shimmy to the right to the vent and crawl through. Once outside, grapple up twice again, then jump across the gap. The path is pretty clear. Just continue to climb and grapple up. There's another shimmy ledge on the way. *CHRONICLE OF ARKHAM* - See that slab with the bug and circular writing? Hold L2 while looking at it (and standing near it) to decode the first of Amadeus Arkham's messages. Once you reach the top, you'll be attacked by five henchmen. *JOKER TEETH* - One set near the electric gate. The doors up here are locked, so use the vent nearby. Cell Block Transfer - Once you exit the vent, hit L2 to note that some of the Joker's goons have guns. You'll need to circumvent them, as guys with guns will put holes in you real quick. Use the gargoyle above you and the others to traverse to the other side. Now, if you wish (and I recommend it), you can take down these three guys using Silent Takedowns. Hold R2 to sneak over to the nearest one and press Triangle to drop him. Do the same for the other two. They won't notice unless you make undue noise. There's a fourth guy talking to the Joker in one of the offices, but he won't turn around, so he's an easy grab. The door's locked, so leave by the vent. Intensive Treatment Lobby - Time for your first true predator challenge. As you exit, you'll notice a goon right in front of you, so give him the silent treatment. You can grapple up to a gargoyle if you wish to get to a nice invisible vantage point. So, the idea behind "predator" areas is to sneak around and pick off the guards one by one without being seen much. They will work together to try to get rid of you, so it's best to take each when they're isolated. There are plenty of tips in Section 3F. So, anyway, counting the guy you just took out, there are a total of three henchies in the room. The other two are well apart from each other, so dropping them shouldn't be difficult. If you need a tip, I personally enjoy getting onto the roof of the offices in the middle and standing on the roof glass. Once a guard is underneath, you can use a Takedown, but it's up to you. Anyway, once you take down the first three, another three show up, so continue scaring the pants off them. Once finished, head up to the south area to find what's left of Boles. The Riddler, of all people, will contact you with a riddle. He wants you not to cut yourself on a portrait of something "sharp". You should try to puzzle it out for yourself, really, but if you take too long, he'll gripe to you that he's talking about Warden Sharp, of which there is a picture of in this area near Boles (the west wall, near the main room). Hold L2 to analyze it and you'll be introduce to the whole concept of Riddler Challenges (y'know, the ones I've been pointing out all the way here). Anyway, I'll touch on all of them in the walkthrough, but in the interest of keeping the game flowing, I won't tell you every single one as soon as you get access to them. We'll get the vast majority of them at the end once you can get them all in one go. *RIDDLE* - The portrait of Warden Sharp in the south part of the area on the west wall, which you have to get to proceed. *RIDDLE* - This is what I call an "Invisible Question Mark" riddle. Bring up DMode. Go to the offices and stand in the west one and look south out the window. You can see the top of a question mark on the window and the bottom painted on the vent on the far wall. Line the two up using the camera and hold L2. There's one of these in every area. *INTERVIEW TAPE* - In the offices in the middle, specifically in the east one. *JOKER TEETH* - At the south end of the room, around Boles, the last three. At the bottom of this room, on the west side, is an open door. Speak to the guard and proceed down the hall as he moves aside. Utility Corridor - *RIDDLE* - The radio on the bench. Use R3 to zoom towards it so the words "Jack Ryder" are visible. All there is to do here is listen to the news broadcast and go through the door. =============================== 4B. Part Two - House & Garden = =============================== == Arkham Island == Arkham East - Through the vent and out you go. Grapple up to the ledge, then drop down to the grounds themselves. *RIDDLE* - Look northeast-ish from a decent vantage point out towards Gotham to spot the Wayne Enterprises building. Zoom in for the shot. *RIDDLE* - East of the Botanical Gardes is a graveyard. Amadeus Arkham's grave is your target. Make sure you get a good shot of the headstone. *RIDDLE* - Invisible Question Mark. The vantage point is the clocktower on the roof of the Mansion. Grapple up from the north roof of the Mansion. You'll see the dot of the question mark on the highest ledge of the clocktower. The rest of the mark is on the roof to the south. *CHRONICLE OF ARKHAM* - Inside the walled-off garden north of the Mansion entrance, up against the Mansion wall. *INTERVIEW TAPE* - There are two guards stations high up near the exit to North Arkham. This is in the southern of the two. *RIDDLER TROPHY* - The south end, quite visible on an extended block of concrete. *RIDDLER TROPHY* - On the roof of the northernmost guard tower. *RIDDLER TROPHY* - In the graveyard east of the Botanical Gardens is a shack with this inside. *RIDDLER TROPHY* - Another in the graveyard, partially obscured in grass at the north end. *RIDDLER TROPHY* - From the walled-off garden north of the Mansion entrance, you can grapple up to the patio to the east, where you'll find this. *RIDDLER TROPHY* - This is on the Mansion roof, specifically the roof above the preceding Trophy. Grapple up the roof from the walled-off garden's wall. *RIDDLER TROPHY* - Antoher on the Mansion roof. This one's at the highest ledge you can get to on the clocktower. *RIDDLER TROPHY* - Another on the Mansion roof, this time in the south area. It's in a somewhat sunken area about midway between the circular tower and the squared area in the southeast. Drop down from the clocktower. If we're quite finished running around out here, head to the exit to North Arkham. In the transit passage, you'll find two armed henchmen, behind the gate past the van. Grapple over and behind them and deal with them. North Arkham - First thing's first. Run up to those bozos knocking on your ride. There are six total, and a few are armed with pipes. Once they're out, press X near the trunk to arm yourself with EXPLOSIVE GEL. Fancy. Next, set up a crime scene around the Batmobile to find Gordon's pipe. You now have a new trail to follow. *SECRETS MAP* - On top of the eastern building is a weak section. Blow it open with the Explosive Gel to find this, which will vaguely mark all secrets on your map (except Joker Teeth). *RIDDLE* - Near the gate at the north end is a seesaw. *RIDDLE* - Invisible Question Mark. In the northwest ruined building is an arch. The top of the question mark is underneath the top stone. The dot should be easy enough to find afterwards. *CHRONICLE OF ARKHAM* - In the northwest is a tall ruined building. Grapple up to the second ruined floor to find this on the wall. *CHRONICLE OF AKRHAM* - Enter the cave in the southeast corner and grapple up to find this one. *INTERVIEW TAPE* - Inside the hut in the western guard tower. *RIDDLER TROPHY* - Just north of the Batmobile is a weak section of floor (you can see it with DMode). Blow it up. *RIDDLER TROPHY* - On top of the western guard tower. *RIDDLER TROPHY* - From the top of the eastern guard tower, glide north to the raised rock. *RIDDLER TROPHY* - In the northwest is a tall ruined building. This is on the ground floor. *RIDDLER TROPHY* - In the southwest part, you can grapple up to the ledge on the Intensive Treatment building. The trophy is in the east end. *RIDDLER TROPHY* - In the southeast corner, you can grapple up to the roof of the Intensive Treatment building. From there, glide to the cave visible on the southeast wall. *RIDDLER TROPHY* - In the southeast corner is a cave. Follow it until you can find a weak wall at ground level to blow up. So, anyway. Follow the trail of tobacco to the west. You can't get through the door, but you CAN get through the wall to its right if you lay a dose of gel on it. Boom, baby. Head on through the door. West Arkham - There are two bad guys working on... something near the Visitors Center. Drop them. You can enter the Visitors Center if you want, but there's little you can do here except listen. Follow the tobacco trail all the way to the Medical Facility. You'll find six henchmen outside to take down. If you enter by the main door, Harley will taunt you. Fun to watch, but you can't get in this way. If you grapple up the building and head to the east side, you'll find a weak wall you can blow open. Enter from there. *JOKER TEETH* - There are three right outside the front door of the Medical Facility. *RIDDLE* - Invisible Question Mark. Above the main door to the Penitentiary is a ledge. Grapple up and look down at the ledge below. The curve is down below, and the dot is up on your level. *CHRONICLE OF ARKHAM* - This starts at the door to the Penitentiary, but is well below it. Drop down to sea level, then grapple up one level below the door to reach a weak wall you can blow open. *RIDDLER TROPHY* - Directly above the door to North Arkham, grapple up to it. *RIDDLER TROPHY* - Near the northeast door to North Arkham, drop down to the creek south the door to find this one. *RIDDLER TROPHY* - Directly below the guard tower. *RIDDLER TROPHY* - You'll find this one on the roof of the marine shack near the west end docks. *RIDDLER TROPHY* - On top of the Medical Facility, in the southwest corner. *INTERVIEW TAPE* - Inside the marine shack near the docks. ========================================== 4C. Part Three - Paging the Crime Doctor = ========================================== == Medical Facility == Maintenance Access - Climb over the fence and drop down to the vent cover. Crawl through the tunnel. *RIDDLER TROPHY* - There's a point where there's a junction off to the right. Take it to find this one. Sanatorium - At some point in your vent crawling, you'll look outside and see some doctors being roughed up. This your next predator run. A total of five armed guards patrol the area. As always, how you deal with them is largely up to you, but allow me to point out the weak roof of the enclosure in the northeast corner, as well as the weak wall near the southeast corner. One of the guards tends to stay there near the door, so use it to your advantage. That's all not to mention the ventilation system that more or less lets you move freely through the west side's floors. *JOKER TEETH* - Three on the bottom floor of the room, the south end. *RIDDLE* - On the bottom floor in the northwest area is a cell that's been ripped open, filled with human bones. *RIDDLE* - Invisible Question Mark. On the west side, middle floor is a weak floor (more near the center). Once you blow it open, look from the south end in DMode to see the two parts of the mark. *RIDDLER TROPHY* - This is hidden on the lower floor behind the walls in the southeast corner. You can either blow up the nearby wall, or travel through the vent in the northeast corner. *CHRONICLE OF ARKHAM* - On the west wall, middle floor is a weak floor. Blow it open. Also, you can use floor vents on the bottom floor to get to this one. *INTERVIEW TAPE* - In the northeast corner of the top floor. Your next objective is to rescue three doctors, but if you wish, you can venture out the south door. Medical Foyer - *RIDDLE* - In the main room of the foyer is a plaque on the wall that says Bruce Wayne. Zoom in for a good shot. *INTERVIEW TAPE* - On the desk near the entrance. Head back into the Sanatorium, then through the north door. Upper Corridor - You now have a choice of any one of three doctors to rescue. The colored lines on the floor will easily lead you to each of them. You can do them in any order, so for the sake of argument, we'll pick going straight ahead to the X-Ray room to rescue Dr. Young. At the end, you'll find three Henchmen to bonk. *RIDDLER TROPHY* - In the midst of these corridors is a vent system. Climb into any one of the vents and crawl to this trophy. X-Ray Room - By pulling up DMode, you can see five armed guards inside with Dr. Young. You'll plainly hear that if any guard sees you, she dies. So, if you're looking closely through DMode, you'll note that the guards are very close to two weak walls. Spray Gel on each of these walls, then detonate both at once to take out all five. You can now speak to Dr. Young and leave. *RIDDLER TROPHY* - On top of the X-Ray Room enclosure. Upper Corridor - Now we'll go back the way we came and head for another room. Note the boxed present on the way. Use a Batarang to open it from a distance. *JOKER TEETH* - Three inside the gift box. Proceed back along the corridor and take the other route. Now, let's go north along the red line towards Surgery. Surgery Room - Gee, wonder if it could be a trap? This battle is particularly special, since enemies will start pulling things off the walls to use against you or throw at you. Dodge whenever you see a red lightning bolt, because you can't block a thrown heavy item. There are eight guys altogether, and they come sequentially, not all at once. Once you're done, free Dr. Chen. *RIDDLE* - Grapple up to the observation area and take a shot of the night shift board. Upper Corridor - Another gift box on the way back. *JOKER TEETH* - Three inside the gift box. Head to the last room to the west. Two henchmen sit outside the door. Patient Observation - Two more henchies outside the viewing room. The last doctor and Aaron Cash are inside the observation room, stuck with gas flooding the main room. Grapple up to the vents above to find a cover you can remove. Once inside, you'll need to find three boxes to hit with a Batarang to activate all the fans. To get to the first one, walk around the catwalk to the right, then look down and to the left in the corner. It's easier to see with DMode on. For the second, hop across to the northwest corner, then hop one gap east. The box is in the northwest corner. For the last one, you'll need to cut the cable the bad guy is clinging to so he'll drop through the weak ceiling. Hit the last box inside the enclosure. *RIDDLE* - Inside this enclosure are a couple of newspaper clippings about Firefly. Zoom in for a good shot. *JOKER TEETH* - Three in this room, in the upper ledges at three different corners. Searching for them is easier after the gas is shut off. *INTERVIEW TAPE* - On the desk in the room where Cash and Kellerman were. Upper Corridor - One more gift box, only THIS one has a Knife Henchman in it, easily identified by their orange jumpsuits. They're rather good at blocking your strikes and can't be countered. What you need to do is perform a Cape Stun with the Circle Button to stun him before you can rail on him. While that's the prescribed method, other attacks work on him too, like Batarangs and Special Moves. Only strikes and counters are out. *JOKER TEETH* - Three in the gift box, keeping the Knife Henchman company. Time to return to the Sanatorium. Sanatorium - After you speak to the doctors, another three Armed Henchmen show up. Prey on them (you know you love it) and then you can leave via the elevator. *JOKER TEETH* - Two are in place in front of the elevator door. =============================== 4D. Part Four - Growing Pains = =============================== Secure Access - After the cutscene, blow open the south wall and follow the Maintenance Access all the way to the end. Lower Corridor - Follow the corridor all the way to the end. Morgue - You'll be given instructions in this room. Follow them. In the next room, check each of the bags on the tables. ??? - Go back the way you came and hop the gaps. Once your enemy arrives, note that you MUST stay out of his gaze, or you'll have to retry. Make your way around his perimeter, being sure to crouch behind low walls so you're not seen. You'll also need to shimmy a ledge and hop a few gaps, but it's nothing you haven't done before (just not under duress). After the wall with the three morgue vaults is a wall you have to blow up. Quickly lay down your gel and blow it, then go back behind the wall with the vaults and stay behind them while he searches. When his gaze carries to your left, make a break for it across the gap, up the ledge and to the Bat-signal. Use it. Morgue - What a trip, eh? You can leave, now. *RIDDLE* - Right near the tables is a jar labelled "Great White Shark". Zoom in for a good shot. Lower Corridor - Follow the markings to the door, then wait for it to burst open with three Henchman, one with Knives. Follow the corridor west and through the door. *JOKER TEETH* - The last three in Medical are at the west end of this room. Experimental Chamber - *SECRETS MAP* - On the desk near the teddy bear. *RIDDLE* - The bear itself. As was just explained to you by Mr. J, you must get to Gordon without being detected, and that includes by Harley. After you go through the vents, you'll enter the main room, where four armed guards are in the area. Harley's in the upper room, bullying Jim. As you emerge from the vents, you should note that two guards are just standing there AND facing away from you. Yes, it IS that easy. Take them both out, then it's just the one on the east side and the one in the sunken area. Make sure you take one out so the other can't see him, then the other. *RIDDLER TROPHY* - In the vents on the south side. If you're properly using the vents, you'll find it easily. Make your way up the stairs at the north end. Grapple up to the top. *RIDDLER TROPHY* - Right next to you as you grapple up. Stand on top of the glass over Harley and press Triangle. Boiler Room - BOSS: BANE Time for some good old-fashioned breaking. Bane has three main moves. He'll lower his shoulder and charge at you, which you'll have to dive roll out of the way. He'll tear chunks off the wall to throw at you, which you'll also have to dodge. And if you're close, he'll try to slap you, so don't get close. Also, if he gets damaged enough, he may take a moment to heal himself with his Venom. The main trick here is to throw a Batarang at Bane when he charges (then quickly dodge) so he covers his face and slams into the opposite wall. You can try punching him after he connects with the wall, but it's risky. More than likely, he'll slap you away. Anyway, note his health in the upper- right corner, and how it's in three pieces. When one piece is drained, you can strike him a few times to leap on his back and rip out some Venom tubes. After you do that, he'll pound the ground, creating a small shockwave, so step away. That's how you beat him, pretty much. The only problem is that on the second and third pieces of his health, Joker sends goons in to help out, making things rather complicated. Try to let Bane do the work for you, by charging through and throwing rock at the henchies, but don't get so focused on that that you get walloped. Keep an eye out for him charging at all times while fighting, and whip out a Batarang then dodge without hesitation. Once you tear out the last of the tubes, the fight will be over, even if there are mooks left. ================================ 4E. Part Five - I Am The Night = ================================ == Arkham Island == Arkham West - All right. Our next objective is a cave in Arkham North. There are eight unarmed thugs in the area, in a group of three and five. Once they're pacified, leave for the north area. *JOKER TEETH* - There are three in the passageway to the north area. Arkham North - Just east of the IT building is a walled off area. At the back of it is the cave we're looking for. Passing through the cave should pose little trouble. == Caves == The Batcave - Fancy, eh? Well, there's no way back up from here, but you can come this way any time you want later. Glide across the big gap and head on up to the computer. After the cutscene, you'll take the BATCLAW. It's basically a grapple that can pull stuff to you. You'll be given an example as you go to the boxes to the north. You can either select and use the Batclaw to pull the boxes out of the way, or just double tap R2 while facing your target. Head up through the little tunnels. Old Sewer - You'll be pointed to a rather obvious vent cover on the high wall, so use the Batclaw to yank it off. You'll hear guards on the other side. The one nearest you is blissfully unaware that you're steps away from him, so take him down quietly while Joker babbles on. The other five guys you can't really sneak up on, so pummel them. Continue along the corridor the end. You can check the red-lit door if you want, but you can't pass through. *CHRONICLE OF ARKHAM* - The slab is right near where you exited the vent. *RIDDLER TROPHY* - In the vent high on the wall on the east end. *RIDDLER TROPHY* - In the east corridor, there's a bustable wall with this behind it. *INTERVIEW TAPE* - On the ground near the dead orderly. *JOKER TEETH* - There are three in the eastern corridor. Main Sewer Junction - This next area is so old that it cannot be grappled. You'll have to climb. Head to your right and climb up the nearest ledge on the pillar. Cross through and hop to the suspended walkway opposite. *RIDDLER TROPHY* - Turn left and leap across to the platform with this on it, then leap back. Jump to the east, then to the north. *RIDDLER TROPHY* - Note the obvious gap in the pillar. Shimmy across it to the opening. Jump again to the north. *JOKER TEETH* - Two right on this platform. Run up the ramp to the west, then jump south, climb up, and jump across to the ramp. *RIDDLER TROPHY* - Hop south again to grab this one. NOTE: There's another across the way to the east that CAN be reached through gliding, but you'll be back this way later, so there's no need to bother. Run up the ramp. *RIDDLER TROPHY* - Turn north at the top and grab the red-lit ledge and shimmy around the pillar. *RIDDLE* - Invisible Question Mark. While standing in this spot. Look up to spot the two parts of the mark. Jump across to the south and out the door to the east. *JOKER TEETH* - Three more on the way out. Surface Access - *INTERVIEW TAPE* - Right on the crate nearby. Blow open the wall at the end of this path and exit. == Arkham Island == Arkham North - You're out of the caves, but into the fire, because there are now two armed henchment in the guard towers with sniper rifles. You need to sneak up to them and take them out as quietly as possible, because those rifles hurt. Once they're both out, punch up the four guys on the ground and head east. *JOKER TEETH* - Three more have just appeared outside the gate leading east. Arkham East - Five more unarmed guys here, then four more snipers outside. Take out the two nearest you, naturally, then make a wide berth to the north to get the ones at the mansion. Watch their red-sights in DMode to see where they're looking at the time. You can go inside the mansion by the door and get laughed at by the guys on the other side of the electric barrier, or you can just go right up to the vent on the upper ledge and Batclaw it off to get inside. *RIDDLER TROPHY* - There's a weak floor north of the mansion door that you can blow open. *CHRONICLE OF ARKHAM* - There's a weak wall under the stairs leading up to the Botanical Gardens, on the east side. *JOKER TEETH* - Two outside the mansion door. ============================== 4F. Part Six - The Forgotten = ============================== == Arkham Mansion == Mansion Entrance Hall - One armed guard with two unarmed on the floor below. Swoop down and try to land on the armed guy first, since he's the most dangerous. *RIDDLER TROPHY* - At ground level on the east side is a vent with this inside. Grapple up the north end vent and Batclaw the vent cover above you. Blow open the wall to pass to the next room. *CHRONICLE OF ARKHAM* - Right in this little vent. Main Hall - Yeah, that's right. TEN bad guys down there, so get crackin'. *RIDDLE* - In the little alcove to the east is a picture of our old friend, Jim Gordon *RIDDLER TROPHY* - Underneath the statue is a vent you can Batclaw away. *JOKER TEETH* - There are three in front of the door leading to the West Wing, one of which is behind the nearby vent cover. *INTERVIEW TAPE* - There's a vent cover in the northeast corner leading to an enclosure with this. *CHRONICLE OF ARKHAM* - At the north end of the hall, look way up to spot the ledge leading to this. So, you can either go east by the alcove or west at the north end. The two parts here can be done in either order, so let's go west. West Wing Corridor - Subdue the armed guard here to learn about the collars. From now on, bad guys in predator situations will be wearing them, and whenever you take one down, the others will know soon afterwards, meaning you should either lay a trap or vacate the area. Continue west. Arkham Records Room - Six armed guards here, and they all have collars. Plenty of gargoyles and ledges to play with, but nothing particularly fun or noteworthy. Anyway, once they're all out of the way, free Mr. Cash and his bud in the middle of the room. *INTERVIEW TAPE* - Go to the south, near the electric field to find a vent cover. Yank it out of the way and go through. *RIDDLER TROPHY* - Go to the west end to find another vent cover that leads to another enclosed area. The exit from this room is in the northern landing, through the door. North Corridor - Door's no good, so take the nearby vent to the lower area. *RIDDLE* - The cell down here full of circular writing. *JOKER TEETH* - Two just outside this cell. The way out of here is a high-perched vent in the northwest corner. Follow it to the upper area and then to another vent leading to the office. *RIDDLER TROPHY* - In the upper area, in the southwest corner, rather visible. Dr. Young's Office - As you enter, you'll see an armed guard with two unarmed below you. Make the armed guy your priority, naturally. *RIDDLE* - On one of the mortuary slabs is a toe tag with a familiar name on it. Pull down the vent cover on the north wall and crawl through the vent to reach her office. You'll need to do another forensic scan, this time on the fingerprints on the safe. *RIDDLE* - That ugly black mask on the wall. As you leave the office by the vents, four more henchmen will show up, one with knives. Leave by the door they opened. *INTERVIEW TAPE* - On the desk behind the new door. West Wing Corridor - *JOKER TEETH* - Three in the gift box in front of you. Follow the prints out into the main hall. Main Hall - Two more unarmed guys are marvelling at your exploits. Head south, then east through the door. South Corridor - There is one armed and one unarmed bad guy at the end of this corridor. You'll be instructed to use a Batarang on the armed one from cover, which is certainly one way to do it. *RIDDLE* - The glass case with umbrellas on the east wall. *JOKER TEETH* - Three in this corridor. *RIDDLER TROPHY* - The southwest wall has a high-placed vent cover. *CHRONICLE OF ARKHAM* - Look for a vent system high on the east wall to find a weak wall you can blow open. *RIDDLE* - Invisible Question Mark. From this upper vantage point, where you found the Chronicle, look down on the west wall to see the majority of the mark. The dot is right at your feet. Line them up. Library - Four unarmed and two with knives. Once they're all out, you can go downstairs to find some hostages tied up with a bomb, or you can skip all that, because you need to go up to the highest floor you can grapple to. There's a vent cover here, so enter the vents. Go straight at the junction and to the more open area. Grapple up to the next vent, then crawl through and grapple up again. Once you exit the last vent, you'll be next to the chandelier. Use a Batarang on the rope to drop it through the glass floor, then follow it down and press X near the bomb. Now, you can search around for Dr. Young's notes. Pull up DMode again and pick up her print trail. It will end at a book on the bottom floor, which has the notes. You can now leave the room. NOTE: If you're reading this paragraph without reading the earlier sections, let me state here that you must have gone to the west wing and Dr. Young's Office before you can get her fingerprints that lead you here. *JOKER TEETH* - Three in the stairs between the main floor and the lower floor. *RIDDLER TROPHY* - A vent on the wall on the main floor can be Batclawed down to find this. *RIDDLER TROPHY* - At the very top floor is another vent near the chandelier. Wayne Manor - Just keep walking. Nightmare - And here we are again. Run up and to the right. Scarecrow will pop up shortly, so we'll begin the "avoid his gaze" bit. He sweeps his gaze a bit faster this time, so be ready to move and hide quickly. After the first two hiding spots, you'll have to pull down boxes using the Batclaw to create cover. After you turn a corner, Scarecrow will summon some skeletons to fight you. These are just like normal henchmen, except they take like one or two punches to lay out. Just don't charge them, because you don't want to enter Scarecrow's gaze at the end, there. The next part's more of the same, only with a shimmy ledge. There are points where you have to break cover for a little while, so make sure his gaze is sweeping away. Once you clear the next sneaky area, another set of bone-bags, then one more sneaky area, this time with a swinging pendulum and more times where you break cover for a while, particularly at the end, when you make a mad dash to the Bat-signal. Main Hall - How the heck did we get up here? Well, let's celebrate escaping all that with some good old structural damage. Fling a Batarang at the rope holding the bell to smash the electric field blocking the east wing corridor. Drop all the way down and head through the now uncovered door. East Wing Corridor - Ooo, look at this guy, thinks he's so big. With the stun baton, you can't strike, counter, or cape stun, but you can double tap X to vault over him, throwing him off balance so you can beat him silly. Once he's out, you can also take out the other guy in the men's room, then go on through the door. *RIDDLE* - Catwoman's goggles and gloves are in the glass case nearby. Warden's Office - Looks like Zsasz found a new plaything. Follow the game's instructions and corner cover, then aim your Batarang and wait for him to stick his face out before you let it fly. When you regain control, you'll face four goons, one with a baton. After they're down, use DMode to scan and find Sharp's cane, which has some blood on it. You're now going to use this blood trail to find Sharp and the codes he carries. Time to backtrack. *RIDDLE* - The glass case with the dummy Scarface inside. *SECRETS MAP* - On the desk near the glass case. *RIDDLER TROPHY* - In the northwest corner of this area. *JOKER TEETH* - An often-missed set of three. From the anteroom to the office itself, grapple to the upper level to find these. East Wing Corridor - *JOKER TEETH* - The last three in his area are in the gift box. Main Hall - Three armed mooks just popped up. I suggest taking the southernmost one out first. The other two will then go for the door. Either lure one away with a Sonic Batarang, or get above them and drop on one of them. Being so close, the other really won't have a chance to react before you're on him. You can leave by the door, now. Mansion Entrance Hall - And out we go. == Arkham Island == Arkham East - You have two choices (or you can take both): you can follow the blood trail to a passage that leads directly to Arkham West, or you could take the roundabout way to Arkham North, where you will face four goons and two knife goons. For the sake of continuity, let's just follow the trail. Abandoned Tunnel - Oooo. Two armed and four unarmed. One of the unarmed has a stun baton, too. I'd suggest a Glide Kick one of the armed guys. You'll surprise the rest giving you a few precious moments to disarm the other armed guy and the one with the stun baton. *RIDDLER TROPHY* - You can see this through the bars to the north. Grapple up above and blow up the weak floor to get to it. Arkham West - One guy with a sniper rifle in the guard tower, and six guys in front of the door to the Penitentiary, one of whom has a stun baton. The blood trail leads into the Penitentiary. *JOKER TEETH* - There are two in the guard tower, now. *RIDDLER TROPHY* - Use the Batclaw on the vent to the right of the Pen door and climb into the vent. =================================== 4G. Part Seven - Harley's Holiday = =================================== == Penitentiary == Cells Access - One armed and two unarmed, with the armed guy conveniently with his back to you. The way forward is through the south door. *INTERVIEW TAPE* - Right next to the entrance. *JOKER TEETH* - Three at the south end. *RIDDLE* - The mirror in the ladies' restroom. *RIDDLER TROPHY* - In one of the stalls in the men's room. Main Cell Block - Well, this is friendly. I've stood around them for a while, and they can't hurt you, but all the same, best not to linger. Follow the blood trail to the south door. *JOKER TEETH* - Grapple to the upper floor and Batarang the three in the offices. *RIDDLE* - The tommy gun encased on the wall on the upper floor. *INTERVIEW TAPE* - In the office area on the upper floor. *RIDDLER TROPHY* - Near the south door, blow the wall open. There's something else further on, but this is as far as you can go for the moment. The Green Mile - Oh, that's rich. Anyway, not much to do here, so continue. Security Control Room - Climb the steps in the center to the control room. Sharp will give you what you need so your CRYPTOGRAPHIC SEQUENCER will bust open security boxes. Okay, so the electric field was sealed behind you. Pull out the Sequencer and target the security box nearby. What you have to do is point your left and right sticks in the correct direction each and you'll override the box. The oscillator increases in amplitude (gets bigger) when you're closer to the mark, and the screen turns green when you're at the right frequency. Hold it there for a moment and you've got it. Head out the same way you came in. By the way, I'd recommend a "Range Amplifier" on your Sequencer as your next upgrade. *RIDDLE* - Oh! Is that Cash in that cell? Wait a minute... *RIDDLER TROPHY* - Climb the stairs on the north wall and blow open the wall. *RIDDLER TROPHY* - Climb the stairs on the south wall and use the Sequencer on the door. The Green Mile - A Lunatic Inmate will leap out of one of the doors as you reach the end of the room. They'll latch onto you to drain your health, but they go down pretty easily. One punch lays them out, then you can do a Ground Takedown. *RIDDLER TROPHY* - In one of the now-open cells on the west wall. Main Cell Block - Quickly grapple to the upper floor to avoid being shocked. You now have to face several goons while Harley taunts you from above. Note the alarms going off. Two of the goons are trying to break into the gun cabinets. If they succeed, it's bullets for Bats, so take a moment in your punching to toss some Batarangs at them to discourage them. You face a group of four goons, then another four. Once they're all out, Harley runs off. To turn off the floor and remove an electric field, head into the offices to the north, then west to find the security box. Next, head east down the stairs to deactivate another field, then head west to the next part of the block. Two more loonies to deal with here, and then you can head west to the next area. *RIDDLE* - A cell covered with calendar pages. *RIDDLER TROPHY* - In a cell on the south wall. Guard Room - There are some RCs in here, but you'd be getting them under duress, so I'd just focus on your objectives and come back later with a particular item. Anyway, as you enter the main room, Harley will taunt you with two guards hanging over electrified water. You need to deactivate two security boxes to stop the electricity under each guard, one of which is next to the window, the other further to the right of it. After both boxes are down, cut both guards down, then deactivate the security box near the door you came in. It's the hardest difficulty, but you can do it. With the guards saved, you're free to resume the chase on Harley. Unfortunately, the main room is now filled with Joker Toxin, and you don't have the necessary tools to clear it, so most of the RCs in this room will have to wait, except for... *INTERVIEW TAPE* - In the control room, where the guards will go. *RIDDLER TROPHY* - Technically, it's in Main Cell Block, but the entrance is here. Just outside the control room is a vent cover high on the wall. *JOKER TEETH* - Three on the way out of this room. Main Cell Block - Another loonie in the western area. Continue all the way to the east. Harley will even open the gate for you. *JOKER TEETH* - There are six here, three in the western room, and three in the eastern room. Controlled Access - The room says only one loonie, but at the far end, when you wrench down the vent cover, another will spring out. Take them both out, and break the security box on the upper floor, although technically, the stairs get you past it, but who's counting? *RIDDLE* - On the lower floor, the cell on the north wall with the "Vote Dent" poster. *RIDDLER TROPHY* - On the upper floor, on the south wall are three weak walls. Blow open the leftmost and drop down into the cell. *INTERVIEW TAPE* - On the upper floor, in the office that has the security box. Extreme Incarceration - In this royal rumble, the floor in one of the three areas will be electrically charged, so try not to be on that one. You'll know it's time to get out of the pool when the henchmen try to do the same. Otherwise, this is just one long pound-fest. You start with four, then it just escalates. More groups of four, and they start showing up with pipes, then stun batons. I believe you face about sixteen or so, when all's said and done. BOSS: HARLEY QUI- oh, I guess not. Okay, then. You now have a new set of prints to track. *RIDDLE* - See that big frozen cell hanging out there? *SECRETS MAP* - On the lower floor of the office area on a desk. *JOKER TEETH* - Two in the office area lower floor. *INTERVIEW TAPE* - On the upper floor of the office area. *RIDDLER TROPHY* - Go to the observation room in the office area and crack the security box to open Cell 5. To get out... *CHRONICLE OF ARKHAM* - Blow the back wall in Cell 5. You can now grapple up to another weak wall to leave. Controlled Access - *JOKER TEETH* - In the gift box are the last three in the Pen. Main Cell Block - One more gibbering madman on the way out. Cells Access - There's a nutjob in the bathroom if you want to take him, another popping out of a vent on your way out, and a third right by the exit. == Arkham Island == Arkham West - So, as you can see, the whackos are infesting the place. There are seven in this area alone. Head northeast. *SECRETS MAP* - There's a shack with an electric field near the center of the area that has this inside. Use the Sequencer on the box. *RIDDLE* - On the ledge above the Penitentiary entrance. You'll need the Range Amplifier upgrade for your Sequencer. Your object is the table with cards on it. *RIDDLER TROPHY* - In the same spot as the preceding Riddle. *RIDDLER TROPHY* - Use the Sequencer on the box near the elevator leading up to Medical. *RIDDLER TROPHY* - On the passage to North Arkham, in a vent on the wall high up. Arkham North - Three lunatics rush you the moment you enter this area, and there are six more hanging around besides. Continue east some more. *RIDDLE* - Use your Sequencer to hack into the western security hut. Your target is the posters on the wall. *INTERVIEW TAPE* - In the western security hut. *RIDDLER TROPHY* - At the north end, behind the electric field up in the elevated security hut. Although it's behind the field, I don't think you need the Range Amplifier for this one. Arkham East - You guessed it. More inmates. Seven this time. Head on into the garden once you're finished. *SECRETS MAP* - In the security hut in the middle of the area. Hack the security box. *RIDDLER TROPHY* - In the same security hut. *RIDDLER TROPHY* - Grapple up to the walkways and head west to the electric field. Hack it open and you'll find it in the offices. *INTERVIEW TAPE* - Same place as the preceding Trophy. *JOKER TEETH* - Two more before the stairs to the Gardens. ============================ 4H. Part Eight - Chemistry = ============================ == Botanical Gardens == Glasshouse Entrance - There are two armed guards at the far end. Rough 'em up good. Hack the security box to clear the door. *RIDDLE* - The guards sitting on the bench nearby with the cut marks. *JOKER TEETH* - Three in this area. *INTERVIEW TAPE* - On the bench on the east side. *CHRONICLE OF ARKHAM* - Near the entrance is a gap in the wall where you can crawl into a vent and drop down to a lower area. Botanical Glasshouse - Six armed guards in here, and you don't have really much to work with besides a few gargoyles and the cover provided by the ledges. There are two doors by which you can leave. If you go north, you'll find that you can't go that far in that direction anyway. So, take the eastern door. *RIDDLE* - In the middle level on the north wall is a small alcove with a tea set. *RIDDLER TROPHY* - In the floor vents just near the tea set. *RIDDLER TROPHY* - Inside the fountain is a weak wall you can blow open. Statue Corridor - Follow this corridor to the other end. *RIDDLE* - Take a close look at the plaque on the park bench. *JOKER TEETH* - Three in this room. *INTERVIEW TAPE* - On one of the park benches. Glasshouse Generator Room - Six goons here, one with a stun baton and one with knives. Once they're toast, you need to get to work on the control box, only it's booby trapped. Instead of a normal box, you now have to hit the right signal three times, AND you have a limited amount of time for each hack before it blows. Good luck. Once it's busted, you may return to the Botanical Glasshouse. *INTERVIEW TAPE* - Near the janitor. *SECRETS MAP* - You need the Range Amplifier for your Sequencer. Grapple up to the upper level of this room and hack the box. It's in this office. *RIDDLER TROPHY* - In the same office as the Secrets Map. Botanical Glasshouse - You can now take the north door. Flooded Corridor - Joker will have blocked off the way forward, so you'll have to use the vent on the other side of the water. *JOKER TEETH* - Two in front of the vent cover. *RIDDLE* - About halfway through the vent, look down through a grating to see some gloves and a mask. *RIDDLER TROPHY* - Also in the vent. Just poke around a bit. After you exit the vent, blow open the weak wall and head through the door. Abandoned Chamber - This place is a mess, and like the Main Sewer Junction, you can't grapple. To go forward, head left and jump across the gap, then go down the steps, up the far steps, and jump across to the northeast. *RIDDLER TROPHY* - Before leaving, from the northeast corner, try to jump to the west to grab the ledge, then move west and shimmy across the ledge. Jump from this water-filled ledge to the east, and head south. At the end, look east to find a suspended walkway. Use a Batarang on the rope to drop it across the gap, then cross and head north to the Trophy. *RIDDLER TROPHY* - Drop down to the bottom floor and into the water in the northeast corner. Crawl to the south to find this one. *RIDDLER TROPHY* - At the bottom floor, go to the north end and find a floor vent that will lead you south to a blocked off room with this one. Flooded Corridor - Climb up the ledges to the vent, then crawl through and take care of the two punks. You now need to go to the northeast to save some guys. *RIDDLE* - Head south down the corridor to find a set of toy soldiers. *RIDDLE* - As you head to the northeast, look at the plaque in front of the ruined statue. *INTERVIEW TAPE* - In the room where you fought the henchmen, on one of the benches. Aviary - Here's an interesting twist on the predator aspect. Everyone's wearing collars, naturally, and the guard has orders to drop the doctors if anyone's goes off. So, the idea is to avoid the other three and take out the guard in the control room first. There are actually a couple of ways to do this. Here's my favorite: First, quickly move towards the guard with his back turned and bear left into the vent. You'll be able to climb to a high vantage point. The second guard should be looking off to the right, so run off and glide behind him into the passage beyond, then grapple up. Watch the third guard. He usually won't see you, but still, it's best to wait for him to turn away before dropping straight down, which is lower than his level. Grapple to the ledge in front of you (with the third guard) and remain attached to the side. Shimmy to the right until you hit the ladder, then drop down and crawl to the vent. Once inside, grapple up and you'll end up above the controller. Just don't drop down straight in front of him, naturally. One he's out, you just need to take out the other three as you normally would. No gargoyles, but you certainly know now how to get around this room. Once they're all kaput, pick up Harley's trail again, which will lead to a panel in the wall. Pull it open to uncover another booby-trapped security box. Crack it open and you can head through the door. *RIDDLE* - High on the west wall is a skeleton trapped in silk. *INTERVIEW TAPE* - On the park bench near where the cages end up. *JOKER TEETH* - Three in the control room. Titan Production Facility - BOSS: TWIN TITANS Oh dear. This fight is not entirely dissimilar to the Bane fight earlier. You need to bop them with Batarangs once they start charging, which is easy to spot because they raise their arms to either side and growl rather distinctively. This is basically just a matter of being aware what the other one is doing while you focus on the first one. Try not to take potshots after they hit the wall unless you're sure the other isn't attacking you at the moment. Let the wall-crashing wear down their health. Once one health portion drains, you can hop on the Titan's back and it will start swinging around wildly. Steer the Titan so you can use that against the other. Once all three health portions are gone, you can perform a Titan Takedown by continually striking it. That's about all there is to it. Just avoid their slaps and throws, and you can even try to steer one into the other if possible. NOTE: This is probably the best fight to go for the "Mano-a-mano" trophy. You'll have to rely on single strikes and trying to make one Titan hit the other to momentarily daze it. It makes the fight a lot harder, of course, but this is the best chance you have. Anyway, once they're both down, your next objective is to track down Poison Ivy. Hack the security box to open the gate, after which you'll call in the Batwing to get yourself your LINE LAUNCHER. You can now string yourself horizontally across gaps, as long as you have anchors on both sides. You can line across to the door from here. *RIDDLER TROPHY* - Line across to the right. This one's quite visible. Aviary - Return to the Flooded Corridor. Flooded Corridor - Line across to the northwest. Go through the door. *RIDDLER TROPHY* - Right in front of you. *JOKER TEETH* - Three right outside her door. Elizabeth Arkham Glasshouse - Just watch the scene. You'll automatically leave. Flooded Corridor - Eight more bad guys await you. Line Launch through them for fun. Once they're all down, head back through the vent and into... Abandoned Chamber - Not much else to do here at the moment. Don't worry. We'll collect the rest of the stuff eventually. For now, go back south through the vents. Flooded Corridor - Two goons turned the power back on. Aw, how cute. They think they stopped you. Line Launch into their faces. Botanical Glasshouse - Five armed guards in this room. One conveniently with his back to you. Here's an idea. Once that guy's down, why not lay some Explosive Gel on top of him? A good number of the other guards will come to check on him. That's vintage Dark Knight Returns for you comic fans. Anyway, finish up and head south. Glasshouse Entrance - *JOKER TEETH* - Three in front of you. Eek. Looks like the plants are fighting back. Vines are now blocking the way to the door, but all you need to do is drop into the vent they just blew open near the floor and climb up through the vent and you'll end up next to the door. ============================ 4I. Part Nine - Never Fear = ============================ == Arkham Island == Arkham East - Things are looking a little greener out here. To take out the plant pods, you need to get close and press X to rip out their cores. Try to move quickly and quietly so they don't get off any spores to fire at you. If they do, just dodge them or fling Batarangs at them. Oh, and make sure to watch out for the loonies running around, too. Anyway, you need to get to the mansion, and the only way in is through the vent above the entrance. *JOKER TEETH* - Two near the door to the Abandoned Tunnel. == Arkham Mansion == Mansion Entrance Hall - This place is a mess, and the floor is not safe. Line across and climb through the vents. Main Hall - Head to the right and drop onto the walkway, then go north as far as you can, then line to the west, then head north and leap off to the stairs, which are out of reach of Ivy's toxin. Talk to Cash and he'll tell you how to get to Killer Croc's lair. Grapple back up to the walkway and leave the same way you came in. Mansion Entrance Hall - Across and out we go. == Arkham Island == Arkham East - As you head north, you'll be "surprised" by eight goons in guard clothing. Of course, if you were using DMode, you already knew they were hostile, but whatever. Arkham North - One sniper high up on the south wall near a door, which is the door you need to get in. Sneak over to one of the guard towers without being seen (not that hard), climb up to the top and line launch into him. Oh, and watch out for the plants, too. Once he's out, simply head inside through the door. *JOKER TEETH* - Three right where the sniper is. *RIDDLER TROPHY* - Climb the western guard tower, then look west to see this one from a distance. Line across to it. == Intensive Treatment == Maintenance Access - Your objective in this room is the vent suspended on the wall at the north end. There are several ways to get there using the vents and climbing. Continue through the vents to the very end. *RIDDLER TROPHY* - In the northeast corner. Shouldn't be tough to get to with some climbing and vent crawling. Intensive Treatment Lobby - Here's a tough one. Seven armed guys in this room AND the gargoyles are rigged with explosives. You can still use them, but you can't stay on them for more than a second or two. The first guy you should take out is right in front of you; just wait for him to turn around. For the second one, I suggest jumping down to the lowest floor quickly, because there's only one guy patrolling down there at the moment (before he leaves to check on the first guy). The other five can be done however you wish. Isolate them with Sonic Batarangs. Use Gel to lay traps. Whatever. Just stay off the gargoyles if you can help it. Once all seven are down, go to the offices and disable the booby-trapped box to open the electric fields. Cell Block Transfer - Welcome, citizens of Gotham, to the greatest riot on serious Earth! This is my guide to Batman: Arkham Asylum, action adventure game from Eidos and Rocksteady Studios, concerning-- okay, joke's over. Just be sure to hit Retry. Nightmare - Head up the ramp and line across the long gap when the moving wall is away. Scarecrow will pop up at this point, and you know the drill. Hide behind the small piece of equipment, then hop up to the hallway, where you'll face a bunch of skeletons. Continue climbing and avoiding. After a bit of running about, you'll come across a moving wall that you'll have to follow for cover. After that, you'll jump onto an elevator that lowers, and you'll have to grapple to the next one. Just be sure not to cross Scarecrow's gaze while you grapple. Once you get close to the Bat-signal, I suggest hiding behind the wall to its right, first, because you may not have enough time to grab it. Unfortunately, Dr. Crane won't let you out so easy this time. You now have to fight a bunch of skeletons. You'll face them in three waves. The first is a bunch of normal skeletons. The second is a Titan skeleton, which can easily be beaten with one crash into the wall. The last wave will have normals and a Titan. Cell Block Transfer - Yay, we're back! Your objective is to the north. *RIDDLE* - Head to the east side of this room by leaving to the south and re-entering through the other door. Hack the security box in the southeast corner, go up to the office, and look at the picture on the desk. *INTERVIEW TAPE* - Hack the security box in the northeast corner. You'll need the Range Amplifier. Security Transit - Your objective is all the way down, where Scarecrow went. *INTERVIEW TAPE* - The electric field that was active up here is now gone. Head to the offices to pick up this tape. *CHRONICLE OF ARKHAM* - About halfway down the shaft, just after the upper shimmy ledge, is an area you have to crouch through. There's a vent cover here leading to two weak walls. Blow up the left of the two. *RIDDLER TROPHY* - There's a big gap not far up from the lower floor that requires you to climb up from the ledge. Before that gap is a small side-area that leads to a suspended vent cover. Remove it. *RIDDLE* - At the bottom of the elevator shaft is a vent leading between the two shafts. Take it to the end to find a room with straw on the ground and plans on the walls. Once you get to the bottom, you'll spy an armed guard with two unarmed (one with knives). Deal with them, then hack the bomb. This will allow you to access the lower floor. At the very bottom are six more unarmed guards with some gun cabinets in the area. *SECRETS MAP* - In the office on this bottom floor. Now, you can take the rest of the Riddler Challenges in this building, except for one, but it's easy to get to later, and won't require a trip up and down Secure Transit. If you don't want to bother, then just head through to the Caves down at the bottom and skip to the next section. Otherwise, head back up to the middle floor and head out the north door. Transfer Loop - *RIDDLE* - Head east along this area until you reach a gate that's not entirely down. Head inside and look at the Penguin poster. *CHRONICLE OF ARKHAM* - Continue east until you the door to Decon. Look back to the west and high up to see a vent cover. Yank it down and crawl in. Now, let's head north to Decon. Decontamination - *INTERVIEW TAPE* - Crack the security box at the north end and enter the office. *RIDDLER TROPHY* - Climb up the ladder in the office. Processing Corridor - You can now crack the box near the electric field. Head to... Patient Pacification Chamber - *RIDDLER TROPHY* - Climb up the steps to the upper level to find a vent on the wall to yank down. *RIDDLE* - In the area where you pounded Zsasz, there's a weak wall in the southeast corner that leads to a cell full of mythology stuff. Holding Cells - *RIDDLE* - Crack the box leading into the area. Your target is the cell full of question marks. And now you can return to Secure Transit, drop down to the bottom and head through the south door. ================================== 4J. Part Ten - The Underdwellers = ================================== == Caves == Control Room Access - Just walk through. *INTERVIEW TAPE* - On a crate in this room. Croc's Lair - You'll need to line launch across this sewer to the entrance to the lair. Shouldn't be too hard to do, really. Just watch out for points where there are vertical bars blocking your path and make sure that your destination has solid ground. *RIDDLER TROPHY* - In the southeast corner of this tunnel. Line launch to it. Once you enter the lair proper, you won't have a map to help you. So, here's how it goes. It's not a proper boss fight, more of a stealth section. You have to crouch walk along the wooden platforms so you don't make too much sound. If Croc ever breaks the surface, throw a Batarang at his collar to stun him and knock him back into the water. Your objective is to follow your scanner to get to each of the five plants you need for the antidote. Once you find the first one, use a Batarang on the plant and press X nearby it to collect the spore. After you take the first one, Croc will throw in a new trick of smashing the wooden platforms underneath you, meaning you have to break into a run to avoid getting pulled under. Once that's stopped, resume your crawling. Finding all the spores isn't hard, so I really don't plan on bothering with a map or directions, since that'll just confuse you even more. Just follow the path that decreases the distance counter and you'll be fine. Once you get all five plants, you'll now need to track back to the entrance. If you have to face a broken gap, use your Line Launcher to cross. Once you get near the beginning, Croc will start chasing you in earnest, so you'll have to run for it. The camera will pan to the side if a turn in the platforms is coming up. They're both left turns, just so you know (right by your camera viewpoint). Once you reach the entrance, a gate will fall, blocking your exit, and Croc will charge. Good thing you set up that big load of gel, eh? Detonate it as Croc's about to cross and he won't be a problem anymore. You can now line over to the west door and head through. *JOKER TEETH* - Three more chattering in front of the exit. Old Sewer - One armed and five unarmed guys in this area, including one with knives. Make sure they don't go for the dropped gun if you can help it. Once they're finished, head back into the vent to the Batcave. *RIDDLER TROPHY* - Line launch to the far south point. The Batcave - Head up to the computer and you'll equip yourself with the ULTRA BATCLAW. Now you can take down any weak walls or ceilings that you couldn't reach with the gel. Try it out on the nearby wall to the east. Climb out to the surface to find you need to perform some fancy flying. Float straight across to the far rocks. *RIDDLER TROPHY* - On the bottom ledge of this big rock. Line launch across to the next rock. Head inside. You'll need to find grapple points to get up to the top. *RIDDLER TROPHY* - One of the grapple points close to you leads outside the rock. From there, look out to the northeast and float down to this. To get back, line launch back and then grapple up to the ledge. On the top of the rock, look to the north and line launch across. Head through the tunnel and you'll be back at that rock bridge that leads to the Old Sewer. You can't go back into the Batcave from this way, but you CAN still use the drop point up from Arkham North that you originally used, just in case you missed anything. Anyway... Old Sewer - *RIDDLER TROPHY* - Right above you as you enter the sewer is a weak ceiling. Drag it down. Plants occupy this area, now. Isn't that great? Head north, since it's the only way you can go now. Main Sewer Junction - Things are looking a lot greener here, too, but this time more of the "radioactive" type, and less of the "planty" type. Climb up as you did before. You'll note that ANOTHER way out that you could have normally used is blocked. *RIDDLER TROPHY* - On your way up, once you reach the flowing water, hop across to the south, then line launch to the east for this trophy. *RIDDLER TROPHY* - From the older exit up, you can now line launch across to this one. Line launch across to the west from this exit and climb up the platform to the north. On this ruined wall, get to the highest possible point (which is further to the south). This will allow you to line launch to the north, then climb up to the top. *RIDDLER TROPHY* - Another one high up in the northeast corner, not far from the Pump Control Room. You can drop down to it from above, or just line launch there. Use the Ultra Batclaw on the weak wall and grapple up. If you can use a Ledge Takedown on one of the guys that came to look, more the better. Pump Control Room - Take out the four unarmed guys here and head north. *SECRETS MAP* - On the desk in this room. *INTERVIEW TAPE* - Near the exit door. Pressure Control Junction - One armed, and one unarmed. You now have a choice of which pump room you go to. Naturally, you'll be going to both. Let's go east first. *JOKER TEETH* - Three in the east passage. *JOKER TEETH* - Three in the west passage. *RIDDLER TROPHY* - There's a weak wall in the west passage that you need to pull down. Control Room - Another predator room, yay! Okay, seven guys total, and there are quite a few things to play with in this room. You have a few gargoyles, some floor vents, and several weak walls and ceilings. It's a smorgasbord! Also, there are two guys who tend to stay in the control room, with a weak floor underneath, so use that if you can. Once you're done, hack the Joker box on the wall in the control room. As you leave, you'll face two more goons, one with knives. *CHRONICLE OF ARKHAM* - The south weak wall needs to be pulled down to find this. *RIDDLER TROPHY* - The west weak wall needs to be pulled down to find this. Pressure Control Junction - Head to the west now. Pump Room - Whereas the other was predatory, this room is all about combat. Seven bad guys. One with a gun, one with knives, one with a stun baton. Also, there are wall mountings that can be pulled off. Good luck. Disable both boxes here and the pumps will be shut off. You're now free to head back up to the surface. *INTERVIEW TAPE* - On the top floor, line launch across to the other platform with the barrels. Pressure Control Junction - *JOKER TEETH* - The last three are in a gift box on the way out. Oh, it's never that easy. You start facing a Titan, but then six more guys show up. Then like eight more guys show up. Then ANOTHER eight. It all keeps going, even after you drop the Titan, but he really should be what you keep an eye on while dueling with everyone else. Also, be sure to hop on his back while stunned, because you can use him to swat away everyone else in the room. Once every last guy is down, take a breath. You've earned it! Head into the busted elevator to the north and Batclaw the wall down. Climb up into it, then turn around and pull a second wall down. Climb up and look at the elevator counterweight nearby. Hop onto it and blow it with gel, then Batclaw another wall. You may now leave. *CHRONICLE OF ARKHAM* - You trip over this one as you leave the area. ================================= 4K. Part Eleven - Pretty Poison = ================================= == Arkham Island == Arkham West - Blow open the wall in front of you. You're outside again! Okay, there are now several more RCs you can pick up, now that you've got your last item, but frankly, I plan on saving that for the next section. Plants still cover the area, blocking off access to certain places, so let's get the rest of the stuff done in one go, shall we? There's a sniper in this location, as well as several loonies and plants. Head up to the north. The Abandoned Tunnel IS an option, but what fun would that be? Speaking of which... *JOKER TEETH* - The last two are at the east end of the Abandoned Tunnel, but it's easier to nab them from the east side. Arkham North - There are two snipers in the guard towers, so deal with them. *JOKER TEETH* - There are two in the west guard tower and two by the door to the east area. Arkham East - Two MORE snipers in the guard towers. Head up to the gardens. *JOKER TEETH* - Two in the southern guard tower. Two on the steps to the gardens. == Botanical Gardens == Glasshouse Entrance - As you'd expect, plenty of plants in the area. Botanical Glasshouse - Nothing much to speak of, here. Flooded Corridor - *JOKER TEETH* - Three by your feet as you enter this room. They should be the last three in the game (which Eddie will mention). Ivy will thoughtfully clear the wreckage for you. Line across and head through the corridor. You'll face two entranced good guys here, so take them out, then line across the gap to the northwest and enter. Elizabeth Arkham Glasshouse - BOSS: TITAN IVY Kinda goofy, but let's run with it. The Ivy has two main attacks. One is to lower closer to the ground and slam it. Grass will spring up, and then creepers will swarm that grassy area, so avoid the grassy parts, because the creepers that follow will choke you. However, the creepers are only dangerous the moment they spring up, so you can actually enter them after they've finished sprouting. Still, not something I'd recommend. The other attack it employs once it rises to its full height. It will shoot spores from its "arms", so dodge them when they fire. To damage Ivy, all you have to do is throw Batarangs. If the pod is closed, the Batarang will do a small amount of damage, but it will add up. To cause real damage, you need to wait until the pod opens, which it will do periodically while it fires spores. After you hit her, you'll get a rapid-fire barrage of spores, so watch for it, and keep moving. Ivy will open up a total of three times during any one "spore firing" phase, so you only get three chances to hit her before the plant sinks back down and uses the creeper attack again. Still, even during the creeper attack, you can still fling Batarangs at the closed pod to cause minor damage, so don't let up if you have the chance. Once you drain her health bar, the main bud will drop down. Run up to it and lay Explosive Gel on it. You'll soon discover that you drained ONE of Ivy's TWO health bars. Fortunately, you also just regained some health from that (which you probably need). In the next phase, Ivy will call on some hypnotized goons to fight you, all the while making creeper grow, so watch out for them. As for the goons, make an attempt to try to punch them off the edge of the platform to get them out of your hair quickly. Once all the goons are down, you'll resume the normal fight, only this time the spores will shoot much faster, so be quicker on the draw with your Batarang (don't worry about aiming, a quick shot will do it). When she resumes the creeper attack, a few more guys will show up. Continue your Batarang attacking and eventually she'll drop to the ground again, where you can blow her up again. ======================================= 4L. Part Twelve - It's Never Too Late = ======================================= == Arkham Island == Arkham North - Well, Joker sounds like this is it, so let's run around the place and collect all the remaining Riddler Challenges before we finish this. If, on the other hand, you don't want to bother, just run straight to the Visitors Room in Arkham West, and the next chapter in the walkthrough. *RIDDLER TROPHY* - On the west side is a weak wall you can pull down. *RIDDLER TROPHY* - Head into the cave leading to the Batcave. Before you open the door, look behind you for a weak wall that you need to pull down. Now, there are a couple more inside Intensive Treatment and the Caves, so let's get those. Line across to the upper entrance to IT. == Intensive Treatment == Intensive Treatment Lobby - Take the door leading west. Utility Corridor - *RIDDLER TROPHY* - Blow open the weak wall. Now, return to Secure Transit and head down to the Caves. == Caves == Croc's Lair - *RIDDLER TROPHY* - Line over to the west door to find a weak ceiling you need to pull down. Now, to get back out of the Caves. There are three ways. I think the quickest way, personally, is to go to the Main Sewer Junction and take the original exit to Arkham North. == Arkham Island == Arkham North - Let's head east, shall we? Arkham East - Ohhhh, let's go to the Botanical Gardens first. Watch out for the loons, would you? == Botanical Gardens == Glasshouse Entrance - Place is still a bit of a mess. Make your way to... Abandoned Chamber - *RIDDLER TROPHY* - Remember when we climbed up and across the metal walkway to get one? There's a weak wall right nearby. Pull it down. *RIDDLE* - Invisible Question Mark. Now, from the above spot, line launch to the west and drop down when you're above the lit walkway. Head to the north and pull up DMode to find the pieces of the question mark. *CHRONICLE OF ARKHAM* - And now, from THIS spot, jump off to the north and shimmy to the west. The slab is inside the little alcove at the end. And from here, return to the Flooded Corridor, and head east through the Aviary to... Titan Production Facility - *CHRONICLE OF ARKHAM* - Use the Batclaw to pull down the weak wall in the northeastern corner and line across. Now, it's time to leave. Head back outside, and let's go to the mansion. == Arkham Mansion == Mansion Entrance Hall - The place is cleared of poison, now. Head to the Library past the South Corridor. Library - *INTERVIEW TAPE* - Use the Sequencer on the electric field in this room. The tape's right on the desk. East Wing Corridor - *RIDDLER TROPHY* - Find the weak wall around the corner and pull it down. West Wing Corridor - *INTERVIEW TAPE* - Find the weak wall on the south side and pull it down. Arkham Records Room - *RIDDLE* - Disable the security box, then use the Line Launcher to get across the electric floor. Your target is the files on the ground, labelled "Strange Files". And we're done here. Head back outside and to Arkham West. == Arkham Island == Arkham West - A few more things out here. *RIDDLER TROPHY* - In the passage between West and North is a weak wall high up that you need to pull down. *RIDDLER TROPHY* - Just over the door to the Abandoned Tunnel is a weak ceiling. Pull it down. *RIDDLE* - Grapple up to the stone arches in the east corner and pull down the weak wall up here. Your target is the canister of fear gas inside. *RIDDLER TROPHY* - Climb up to the top of the Medical Facility, then line launch over to the alcove to the northeast. While you're on top of it, head inside the Medical Facility. Either entrance is fine. == Medical Facility == Medical Foyer - *CHRONICLE OF ARKHAM* - Face south from the north door to see another weak wall to pull down. Sanatorium - *RIDDLER TROPHY* - The northeast corner has a vent on the wall. Pull it down. Also, we're going to need a way to get to the lower floors. The elevator no longer works, but above it is a vent cover. Pull it down, then drop down the shaft and find another vent that will lead you to... Secure Access - *RIDDLE* - While still in the vents, take the exit to the right to enter a small office. Your target is the harlequin hat on the desk. *RIDDLER TROPHY* - Pull down the weak wall near the north end and drop inside the office to find this one. *INTERVIEW TAPE* - Crack the security box near the south end to enter the office with this inside. Experimental Chamber - *INTERVIEW TAPE* - In the room where Bane was being held prisoner. Head back to the upper floor. X-Ray Room - *CHRONICLE OF ARKHAM* - Pull down the weak wall on the west side. Surgery Room - *RIDDLER TROPHY* - Hack the box nearby and head up the stairs. Patient Observation - *RIDDLER TROPHY* - You'll need to grapple over the junk the doctors used to barricade you in. Inside, pull down the vent on the south wall. And that's it for Medical. Finally, let's go to the Penitentiary. == Penitentiary == Cells Access - First, head to the Main Cell Block. Main Cell Block - *CHRONICLE OF ARKHAM* - Go to the south part of this room, where Generator Access is. Line launch across the electrified water to find the slab. You can deactivate the water with the nearby security box. Guard Room - Finally, you can fix this place up. First, go to the observation room itself and grapple up to the vents. Blow open the wall up here with gel, then pull down the far wall with the Batclaw. Send a Batarang into the box on the far side to get the fan going so it blows out the toxin. *RIDDLE* - On the east wall in the northeastern corner is a wanted poster for Prometheus. *CHRONICLE OF ARKHAM* - Blow open the northwestern wall. *RIDDLE* - Invisible Question Mark. Grapple up to the observation room on the north side. Look out to the south. The two parts of the mark should be quite obvious. *RIDDLER TROPHY* - In the north hallway. And you're done! Enjoy the Riddler getting his comeuppance. But there's one more thing to do. If you've been listening to the Chronicles, you know the Spirit of Amadeus Arkham is waiting for you. It should be obvious to you who it is, considering the voice, the fact that he's obviously not a ghost, and still in the facility. Security Control Room - Walk up to the stairs to the control room and look at the floor. Scan it. ============================= 4M. Finale - The Last Laugh = ============================= == Arkham Island == Arkham West - Walk up to the Visitors Room, which has clearly taken on a new decor. You do not need to fight the goons here. You can simply walk past them to the far door. Visitors Room - So here we go. Two Titans and a bunch of henchmen besides. Get to beating. Not much to say in the way of strategy except to focus on the Titans. Once they both go down, the fight is over. FINAL BOSS: TITAN JOKER Oh, that's just wrong. Joker will begin by swiping at you, so stay out of his range. After a little bit, he'll lose patience, hop up onto the back ledge and let his goons work you over. While you're fighting them, he'll drop pipes for them to pick up, as well as walking Joker Bombs. You can either avoid them until they explode, or try to toss a Batarang at them. Once you're just about done with the goons, Joker will turn his back on you to showboat for the crowd. Use the Ultra Batclaw on him to drag him to the ground, then punch him up. That's one stage down, and you'll be healed. For the next stage, he'll send in goons with knives. Also, they'll try to go for the Gun Cabinet on the back wall, so be sure to keep an ear out for the alarms. Just remember NOT to try to pull the Joker if there are stil goons around, or they'll punch you off and you'll have to start over with a few more goons. On the third phase, you'll be dealing with stun batons and guns as well as the rest. Pull Joker down for the third time and you'll win! Congratulations! You completed Batman: Arkham Asylum! Now, play on higher difficulty levels (you'll need to start a new file for that) and get all the medals in the Challenges! ****************************************************************************** 5. RIDDLER CHALLENGES ****************************************************************************** This, as you'll find out early in the game, is your secondary objective throughout the game. The Riddler will contact you and taunt you with all the challenges he spread throughout Arkham. You do not need to find all of them, but I recommend finding as many as you can, since they give you valuable experience. You can find RCs whenever you want before Riddler contacts you, but only afterwards can you view your progress on the Map Menu, by pressing R1 over to its screen. There, you'll see a grid of the particular area you're in, filled with the types of RCs you have to find. As you find them, they get marked off. All RCs are marked by room/area, and if a particular item or event is required to solve it, it will be noted. ====================== 5A. Types of Riddles = ====================== RIDDLE - This appears in the grid as a white square with a question mark. Also, each of these comes with a bit of green text describing the Riddle. This is the truly fun part of the RCs, where you have to search the grounds of Arkham for a bit of scenery and hold down L2 to do an Environmental Analysis on it. These are further broken down into two types: -Normal Riddle: This is literally part of the scenery. An object lying around alluded to by the clue. Often times, this will be a reference to a member of the Batman mythos. -Invisible Question Mark: Every area of the game has one of these. This is a question mark painted on the scenery which is ONLY visible with Detective Mode turned on. The challenge is further complicated by the fact that the question mark is "in pieces", which is to say that part of the mark is on different pieces of scenery. What you have to do is line up both parts of the mark to make a complete one, then do your environmental analysis. Lastly, just to remind you that you should be looking for these, whenever you enter a new area, you'll see the clue of one of the riddles in the immediate area. RIDDLER TROPHY - This is a bright green question mark on a pedestal, and it looks similar to such in the RC menu grid. Quite simply, these are just little pickups hidden in all the nooks and crannies of the asylum. Simply walk over them and press X to snag it. INTERVIEW TAPE - Often found in office areas, although they can appear in others, these are simple reel tapes (highlighted so you can spot them easier) that contain interviews with various famous inmates of the asylum. There are five in each major area (with the whole of the grounds counting as one area in this case), and each five correspond to a particular inmate. No matter what order you find the tapes in, you will always find the next one sequentially. For kicks, here's a list of whose tapes are found in which area: Arkham Island - The Joker Intenstive Treatment - Harley Quinn Medical Facility - The Riddler Caves - Killer Croc Arkham Mansion - The Scarecrow Penitentiary - Victor Zsasz Botanical Gardens - Poison Ivy CHRONICLE OF ARKHAM - Another odd object buried in the asylum are these stone slabs. They have an insect motif in the center, which is surrounded by circular writing. These are carved writings of "The Spirit of Amadeus Arkham". To examine them, simply hold L2 to use Environmental Analysis when you're close enough. Like the tapes, these are all heard in sequential order no matter what order you find them in, and the last one is not hidden in the usual way, but in the area where you'll find the answer to the mystery behind the Spirit once you solve it on your own. If you honestly need the mystery solved on that front, then consult the walkthrough at the end of Part Eleven. JOKER TEETH - The Joker has left small chattering teeth in the halls of Arkham. They don't hurt you or do anything besides bounce around, but as an RC, you are asked to break each one of them with Batarangs. Each building contains 20, and each part of the grounds contains 10. They're generally not hidden very well. On the contrary, they're often put near the entrances of places you need to go to next, as a kind of destination marker. Also, you will probably not find all the teeth in an area your first time through. Teeth can pop up later in the game as you progress. I make a note for each set of teeth when they pop as well as where. SECRETS MAP - Lastly, you have these maps, one in each area. Once you pick up a map, open the Map screen to find floating question marks dotted on it. This points out the vague area where you will find a particular RC. The only things that don't show up on these maps are Joker Teeth. ========================= 5B. Intensive Treatment = ========================= NOTE: Once you leave Intensive Treatment, you will not be able to return until you get the Line Launcher, since your first exit required a jump down from a high ledge that you can't grapple to. RIDDLES: "Don't cut yourself on this Sharply observed portrait." Answer: Warden Sharp's Portrait Intensive Treatment Lobby - The portrait of Warden Sharp on the wall in the south area, right near where you find Frank Boles. "A puzzle has many sides, but only some are visible." Answer: Invisible Question Mark Intensive Treatment Lobby - In the middle of the area are offices. Stand in the western-most office and look out the window to the south. One part of the question mark is on the far wall, the other on the window itself. "You don't know Jack about Gotham. Tune in to find out." Answer: Radio Playing Jack Ryder Utility Corridor - In the locker room area, you'll find (and hear) a radio on one of the benches. Zoom in to the name "Jack Ryder". "A top hat and tails is the only dress code for this party in the North." Answer: Poster for Penguin's Iceberg Lounge Transfer Loop - About midway down the hall is a gate that's not entirely closed. Crawl inside to find the poster on the wall. "Dr. Jonathan Crane plans on elevating his fear to new depths." Answer: Scarecrow's Hideout Secure Transit - Near the bottom of the elevators is a vent between them. Crawl through to the back. "Hook up with the relatives before you're transferred out of here." Answer: Photo of Aaron Cash's Family Cell Block Transfer - You need the Line Launcher to get here. The southeastern electric field needs to be hacked to get into the office. "Where would you find my home sweet home?" Answer: The Riddler's Cell Holding Cells - You need the Line Launcher in order to get back into IT. This cell is the one filled with green question marks. "Even I was shocked when I saw how Maxie Zeus was treated." Answer: Maxie Zeus' Cell Patient Pacification Chamber - You need the Line Launcher in order to get back into IT. In the east area is a weak wall to blow open. RIDDLER TROPHIES: Holding Cells - In the very first room, in the vent on the south wall. If you miss this the first time, you'll have to wait until you get the Sequencer to get it again. Patient Pacification Chamber - Once you've defeated Zsasz, rip open the vent on the south wall. This is also subject to the above. Patient Pacification Chamber - You trip right over this as you leave this room through the vents. Decontamination - On the east wall, in the middle alcove, are floor vents. Duck into them to find this one. Secure Treatment Transfer - In the office that doesn't have a guard. You must wait for him to lower the electric field. Maintenance Access - You need the Line Launcher. This is found in the northeast corner. You'll have to crawl through vents to get to it. Secure Transit - You need the Line Launcher. This can be found near the big gap that you can barely jump across. Go to the branching path to find a vent cover suspended on the wall. Decontamination - You need the Line Launcher. Crack the security box at the north end, then climb the ladder inside. Patient Pacification Chamber - You need the Line Launcher. At the upper floor is a suspended vent on the wall. Utility Corridor - After fighting Poison Ivy, you can access this room again and blow open the weak wall in this room. INTERVIEW TAPES: Secure Transit - On the lower floor, go to the southeast corner to find stairs to an office. Intensive Treatment Lobby - In the offices in the middle of this area, specifically in the eastern room. Cell Block Transfer - You need the Line Launcher and the Sequencer Range Amplifier upgrade. Hack the box in the northeast corner to reach the office. Secure Transit - You need the Line Launcher. At the top floor the electric field will now be deactivated, allowing you access to the office. Decontamination - You need the Line Launcher. Crack the security box at the north end. CHRONICLES OF ARKHAM: Secure Transit - Halfway up the elevator shaft, you'll actually be pointed to this one. Secure Transit - You need the Line Launcher. About halfway up the shaft (below the previous one) is a crawlspace that branches to a vent cover, behind which you'll find two weak walls. Blow up the left-hand one. Transfer Loop - You need the Line Launcher. Near the door to Decon, look up and west to see a vent cover to pull down. JOKER TEETH: Holding Cells (3) - In the office at the north end of the area. If you miss this the first time, you'll have to wait until you get the Sequencer to get them again. Processing Corridor (2) - In the hallway, one early, and the other near where you fight the henchmen. This is also subject to the above. Processing Corridor (3) - These will appear after you defeat Zsasz. Decontamination (3) - On the ground floor at various locations. Transfer Loop (2) - One near the entrance to Decon, and the other near the entrance to Secure Treatment Transfer. Transfer Loop (3) - After you start trailing Boles' alcohol, you'll find these in the office before Secure Transit. Secure Transit (1) - On the top floor, near the electric field. Intensive Treatment Lobby (3) - Right near where Frank Boles ends up. SECRETS MAP: Secure Transit - You need the Line Launcher. Once you get to the very bottom floor, head into the office. =================== 5C. Arkham Island = =================== RIDDLES: "Gotham's greatest family towers over the city." Answer: Wayne Enterprises Tower Arkham East - Find any high vantage point and look out towards the northeast to see a building with a big "W". That's the target. "The legacy of this island has been well and truly buried." Answer: Amadeus Arkham's Grave Arkham East - There's a graveyard east of the Botanical Gardens. One of the graves is rather illuminated. "My challenges appear to those with the correct position in life." Answer: Invisible Question Mark Arkham East - The vantage point for this is the highest point on the clocktower on the mansion. Look to the south onto the roof. The upper part is pasted on the roof, and the dot is on the floor you're standing on. "Now I see it, now you don't!" Answer: Invisible Question Mark Arkham North - The vantage point is near the ruined building in the northwest. There's an arch at the entrance to the building. On the bottom of the keystone in the arch is part of the question mark, and the other part on the wall further beyond. "Tweedledum and Tweedledee SAW it, can you SEE it?" Answer: Seesaw Arkham North - The seesaw is near the main gate at the north end. "Let's face it, there are two Dents on the wall." Answer: Harvey Dent Posters Arkham North - You need the Sequencer. Hack the security box at the west building to get inside. "Do you see what I see? No? Then maybe I am in a stronger position." Answer: Invisible Question Mark Arkham West - Climb up the stairs near the Penitentiary to the ledge above the entrance. Look down at the ledge below in DMode. The upper part is on the lower ledge and the dot is on the upper ledge. "Zsasz is counting on you to find his work." Answer: Zsasz Murder Scene Arkham West - You need the Sequencer and the Range Amplifier. Go to the platform above the Penitentiary entrance and crack the security box on the far wall. Make sure you get a good shot of the cards with marks on them. "Does Scarecrow's gas break down barriers as it drives you insane?" Answer: Fear Gas Canisters Arkham West - You need the Ultra Batclaw. Grapple up to the stone arches in the east corner and drag down the weak wall to find these canisters. RIDDLER TROPHIES: Arkham East - This at the south end, on an extended piece of concrete. Arkham East - On the roof of the northernmost guard tower. Arkham East - In the graveyard east of the Botanical Gardens, inside the shack there. Arkham East - In the graveyard east of the Botanical Gardens, somewhat obscured by grass at the north end. Arkham East - From the walled-off graden north of the Mansion entrance, you can grapple up to the patio to the east, where you'll find this. Arkham East - This is on the roof of the mansion, directly above the preceding Trophy. Grapple up to the roof from the low wall around the garden. Arkham East - On the mansion roof, at the very highest ledge on the clocktower. Arkham East - On the mansion roof. From the top of the clocktower, glide down to the southwest to find it in a sunken area between the two towers on the south side. Arkham East - Once you get the Explosive Gel, blow up a weak floor north of the mansion door. Arkham East - You need the Sequencer. Crack the security box at the security hut in the middle of the area. Arkham East - You need the Sequencer. Crack either security box on the high walkways near the entrance to Arkham North. Arkham North - Just north of the Batmobile is a weak section of floor. Blow it up. Arkham North - On the roof of the western guard tower. Arkham North - In the northwest is a tall ruined building. The Trophy is on the ground floor. Arkham North - In the southwest part of the area, you can grapple to the roof of the Intensive Treatment building. The trophy is on the east end of the section of the roof. Arkham North - In the southeast part of the area, you can grapple to the roof of the Intensive Treatment building. From there, glide to the cave visible on the southeast wall. Arkham North - In the southeast corner is a cave. Follow it until you find a weak wall on your right to blow up. Arkham North - You need the Sequencer. At the north end is an electric field. Hack the box behind it. Arkham North - You need the Line Launcher. From the western guard tower, line over to the west. Arkham North - You need the Ultra Batclaw. On the west side is the weak wall. Arkham North - You need the Ultra Batclaw. Head into the cave to the Batcave, then turn around before heading through the door to find a weak wall to pull down. Arkham West - Grapple directly up above the door to Arkham North (not the passage to North, but the door in the main field). Arkham West - Near the door to Arkham North, drop down south into the creek to find this one. Arkham West - Directly below the guard tower. Arkham West - On the roof of the marine shack near the docks. Arkham West - On the roof of the Medical Facility in the southwest corner. Arkham West - You need the Batclaw. There's a vent cover just east of the door to the Penitentiary. Arkham West - You need the Batclaw. There's a vent cover high on the wall in the passage to Arkham North. Arkham West - You need the Sequencer and the Range Amplifier upgrade. Go to the area above the Penitentiary entrance and crack the box on the far wall. Arkham West - You need the Sequencer. Use it on the security box near the elevator to the Medical Facility. Arkham West - You need the Line Launcher. Climb to the top of the Medical Facility, then line across to the alcove to the northeast. Arkham West - You need the Ultra Batclaw. In the passage between Arkham North and Arkham West is a weak wall high on the north side. Arkham West - You need the Ultra Batclaw. Just over the door to the Abandoned Tunnel is a weak ceiling. Abandoned Tunnel - You can see this through bars to the north. Grapple up above and blow up the weak floor to get to it. INTERVIEW TAPES: Arkham East - There are two guard towers near the exit to Arkham North. This tape is in the south tower. Arkham North - Inside the hut in the western guard tower. Arkahm West - Inside the marine shack near the docks. Arkham North - You need the Sequencer. Crack the security box in the western security hut. Arkham East - You need the Sequencer. Crack either security box on the high walkways near the entrance to Arkham North. CHRONICLES OF ARKHAM: Arkham East - Just north of the mansion door is a walled-off garden. The slab is on the mansion wall. Arkham East - Once you have the Explosive Gel, blow up the weak wall beneath the stairs to the Gardens, on the east side of it. Arkham North - In the northwest corner is a tall ruined building. Grapple up to the second floor to find this on the wall. Arkham North - The cave in the southeast corner has this one, which you just about trip over on your way through it. Arkham West - Drop down below the door to the Penitentiary. There's a ledge about ten feet up from the ground. Blow open the wall on this ledge. JOKER TEETH: Arkham West (3) - In front of the door to the Medical Facility. Arkham West (3) - After fighting Bane, these appear in the passageway to the north area. Arkham North (3) - After getting the Batclaw, these appear at the gate to Arkham East. Arkham East (2) - After getting the Batclaw, these appear outside the mansion door. Arkham West (2) - After leaving the Mansion, these appear in the guard tower. Arkham East (2) - After leaving the Penitentiary, these appear outside the Botanical Gardens. Arkham East (2) - After finding Poison Ivy the first time, these appear outside the door to the Abandoned Tunnel. Arkham North (3) - After finding Poison Ivy the first time, these appear at the sniper post above Intensive Treatment. Abandoned Tunnel (2) - After Killer Croc, this is found at the east end. Arkham North (4) - After Killer Croc, two in the west guard tower and two by the door to Arkham east. Arkham East (4) - After Killer Croc, two in the south guard tower and two on the steps to the gardens. SECRETS MAP: Arkham North - On top of the eastern building is a weak ceiling. Blow it open. Arkham West - You need the Sequencer. Crack the security box at the small building in the middle of the area. Arkham East - You need the Sequencer. Crack the security box at the security hut in the middle of the area. ====================== 5D. Medical Facility = ====================== RIDDLES: "A question can only be answered from a new perspective. Don't you agree?" Answer: Invisible Question Mark Sanatorium - On the west side of the room is a weak floor. Blow it open to see the upper part of the mark on the wall, and the dot on the floor. View it from the south end. "TICK! TOCK! News flash! Someone is not getting out of here alive." Answer: Killer Croc's Cell Sanatorium - The cell is on the bottom floor, west side, the one with the skulls and stuff. "Is the generosity of our benefactors on the Wayne?" Answer: Bruce Wayne Plaque Medical Foyer - In the main room of the foyer is the plaque. "Shhhhsshh! Rumors persist that Tommy Elliot operates in Arkham. Can it be true?" Answer: Schedule Board With "T. Elliot" Surgery Room - On the upper floor is the schedule board. "Was this fire fly too hot off the press?" Answer: Firefly News Clipping Patient Observation - Inside the small room that you drop a henchman through. "What silent killer of the oceans can be found in a tiny jar?" Answer: Specimen Jar with Great White Shark's Nose and Ears Morgue - After regaining your sanity, look at the jar near the beds. "Is this bear the Bane of his life?" Answer: Bane's Teddy Bear Experimental Chamber - It's on the desk in the first part of the room. "Are you going to take your hat off to Harley, Bats?" Answer: Harley Quinn's Hat Secure Access - You need the Batclaw. You can use the vent system to reach Harley's office. RIDDLER TROPHIES: Maintenance Access - As you crawl through the vents, you'll find a junction to the right. Head in that direction. Sanatorium - On the lower floor behind the walls in the southeast corner. Either blow up the wall nearby or go through the vent in the northeast corner. Upper Corridor - In the midst of the corridor is a vent system. Climb into any of the vents to get this. X-Ray Room - On top of the X-Ray Room enclosure. Experimental Chamber - In the vents on the south side of the room. Experimental Chamber - Just above Harley Quinn when you try to rescue Gordon. You walk right over it. Sanatorium - You need the Batclaw. Pull down the vent high in the northeast corner. Patient Observation - You need the Batclaw to pull down the vent on the south wall in the main room. Surgery Room - You need the Sequencer. Hack the security box in this room and head up the stairs. Secure Access - You need the Ultra Batclaw. Pull down the weak wall near the north end and drop inside the office. INTERVIEW TAPES: Sanatorium - In the northeast corner of the top floor. Medical Foyer - On the desk near the entrance. Patient Observation - On the desk where Cash and Kellerman were trapped. Secure Access - You need the Sequencer. Crack the box near the south end of the hallway to get into the office. Experimental Chamber - In the room where Bane was being held prisoner. You'll have to wait until after the fight with to return there. CHRONICLES OF ARKHAM: Sanatorium - On the west wall, middle floor is a weak floor. Blow it open and drop down. You can also use the floor vents on the bottom floor to crawl to it. Medical Foyer - You need the Ultra Batclaw. Look south from the north exit to see a weak wall to pull down. X-Ray Room - You need the Ultra Batclaw. There's a weak wall above the entrance to the room. JOKER TEETH: Sanatorium (3) - On the bottom floor of the room at the south end. Upper Corridor (3) - In a gift box after rescuing the first doctor. Upper Corridor (3) - In a gift box after rescuing the second doctor. Upper Corridor (3) - In a gift box after rescuing the last doctor. Patient Observation (3) - In the upper ledges of this room after saving the doctor. Sanatorium (2) - After saving the doctors, these appear in front of the elevator door. Lower Corridor (3) - At the end of the room before the Experimental Chamber. SECRETS MAP: Experimental Chamber - On the desk near the teddy bear. ==================== 5E. Arkham Mansion = ==================== RIDDLES: "Who is the main man in the main hall?" Answer: Photo of Commissioner Gordon Main Hall - In the eastern alcove, on the north wall. "Did Amadeus go mad, or was he just dizzy?" Answer: Amadeus Arkham's Cell and Writing North Corridor - The cell you pass on the way here that's full of circular writing. "It'll be a cold day in Hell when this Ghul rises again." Answer: Ra's al-Ghul's Body Dr. Young's Office - In the outer room of the office is an open mortuary slab. Focus on the toe tag. Oh, for an extra bit of fun, get this one, then leave and come back later in the game to find it missing. "How do you mask your feelings without losing control?" Answer: Black Mask's Mask Dr. Young's Office - Inside the office itself is the mask on the wall. "What does a bird need in the rain?" Answer: Penguin's Umbrellas South Corridor - In a glass case on the east wall. "This fiendish puzzle literally appears out of thin air." Answer: Invisible Question Mark South Corridor - On the east wall are some vents you can grapple on top of. Look down to the west and you'll see one part on the far wall, and the other on the floor you're standing on. "A game of Cat and mouse can be painful." Answer: Catwoman's Hood and Gloves East Wing Corridor - In a glass case. "Isn't the Warden too old for a puppet show?" Answer: The Scarface Puppet Warden's Office - In a glass case on the east wall. "Our records show that a Strange transfer request was made in this room." Answer: Hugo Strange Files Arkham Records Room - After fighting Poison Ivy, go to the south end, hack the security box, then line across to the office to find these. RIDDLER TROPHIES: Mansion Entrance Hall - Near the entrance stairs on the right side is a vent cover to open. Main Hall - Underneath the big statue is a vent to Batclaw away. Arkham Records Room - Go to the west end to find a vent cover that leads to an enclosed area. North Corridor - In the upper area, in the southwest corner. South Corridor - The southwest wall has a high-placed vent cover. Library - A vent on the wall on the main floor can be Batclawed to find this. Library - On the very top floor near the chandelier is a vent that you'll find with this in it. Warden's Office - In the northwest corner of the area. East Wing Corridor - You need the Ultra Batclaw. Pull down the weak wall just around the corner. INTERVIEW TAPES: Main Hall - In the northeast corner is a vent cover to an enclosure with this inside. Arkham Records Room - Go to the south end, near the electric field to find a vent cover. Yank it out of the way and go through. Dr. Young's Office - Once henchmen break into the room, you'll find this in the room beyond. Library - You need the Sequencer. Crack the box to remove the electric fields so you can reach this. West Wing Corridor - You need the Ultra Batclaw. Pull down the weak wall on the south side. CHRONICLES OF ARKHAM: Mansion Entrance Hall - As you pass through the vent to the Main Hall, you'll pass this one. Main Hall - Look straight up at the north end to find a ledge leading to this one. South Corridor - High on the east wall are some vents you can grapple on top of. Blow up the wall here. JOKER TEETH: Main Hall (3) - In front of the door to the West Wing Corridor. One's inside the nearby vent. North Corridor (2) - Just outside Amadeus' cell. West Wing Corridor (3) - After finding Young's fingerprints, you'll find a gift box in this room. South Corridor (3) - Spaced about the room. Library (3) - In the stairs between the main floor and the lower floor. Warden's Office (3) - Grapple to the upper area to find these. IF YOU'RE MISSING SOME, THEY'RE PROBABLY THESE. East Wing Corridor (3) - After saving Young the second time, you'll find a gift box with these. SECRETS MAP: Warden's Office - On the desk near the glass case. ================== 5F. Penitentiary = ================== RIDDLES: "How do you reflect on your successes and failures, Batman?" Answer: Bathroom Mirror Cells Access - In the ladies' restroom is a full-length mirror. "Two people, one voice, no gun?" Answer: Scarface's Tommy Gun Main Cell Block - On the upper floor, mounted on the wall in the offices. "A case of mistaken identity?" Answer: Clayface Security Control Room - In the cell with the glass wall, you'll find a familiar face that's actually Clayface in disguise. "This room is the end of days for even the most celebrated killer." Answer: Calendar Man's Cell Main Cell Block - After powering up the Sequencer, you'll find this cell in the west part of the area, covered with calendar pages. "What has four walls, two sides, and one ex-DA?" Answer: Two-Face's Cell Controlled Access - On the lower floor, the cell on the north wall with the "Vote Dent" poster. "All alone in your cell? Why don't you break the ice with the most dangerous prisoners?" Answer: Mr. Freeze's Cell Extreme Incarceration - The rather obvious cell covered in ice. "Prometheus, Arkham guards' most wanted and most hated." Answer: Prometheus' Wanted Poster Guard Room - It's possible to get this at your first dangerous visit, but not recommended. You need the Ultra Batclaw to clear the area later. This poster is on the east wall in the northeast corner of the room. "When is something right in front of you but still hidden in view?" Answer: Invisible Question Mark Guard Room - You need the Ultra Batclaw to clear this area. Stand on the north ledge (where the power box is) and look to the south to see both parts. RIDDLER TROPHIES: Cells Access - In one of the stalls in the mens' room. Main Cell Block - Near the south door is a weak wall. Security Control Room - Climb the stairs on the north wall and blow open the wall. Security Control Room - Climb the stairs on the south wall and hack open the security box. The Green Mile - Once the inmates escape, one of the cells on the west wall will be open. Main Cell Block - After powering up the Sequencer, you'll find this in the west section in a cell on the south wall. Guard Room - Technically in Main Cell Block, but the entrance is in the Guard Room, through a vent cover on the wall near the control room. Controlled Access - On the upper floor, you'll find three weak walls on the south side. Blow open the leftmost wall. Extreme Incarceration - Go to the observation room in the office area and crack the security box to open Cell 5, then head inside. Guard Room - You need the Ultra Batclaw to clear this area. Get up to the north hallway to find it. INTERVIEW TAPES: Cells Access - Next to the entrance. Main Cell Block - On the upper floor, in the offices. Guard Room - In the control room. Controlled Access - On the upper floor, in the office that you come to when you go through the vent. Extreme Incarceration - On the upper floor of the office area. CHRONICLES OF ARKHAM: Extreme Incarceration - Go to the observation room in the office area and crack the security box to open Cell 5, then blow the back wall. Guard Room - It's possible to get this at your first dangerous visit, but not recommended. You need the Ultra Batclaw to clear the area later. Blow open the southwestern wall. JOKER TEETH: Cells Access (3) - At the south end of the area. Main Cell Block (3) - On the upper floor, in the offices. Guard Room (3) - After rescuing the guards, near the entrance to the room. Main Cell Block (6) - After coming back from the Guard Room, you'll find three in the west part and three in the east part. Extreme Incarceration (2) - In the office area. Controlled Access (3) - After dealing with Harley, you'll find a gift box. SECRETS MAP: Extreme Incarceration - On the lower floor of the office area. =========== 5G. Caves = =========== RIDDLES: "A puzzle has many sides, but only some are visible." Answer: Invisible Question Mark Main Sewer Junction - At the level where you leave for Surface Access is a pillar with a shimmy ledge. Climb into the pillar and look straight up to spot both parts of the mark. RIDDLER TROPHIES: Old Sewer - In the vent high on the wall on the east end. Old Sewer - In the east corridor, there's a bustable wall with one behind it. Main Sewer Junction - On the bottom floor, in the northwest corner. Leap west from a suspended walkway. Main Sewer Junction - On the bottom floor, in the northeast corner. Note the pillar with the gap that you shimmy along. It's inside the pillar. Main Sewer Junction - Once on the running water, leap south to this one. Main Sewer Junction - At the level where you leave for Surface Access is a pillar with a shimmy ledge. Climb into the pillar to find it. Croc's Lair - You need the Line Launcher. This is visible in the southeast corner. Line across to it. Old Sewer - You need the Line Launcher. Line to the far south point. The Batcave - You need the Ultra Batclaw. In the large open area, you can find this on the first big rock you glide down to, on the bottom ledge. The Batcave - You need the Ultra Batclaw. In the second big rock, you can find a ledge to grapple up to that leads outside. Glide down to the northeast rock. Old Sewer - You need the Ultra Batclaw. In the southwest is a weak ceiling to pull down. Main Sewer Junction - This is visible to the southeast from the platform with flowing water. Easiest way is to line across to it, but it's possible to glide down to it. Main Sewer Junction - You need the Line Launcher. From the exit to Surface Access, line across to the west. Main Sewer Junction - High up in the northeast corner. You can line across to it from the southwest corner or just drop from above. Pressure Control Junction - You need the Ultra Batclaw to get here. In the west passage is a weak wall to pull down. Control Room - You need the Ultra Batclaw to get here. Pull down the weak wall on the west side of the room. Croc's Lair - After fighting Poison Ivy, return to the west end of the room to find a weak ceiling to pull down. INTERVIEW TAPES: Old Sewer - On the ground near the dead orderly. Surface Access - On a crate. Control Room Access - You need the Line Launcher to get to this room. It's on a crate. Pump Control Room - You need the Ultra Batclaw. This is found near the exit door. Pump Room - You need the Ultra Batclaw to get here. This found on a ledge with barrels on it that you can line across to. CHRONICLES OF ARKHAM: Old Sewer - Right next to the vent you enter the area from. Control Room - You need the Ultra Batclaw to get here. The south weak wall needs to be pulled down. Pressure Control Junction - After fighting off the Titan and groupies, you can find this in the elevator shaft. JOKER TEETH: Old Sewer (3) - Three in the eastern corridor. Main Sewer Junction (5) - Two on a ledge in the northeast corner as you climb, and three as you leave for Surface Access. Croc's Lair (3) - After you beat Killer Croc, you'll find these in the southwest corner. Pressure Control Junction (6) - You need the Ultra Batclaw to get here. There are three in the east passage and three in the west passage. Pressure Control Junction (3) - After shutting off all the pumps, a gift box will appear in this room. SECRETS MAP: Pump Control Room - You need the Ultra Batclaw to get to this room. ======================= 5H. Botanical Gardens = ======================= RIDDLES: "Is the number up for these guards?" Answer: Zsasz Murder Scene Glasshouse Entrance - A few guards are placed on the bench on the west side. While you can reach this area early in the game, the scene will only appear later, once Harley runs off with Warden Sharp. "What time is tea time in Wonderland?" Answer: Mad Hatter's Tea Set Botanical Glasshouse - In the middle level on the north wall in a small alcove. "Remember the Waynes? How could anyone forget?" Answer: Bench with a Plaque with the Names "Thomas and Martha Wayne" Statue Corridor - The park bench with the plaque on it. "The Ratcatcher needed more than just his charm to lead his army." Answer: Ratcatcher's Gloves and Mask Flooded Corridor - In the vent system is a grating below you, which has these items beneath it. "Looks like all the king's horses trampled all the king's men." Answer: Pile of Toy Soldiers Flooded Corridor - In the middle part of the corridor, on a park bench. "Is this a tribute to what a mad dog left behind?" Answer: Plaque of Constance Arkham with "Mad Dog" Scratched On It Flooded Corridor - In the northeast, in front of the ruined statue. "There's no closet in the Gardens, so someone is using the roof instead." Answer: Skeleton Encased in Silk Aviary - High on the west wall. "This challenge can only be seen by those with a different view on life." Answer: Invisible Question Mark Abandoned Chamber - After fighting Poison Ivy, pull down the weak wall on the east wall, then line across from there to the center platform, crawl north under the wreckage, and look down from the end to find both parts of the mark. RIDDLER TROPHIES: Botanical Glasshouse - In the floor vents near the tea set. Botanical Glasshouse - Inside the fountain is a weak wall you can blow open. Glasshouse Generator Room - You need the Range Amplifier for your Sequencer. Grapple up to the upper level and hack the box. Flooded Corridor - In the southern vent system that connects to Abandoned Chamber. Poke around to find it. Abandoned Chamber - On the east wall high up. To get there, start at the northeast corner and hop across to the west. Shimmy along the ledge to the water, then hop east, walk south, and use a Batarang on the suspended walkway. Abandoned Chamber - Drop down into the water in the northeast corner and crawl to the south. Abandoned Chamber - At the bottom floor, go to the north end to find a floor vent. Crawl through it to get to a blocked-off room. Titan Production Facility - You need the Line Launcher. Line across from the west side. Flooded Corridor - You need the Line Launcher. Line across the large gap in the northwest. Abandoned Chamber - After fighting Poison Ivy, pull down the weak wall on the east wall, then climb up to this. INTERVIEW TAPES: Glasshouse Entrance - On the bench on the east side. Statue Corridor - On one of the benches. Glasshouse Generator Room - Near where the janitor sits. Flooded Corridor - At the north end, near the bottomless pit, on one of the benches. Aviary - On the park bench on the lowest floor, near where the cages end up when you save the doctors. CHRONICLES OF ARKHAM: Glasshouse Entrance - Below the entrance. There are somewhat obscured passages on either side that you can crawl into. Also, once plants take the area, you can drop down the now-open vent. Abandoned Chamber - After fighting Poison Ivy, get to the top of this room using the Ultra Batclaw to pull down the weak wall on the east wall, then line across to the center platform and jump to the north shimmy ledge. Titan Production Facility - After fighting Poison Ivy, use the Ultra Batclaw to pull down the weak wall in the northeast corner, then line across. JOKER TEETH: Glasshouse Entrance (3) - Spaced throughout the room. Statue Corridor (3) - Spaced throughout the room. Flooded Corridor (2) - In front of the vent cover at the south end. Aviary (3) - In the control room. Flooded Corridor (3) - You need the Line Launcher. Line across the large gap in the northwest. Glasshouse Entrance (3) - After encountering Poison Ivy the first time, these will be in the room. Flooded Corridor (3) - After Killer Croc, at the south end of the room. SECRETS MAP: Glasshouse Generator Room - You need the Range Amplifier for your Sequencer. Grapple up to the upper level and hack the box. ****************************************************************************** 6. CHALLENGE MODE ****************************************************************************** Accessible at any time from the main menu, Challenge Mode presents you either combat or predator tasks. Basically, the idea is to take out all the enemies, either through straight fisticuffs or by your own brand of stalking. Challenges are unlocked as you uncover certain Riddle Challenges throughout the game. Which ones that are required are listed in 6A and 6B. ======================= 6A. Combat Challenges = ======================= As you might expect, this is straight out combat. You're put in an enclosed area to face off against four rounds of enemies. Survive them all and your score will be tallied. You'll heal in between each round the proper amount given what you earned in your fight. Points are earned based on a few factors. The first and most foremost is your combo. Your score from each attack is multiplied by your combo, so if you can get it up to 20 or higher, you're racking up incredible amounts of points. The second factor, related to combo, are your attacks themselves, each of which earn a different amount of points: Strike = 10 Counter = 10 Combo Batarang = 10 Knockdown = 10 (hitting someone with a Special Throw) Power Strike = 20 (aka Critical Strike) Batclaw Strike = 25 (which is to say, a strike after using the Batclaw on someone) Throw = 25 (aka Special Throw) Ring Out = 25 (if you knock someone over a railing) Collateral Damage = 25 (a Titan harms others on his own, is not affected by multiplier) Rodeo Strike = 25 (strikes a Titan made with Batman on its back) Takedown = 50 (aka Special Takedown) Ground Pound = 100 (a standard Ground Takedown) Titan Takedown = 100 (the finishing blow to a Titan) Takedown = 100 (a special takedown where you knock enemies into any electric fields, is not affected by multiplier) The final factor is bonuses. After each of the four rounds, your score has any bonuses added to it that would apply: Variation X 3 = 100 (Performing three different moves in one combo) Variation X 4 = 250 (and so on) Variation X 5 = 500 Variation X 6 = 1000 Variation X 7 = 2000 Variation X 8 = 3500 Variation X 9 = 5000 Dark Knight = 500 (Taking no hits in the round) Flawless Freeflow = 1000 (Defeating the entire round in one complete combo) Perfect Knight = 5000 (Taking no hits the entire challenge) How high your score is determines how many medals you win, up to three. Each medal threshold is noted below. Now, the Variation bonus is awarded for different moves in one combo. There are nine different moves that count towards this: Strike, Counter, Cape Stun, Evade, Special Throw, Special Takedown, Ground Takedown, Combo Batarang (need the upgrade for it), and Batclaw. --- Challenge Tips - Depending on the challenge, and the enemies you face, you may either want to focus on racking up an insane combo or go for the bonuses, although there are certainly plenty of circumstances where it's possible to do both. Still, on the first four Challenges, you should be fine focusing on one or the other to get a triple set of medals. This almost goes without saying, but keep aware of where your enemies are. Not only to help you with launching attacks, but watch to see if they run towards the walls at any point. They'll be going for wall mountings or gun cabinets, so be sure to save a couple of Batarangs in your combo for these guys to discourage them, or even use them for your Special Takedowns or Throws. After you finish a round, the next round will be placed pretty much into the area as you left it. This is to say that any pipes that were on the ground are fair game, as are any stun batons and guns. Furthermore, once inmates start going for wall mountings and gun cabinets, it's fair to say that they will continue to do so in later rounds. Remember, your combo will not be fully "activated" until you hit x3. At that point, most of your moves will be "upgraded", in a sense. You'll be able to perform most moves from well across the room. You'll be surprised how far Batman will move to get a Critical Strike or a Ground Takedown once you're "in the zone". If you have a lot of enemies, make sure to use as many Critical Strikes as possible, as these are incredibly damaging, and knock down your enemies for a moment, which can definitely make the difference towards a high combo. If you have problems with the Variation Bonus, here's a pattern I like to use to get the X9. - First, strike one or two guys. (1) - As soon as you see the blue lightning icon on another guy, counter. (2) - Immediately cape stun afterwards on the next attacking enemy, if feasible. (3) - Use an Evade to vault over either the guy you just cape-stunned or any guy who will carry you away from the fight. (4) - Look back to the thugs before you land, then tap L1 ONCE to toss your batarangs. (5) - Double tap R2 to fire the Batclaw. If there are four or more guys ahead of you, then you should have picked up at least one that didn't fall over from the Batarangs. (6) - If you're not at x5 in your combo, yet, then strike a couple more times on the guys stumbling towards you, then perform a Special Throw. (7) - The next part is kind of important. Make sure you throw the guy AWAY from the throng of enemies, then immediately perform a Ground Takedown in his direction. You'll leap away from the main melee, which *should* give you enough time for the GT. (8) - You'll probably have to counter (or cape stun, or evade) immediately afterwards. If not, launch a Critical Strike at the nearest bad guy to keep the combo going. - Once you hit the yellow combo number again, perform your Special Takedown. (9) Of course, that's a lot of words for something that will take approximately fifteen seconds. The only way to get this reliably is with practice. Do so on the easier challenges before trying to apply yourself to the harder ones. If you can get a couple of rounds with x9 variations, you'll be surprised how quickly you'll hit the medal scores. Lastly, some times in these challenges you'll face Mr. Zsasz. As far as I can tell, he's no different from a normal Knife Henchmen. He may be a bit more durable, but he's no more difficult to takedown. Postscriptly, I recommend the Combat Mechanics FAQ by abaddononion2 on GameFAQs if you still need help. He's gone into seriously exhaustive detail on the subject of combat, more than I feel I need to, but it just might be what you need to round out your game. --- Intensive Treatment - Unlock: Destroy 5 Joker Teeth in Intensive Treatment. Round 1: 3 Henchmen Round 2: 5 Henchmen Round 3: 6 Henchmen, Pipes Round 4: 8 Henchmen One Medal: 8000 Two Medals: 12000 Three Medals: 18000 Notes: I suppose it'd be obvious to say that you should go for the Flawless Freeflow Fighter trophy with this one. --- Sewer Bat - Unlock: Riddler Trophy in Caves - Main Sewer Junction. Out of the several in this room, it's the one that's reached by jumping to an opening in pillar while standing on the rock outcropping with rushing water. Round 1: 4 Henchmen Round 2: 4 Henchmen, 1 w/Knives Round 3: 6 Henchmen, Wall Mountings and Pipes Round 4: 8 Henchmen, 1 w/Knives One Medal: 8000 Two Medals: 12000 Three Medals: 18000 Notes: Prioritize the Knife users and the guys who go for the wall mountings for your special moves. --- Shock and Awe - Unlock: Riddler Trophy in Botanical Gardens - Flooded Corridor. Right outside Poison Ivy's room in the northwest corner. Round 1: 4 Henchmen, 1 w/Pipe, 0:45 timer Round 2: 6 Henchman, 1 w/Pipe, 1 w/Stun Baton, 1:00 timer Round 3: 8 Henchmen, 2 w/Knives, 2 w/Pipe, 1:15 timer Round 4: 10 Henchmen, 1 w/Stun Baton, 1 w/Knives, 1:30 timer One Medal: 10000 Two Medals: 20000 Three Medals: 30000 Notes: As you can see, you are timed rather harshly for this challenge. If it runs out, the floors will power up and you'll automatically fail. Keep moving and keep your combo up and you should be okay. --- Rumble in the Jungle - Unlock: Riddler Trophy in Caves - Main Sewer Junction. You need the Line Launcher. On your second trip to the caves, you'll have to climb to a higher point to escape than normal. This is on your way. Round 1: 6 Henchmen, 1 w/Knives, 1 w/Pipe Round 2: 12 Henchmen, 4 w/Pipes, Wall Mountings Round 3: 7 Henchmen, 1 w/Pipe, 1 w/Knives, 1 w/Stun Baton Round 4: 8 Henchmen, 1 Titan One Medal: 10000 Two Medals: 20000 Three Medals: 30000 Notes: This is a big area, and it needs to be for the Titan in the final round. Take the opportunity of using the Titan for big combos. Knock down the henchmen while riding him, then keep the combo going as soon as you get thrown off. If you're *really* lucky, you may even be able to keep it going between two sessions of rodeo strikes. --- Intensive Treatment (Extreme) - Unlock: Riddler Trophy in Penitentiary - Security Control Room. Climb the stairs on the north wall and use the Sequencer on the security box. Round 1: 6 Henchmen Round 2: 6 Henchmen, Gun Cabinet Round 3: 8 Henchmen, 4 w/Pipes Round 4: 10 Henchmen, 1 w/Knives One Medal: 10000 Two Medals: 20000 Three Medals: 30000 Notes: First one with the Gun Cabinet. Note that they'll keep going for the cabinet in subsequent rounds, so be sure you have a combo going to a Combo Batarang can be loosed to drop any gun-happy henchies. --- Sewer Bat (Extreme) - Unlock: Riddler Trophy in Intensive Treatment - Maintenance Access. The Trophy is in the northeast corner of the room. You need the Line Launcher to get to this from the outside. Round 1: 8 Henchmen Round 2: 10 Henchmen, Wall Mountings & Pipes Round 3: 10 Henchmen, 1 w/Knives, Gun Cabinet Round 4: 16 Henchmen, 4 w/Pipes One Medal: 10000 Two Medals: 30000 Three Medals: 50000 Notes: Since there's very little in the way of specialty henchmen in this challenge (not counting the guys who go for the mountings and guns), this is a good round to go for the big big combo, and you'll definitely need it to hit the rather large value of 50000. Heck, even if you get Variation X9 on all four rounds, you'll still need another 30000 points besides. In the last two rounds, try to stay near the railing so you can cover the gun cabinets, and you WILL need to cover the gun cabinets. --- Shock and Awe (Extreme) - Unlock: Riddler Trophy in Medical Facility - Secure Access. You need the Ultra Batclaw to drag down the wall so you can enter the operating room where the trophy sits. Round 1: 6 Henchmen, 2 w/Knives, 2 w/Pipes, 0:45 timer Round 2: 6 Henchmen, 2 w/Pipes, 2 w/Stun Batons, Gun Cabinet, 0:45 timer Round 3: 8 Henchmen, 1 w/Knives, 1 w/Stun Baton, 1 w/Pipe, 0:55 timer Round 4: 10 Henchmen, 2 w/Knives, 2 w/Stun Batons, 1:00 timer One Medal: 10000 Two Medals: 20000 Three Medals: 30000 Notes: Probably the hardest challenge, although your mileage may vary. First of all, get as much score as you can in the first couple of rounds, because you won't have time for fancy moves in the latter rounds. I'd say have a good 20000 by the third round, but having even more will make it that much easier. In the last two rounds, you're seriously strapped for time versus the difficulty of enemies, so focus on Takedowns or Throws. Specifically, if you can get a throw near the edge of the arena, toss an enemy over the rail for an instant KO that's actually quicker than a Special Takedown. Ground Takedowns are also quicker, but are much harder to pull off, naturally. In between all those, make it Critical Strikes over and over again, because they really do cause damage. Furthermore, make the special enemies your priority, particularly the Knife guys, as they can really wreck your rhythm, and the sooner you remove them from the equation, the better. --- Rumble in the Jungle (Extreme) - Unlock: Riddler Trophy in Caves - Croc's Lair. Return here with the Ultra Batclaw after beating Ivy. Go to the far west, near the door, and pull down the weak ceiling. Round 1: 8 Henchmen, 1 w/Knives, 1 w/Stun Baton, 2 w/Pipes, Wall Mountings Round 2: 8 Henchmen, 1 Titan Round 3: 10 Henchmen, 2 w/Pipes, 2 w/Knives, 2 w/Stun Baton, Gun Cabinet Round 4: 8 Henchmen, 2 Titans One Medal: 30000 Two Medals: 40000 Three Medals: 50000 Notes: Pretty much the same can be said for this as was said for the original version. Use Rounds 1 and 3 for high variations, and use Rounds 2 and 4 for massive combos with the Titans. ========================= 6B. Predator Challenges = ========================= Like it says on the tin, these are you versus a number of armed henchmen, and the object is to incapacitate them all. Instead of points, you are graded based on your time taken in this challenge. The medals, on the other hand, have nothing to do with time, but with HOW you take down your enemies. More info is given in each challenge. Oh, and no fair doing one medal in one run and another in another run. For it all to count, you have to do ALL THREE medals in a single run. --- Silent Knight - Unlock: Find the Riddler Trophy in Medical - Experimental Chamber. It's just above where Harley holds Gordon. Location: Sanatorium, Medical Facility Opposition: Six Silence is Golden - Simply sneak up behind an enemy and perform a Silent Takedown. Blast Zone - Get in the corner behind the henchman who guards the door, spray gel on the wall, and blow it up. Mind Your Head - Just pick any foe to hit with a Batarang, then do a Ground Takedown afterwards. --- Record Breaker - Unlock: Find the Riddler Trophy in Arkham Mansion - Warden's Office. It's in the northwest part of the area, rather visible. Location: Arkham Records Room, Arkham Mansion Opposition: Six Fall Guy - When someone is on a higher ledge, use the Batclaw on him to yank him off it. Make sure you run off afterwards, because it is noisy. Over the Ledge - Hang from a ledge and perform a Ledge Takedown when someone walks in front of you. Also noisy. Round the Bend - Hide in a corner by pressing X near it, and perform a Corner Takedown by pressing Triangle when someone gets close. I suggest either doing this as your first, or your last. If it's your first, the bad guys won't be actively searching for you. If it's your last, you can focus on the one guy and not have to worry about being interrupted. --- Survival Tactics - Unlock: Find the Riddler Trophy in Caves - Croc's Lair. On the far eastern side, line launch over to the southeast corner where this is quite visible. Location: Intensive Treatment Lobby, Intensive Treatment Opposition: Six Smash Landing - Stand on top of a glass ceiling and perform a Takedown through it. There are some in the offices in the middle that are perfect for this. Hang Time - Perform an Inverted Takedown. You must, of course, have purchased the attendant upgrade. Break Your Fall - Drop onto a henchman from any height and then perform a Ground Takedown on him. A Glide Kick will NOT work. You have to just jump off and steer yourself to land on them. --- Invisible Predator - Unlock: Find the Riddler Trophy in Arkham Island - Arkham West. Go to the passage connecting West and North. You need the Ultra Batclaw to pull down the weak wall high in the northeast corner. Location: Control Room, Caves Opposition: Eight Watch Your Step - Lay down Explosive Gel on the ground so that someone walks over it. You need the Auto Proximity Detonator to pull this off. Crowd Control - Use one dose of Explosive Gel on a wall to take out three henchmen at once. The way I like to do it is to set it on the wall on the upper floor from inside the vents, then I'll perform an Inverted Takedown on the nearby gargoyle. Once everyone finishes checking him out, they usually move towards the wall. Even if they're several feet in front of the wall, the debris will usually catch them. This is one of the tougher ones to pull off reliably, so I'd appreciate anyone who has a better method. And here's one from |TCO| Cheetos: Here is my method, and while you will take some damage, it works every time. When the mission begins, wait for the first henchman to walk past the doorway where you start. Crouch and walk behind him as he passes and around the left side of the stairwell. Head for the grate on the wall below the breakable wall and start removing it. You WILL be spotted by a few guys and they will shoot at you. This is part of the plan. You will take some damage, but you will be able to get the grate off and into the vent before you are hurt too bad. Several bad guys will gather around the grate looking for you. Go up the vent, turn left and come back to the back side of the breakable wall. Apply explosive gel and blow it. Grate Moves - Hide in a floor vent, then quickly hop out and perform a Takedown. The enemy must be pretty close to the floor vent. I estimate you have about a second between the moment you exit and the takedown itself. --- Silent Knight (Extreme) - Unlock: Find the Riddler Trophy in Botanical Gardens - Titan Production Facility. It's the rather visible one in the southeast corner that you need to Line Launch across to. Location: Sanatorium, Medical Facility Opposition: Six Gargoyles Booby-Trapped Three for Three - Set Explosive Gel on three different surfaces and have each detonate all at once, taking out one henchman each. Okay, the first wall is on the lower floor, and you'll have to take the vent right behind you to reach it. The other two are above you. One's the wall right near the door, and the other's the one above that little enclosure in the other corner. To get there without being seen, go to the west wall with all the vents. The ramp leading up to the middle floor has a vent underneath that allows you access to the south vents. Explore there if you don't know what I'm talking about. From the south vents, you can easily reach the upper area, where you can get to the other two weak spots. I suggest doing this before you take anyone out, because having them calmly patrolling is better. Anyway, the guy by the door won't move, and there's another whose patrol route takes him through the enclosure on the upper floor. For the last wall, you'll have to use a Sonic Batarang to lure someone. So wait to throw the Batarang until the guard is walking into the enclosure (he spends about twenty seconds in there, so you have time). Once you throw it, wait for the guard to get close, and then... BOOM! Break Through - Use the Line Launcher to bust through a window, taking out a guard on the other side. The only place to do this is in the corner with the enclosure that has a window and a weak ceiling above it. It'll make a lot of noise, so you might want to make it your last KO. To get a guy inside there, throw a Sonic Batarang at the back end of the enclosure. If you throw it where it can be seen through a window, the guy might just shoot it through the window. Aerial Assault - Perform a Glide Kick on a henchman and knock him out on the ground. Despite the bombs on them, you can still do this from a gargoyle. Just make sure your quarry is in range. for the kick. If you don't want to do it from a gargoyle, you'll have to do it from a point above that doesn't have a railing. The open vent points on the south wall are good for it. --- Record Breaker (Extreme) - Unlock: Find the Riddler Trophy in Caves - The Batcave. After you get the Ultra Batclaw, you'll take a trip outside to gambol across the rocks. In the rock that you have to go inside, take the lowest grapple point, which leads outside, and float off to the northeast to the Trophy. Location: Arkham Records Room, Arkham Mansion Opposition: Six Booby-trapped Gargoyles Chain Reaction - Use the Line Launcher to knock over two Henchmen. This is easiest done on long ledges, because the bad guys will line up on them. You may take a hit or two if they're facing you, but you'll probably survive. Three in a Row - Bonk three guys with one fling of the Remote Control Batarang. It's not the easiest thing in the world to steer, so you may want to rely on guys that are crowded around a fallen foe. Sonic Boom - Easiest thing in the world. Throw a Sonic Batarang and detonate it when the bad guy looks too closely. --- Survival Tactics (Extreme) - Unlock: Find the Riddler Trophy in Arkham Mansion - East Wing Corridor. You'll need the Ultra Batclaw to pull down the weak wall in this room. Location: Intensive Treatment Lobby, Intensive Treatment Opposition: Six Booby-trapped Gargoyles The Magic Number - Use the Triple Batarang to bean three henchmen in one throw. Easy when they group around someone already knocked out. Kick Off - Use the Line Launcher to actually knock someone off a ledge. I'd wait until you've thinned the herd a bit. There are a couple of ways to do this. One is to lure guys to the staircase in the middle so you can knock them from either side. Another is to just wait by the top of a ladder you think they're heading for. Line them off the edge just as they start climbing. Hit and Run - Punch a guy. Really! That's it! Of course, it's incredibly dangerous, unless it's the last guy. --- Invisible Predator (Extreme) - Unlock: Find the Riddler Trophy in Penitentiary - Guard Room. You'll need the Ultra Batclaw to clear out the Joker Toxin in the area. Once you've done that, it can be found easily in the north hallway. Location: Control Room, Caves Opposition: Eight Booby-trapped Gargoyles Two for the Price of One - Use the Ultra Batclaw to pull the floor out from under two henchmen. Easy enough, actually. The two guys in the control room generally don't move, so if you can get there quickly enough, you've got them. Shock Tactics - Appear out of nowhere to surprise a terrified henchman. Save this guy for last, naturally. Just drop down in front of him so he goes whacko and cowers. Tug of War - Use the Ultra Batclaw to pull three guys off a railing at once. Might want to do manual targeting just to make sure you can pull this off. Walkthrough: The only one I plan on providing a walkthrough for, just so you can understand how I usually go through this, although you may find a better one. From the word go, sneak straight into the room, then immediately turn left and go down the stairs. Turn right at the bottom so you go under the middle platform. Instant Takedown the guy in front of you, then walk straight past him. Bear right after the stairs and pull the vent off the wall (this is beneath the control room). Crawl through the vent and out the other side and you should end up right underneath the control room, where the two guys should still be standing, unless you're really unlucky and they feel the need to investigate the first guy. Anyway, pull down the floor to drop them right away, and that's three guys out and one medal. Crawl back through the vent and watch the other guys converge on the two you just dropped. Hurry to the opposite side of the room and grapple up to the upper ledge. Now, there should be a vent cover on your left, and a thin ledge with a ladder just below you. This is your "sweet spot" for the Ultra Batclaw, but first you need to set it up. If a henchman wanders over here, consider yourself extremely lucky. Otherwise, toss a Sonic Batarang on the thin ledge. One henchman will chase after the sound. If the henchman climbs the ladder from the bottom floor to get here, then it's easy: drop down and takedown when his back's to you. If he comes by way of the upper floor, then you'll have to wait for him to turn around before you can take him. With that guy down, the rest of the crew will be called over to his location. Once they all converge on the fallen guy, they'll HOPEFULLY be collected near the ledge. Drop down to the bottom floor (they probably won't see you), then aim your Batclaw up at them. Make sure you've got three bracketed, then fire. If you catch all three over the edge, you're pretty much home free with two medals, and one, poor scared guy left. Go into hiding, and quietly shadow the last guy. To successfully spook him, he has to pretty much turn around and see you standing rather close to him. If you're too far, he'll start shooting, and I believe it doesn't count. Also, don't attack him to begin with, because he'll just continue freaking, or even worse, pass out. ====================== 6C. Joker Challenges = ====================== Exclusive to the PS3 (for now, anyway) is the option of going through the eight challenge setups as the Joker. Joker controls largely the same as Batman in the basic sense, but he has a far different set of tools available. You'll find him to be rather handicapped, particularly in Predator Challenges. On the plus side, there are no real medals to get, only leaderboard scores, so the only purpose to playing these is for the fun and satisfaction. Lastly, each Joker Challenge is unlocked when the corresponding normal Challenge is unlocked, so look at the menus above for those unlocking points. --- Combat Challenges - Since he's facing Arkham guards, Joker will not have to face Knife Henchmen, Pipe Henchmen, or Titans. He WILL have to face Stun Batons, Wall Mountings, and Gun Cabinets, though, so watch for the enemies to go to those. Also, Boles, Cash, and Gordon, as well as a few other people who got names in the game will all show up during the course of the fights, but none of them are particularly special. As far as capabilities go, Joker can perform just about all of Batman's regular moves. He can Strike, Counter, Evade, Ground Takedown, Special Throw, and Special Takedown. Instead of a Cape Stun, he sprays Joker Toxin, but it works exactly the same way for all intents. Joker does have a few disadvantages in combat. In the most basic sense, he seems to move a bit more sluggishly than Batman when striking and carrying on. Not a lot, but just enough that it might arrest your combo if a guard can get a hit on. On the other, the guards just might be that skilled. Secondly, Joker only has a "standard" health bar. He has no benefit from the Armor Upgrades that Batman gets, nor does he regain any health between rounds. Lastly, Joker doesn't have Batman's tools. He only has one special weapon: his gun. You can use the Joker gun during a combo or standalone and you will get an instant kill on an enemy. Also, the gunshot is worth a whopping 250 points multiplied by your combo, and is considered a different attack for your variations (Joker can only go up to x8, since while the gun replaces Batarangs, he has no Batclaw). The only downside of the gun is that you only get one shot per round. Maximum Punishment - (Intensive Treatment) Round 1: 3 Guards Round 2: 5 Guards Round 3: 8 Guards, Wall Mountings Round 4: 9 Guards Gutter Tactics - (Sewer Bat) Round 1: 6 Guards Round 2: 8 Guards, Wall Mountings Round 3: 12 Guards, Gun Cabinet Round 4: 16 Guards Caged Fighter - (Shock & Awe) Round 1: 4 Guards, 0:30 timer Round 2: 6 Guards, 2 w/Stun Baton, 0:40 timer Round 3: 8 Guards, 0:50 timer Round 4: 8 Guards, 2 w/Stun Baton, 1:00 timer Giggles in the Gardens - (Rumble in the Jungle) Round 1: 5 Guards Round 2: 8 Guards, 1 w/Stun Baton, Wall Mountings Round 3: 8 Guards, Gun Cabinet Round 4: 10 Guards, 1 w/Stun Baton --- Predator Challenges - Joker has two major disadvantages here. The first and foremost is that he can't grapple, thus cutting off major freedom of movement. The second is that he doesn't have a Detective Mode, at least not a normal one, but we'll get to that in a second. So, given these handicaps, you'll have to hide and run a LOT more often, as well as rely on Silent Takedowns and the like. Fortunately, the guards have no collars, and as such, they will not be alerted when one of their fellows goes down, so you have that to your advantage. Also, Joker doesn't have Batman's array of tools, but he DOES have three of his own to use. Gun - While it's wild fun to use in Combat Challenges, using the gun in Predator Challenges is LOUD. It's an instant kill, and if you're lucky and line up a few guards just right, you can make it a MULTIPLE kill. Once you fire, though, you'd better run, unless that was your last guard. Oh, and like Combat, you only get one shot, so make it count. Teeth - You carry one set of Joker Teeth to use in each Challenge. Select and set it down with L1 and R1. As it chatters along, you can control its movements, but it is a bit slow. Once you reach your intended target, press R2 to detonate it for a decent-sized explosion, which will bust down any breakable walls and incapacitate anyone caught in the blast. As with the gun, it's loud, but certainly worth it. Just don't get spotted while you control them, because you're still quite visible. X-Ray Specs - Joker's specs are a poor clown's Detective Mode. If you put them on, you'll see where your enemies are. There are problems with this, though. For one, you can't move while using them. For another, you must stand up to use them. Lastly, you can only use them looking in first- person view, so you have to look around from your vantage point to spot everyone. Paging Dr. Joker - (Silent Knight) Location: Sanatorium, Medical Facility Opposition: Six Administered Pain - (Record Breaker) Location: Arkham Records Room, Arkham Mansion Opposition: Six Hell's Hacienda - (Survival Tactics) Location: Intensive Treatment Lobby, Intensive Treatment Opposition: Six Cavern of Love - (Invisible Predator) Location: Control Room, Caves Opposition: Eight ==================== 6D. DLC Challenges = ==================== These are the downloadable challenges available online. For the moment, all of them are free, although some require codes that you could only get if you bought your game a certain way (which I'll point out for each one). Just as a note, although you can earn medals through some of these challenges, none can be applied to your trophies. You must use the in-game challenges for those. --- Totally Insane - (Insane Night Map Pack) This is an infinite style combat challenge. It takes place in the Records Room in the Mansion. You'll start with three guys, and more will be continually added as you keep fighting. It's just a nonstop beat 'em up awesome time. Oh, but there's an added twist to this fight. In addition to the usual henchmen, you'll also be fighting Lunatic Inmates. Yes, those shrieky slobbering guys from the Penitentiary have invaded this fight, so be extra careful to watch for their strangleholds, as that will end your combo pretty quickly. --- Nocturnal Hunter - (Insane Night Map Pack) Location: Some Industrial Place, I guess? Opposition: Eight What Goes Up - As a henchman climbs up a ladder, knock him off and back down. You can do this by standing at the top and punching, but this is so noisy, and other ways work. For instance, fling a Batarang at the guy as he climbs. Find a nice gargoyle perch to do this from. It only works if he gets KO'd from the fall, of course. Last Man Standing - One of the henchmen is in red. Take him down last. He's the one right in front of you as you start. Smash and Grab - Perform an Inverted Takedown through a glass ceiling. I'd do this one first, as there's a lovely and relatively painless way to go about it. Sneak right into the inside of the buildling and Silent Takedown the henchman at the far door. Right above you is a weak floor, and right above that is the eponymous glass ceiling. Pull down the weak floor, then head out for the nearest gargoyle. Grapple over to the gargoyle above the glass ceiling and wait for someone to spot the body. Grab that guy, but make sure he's not the red one. --- Heart of Darkness - (Prey in the Darkness Map Pack) A Combat Challenge that takes place in a square area that is partially electrified. Stay away from the sides unless you want to be full of juice. Round 1: 5 Henchmen Round 2: 8 Henchmen, 2 w/Pipes, 1 w/Knives Round 3: 12 Henchmen, 1 w/Stun Baton, 2 w/Pipes Round 4: 12 Henchmen and 1 Titan, 1 w/Knives One Medal: 10000 Two Medals: 30000 Three Medals: 50000 Notes: If you play your moves right, you can get a TON of points in the last round with the Titan. --- Hothouse Prey - Location: Some Kinda Greenhouse Area Opposition: Six Bullet Proof - Suffer no damage throughout the entire challenge. Good luck. Pre-emptive Strike - Take out the guy in red first. Of course, they make this rather difficult, as he's on the bottom floor, and there's another guy near him, AND the guy never moves or turns. So, the only real way to do this is by Batarang. First, go through the vent to the right so you can bypass the first guy, then wait for the guy patrolling this level to pass so you can sneak behind him and drop down to the lowest floor. Once you're there, either use a Sonic Batarang to lure the guy out and detonate it, or use a Multi-Batarang on both of them and take the red guy down first before anyone shows up. Sonic's probably easier, if you don't mind wasting it. Three Strikes - Perform a Strike on three separate enemies. Isolate one, then punch and ESCAPE. Don't continue punching until they're down or you'll get pegged. I suggest whittling the bad guys down to three and then going for it, to minimize the chance of return fire. Use normal Batarangs to drop the other guys, then drop behind and punch the third. If they're all sufficiently occupied, none should spot you as you return to the gargoyles. --- Crime Alley - Apparently, this DLC is only available to those who purchased a Collector's Edition of Arkham Asylum. This Combat Challenge puts you in Crime Alley. Odd being in a location outside Arkham, isn't it? Anyway, there's not much to say about it except it being a somewhat thin and long arena. Round 1: 4 Henchmen Round 2: 6 Henchmen, Wall Mountings Round 3: 8 Henchmen Round 4: 12 Henchmen One Medal: 5000 Two Medals: 10000 Three Medals: 20000 --- Scarecrow Nightmare - This DLC is available to those who pre-ordered the game through Gamestop (and probably available to some who just purchased it off the rack, there). This is a sudden death fight against an endless parade of skeletons, of the type you fight in the Scarecrow hallucinations. Skeletons are far more fragile than regular enemies, but move just the same. As is implied in the term "sudden death", the challenge will end once you take a single hit. Also, you'll face types of skeletons you didn't face in the main game, but which are based on enemies from the main game. For instance, there are "Knife Skeletons" (although they're glowing sticks) and "Stun Baton Skeletons" (carrying a torch instead). These guys are fought the same way as their living counterparts. Scoring is the same as it would normally be for a combat challenge, except there is no inter-round scoring. It's all just based on your moves and combo. ****************************************************************************** 7. TROPHIES ****************************************************************************** And lastly, here's the list of all the Trophies in the game, and how to earn them. --- Story Trophies These are all earned as you progress through the story, so don't worry about missing them. Naturally, the last three are dependent on which difficulty you play on. If you play on a higher difficulty, you will automatically get the lower difficulty trophies. Shocking Rescue (Bronze) - Take down Zsasz in the Patient Pacification Chamber. Leave No Man Behind (Bronze) - Rescue the guards and henchman from the Joker toxin in Decontamination. NOTE: I haven't checked to see if this is missable given that you may be able to remove the toxin before rescuing the guards and henchman personally. Malpractice Needs More Practice (Bronze) - Survive the onslaught from the deformed Joker henchman. Born Free (Bronze) - Escape from Intensive Treatment to the island surface. Just What The Doctors Ordered (Bronze) - Save all the doctors in Medical. Daydreamer (Bronze) - Survive the nightmare of the Scarecrow's fear gas. Baneful Payback (Silver) - Defeat Bane. Breaking And Entering (Bronze) - Gain access to Arkham Mansion after it is locked down by the Joker. Recurring Nightmare (Bronze) - Face your biggest fears and keep your sanity. Zsasz Cut Down To Size (Bronze) - Save Dr. Young from being killed by Victor Zsasz. Solitary Confinement (Silver) - Capture and lock up Harley Quinn. Double Trouble (Silver) - Defeat two Titan Henchmen at once. Resist The Fear (Silver) - Conquer the effects of the Scarecrow's fear gas. Crocodile Tears (Silver) - Venture into Killer Croc's lair and come out alive. Poisoned Ivy (Silver) - Defeat the giant Titan Ivy plant. Big Bang (Silver) - Complete story mode on Easy difficulty. (or Normal or Hard) Bigger Bang (Silver) - Complete story mode on Normal difficulty. (or Hard) Biggest Bang (Silver) - Complete story mode on Hard difficulty. --- Riddler Trophies Naturally, these are all about Riddler Challenges. The last one requires you to find the last of the Chronicles, which is actually not a part of the Riddler Challenges. Arkham Analyst (Bronze) - Solve 5% of Riddler Challenges. Cryptic Investigator (Bronze) - Solve 10% of Riddler Challenges. Lateral Thinker (Bronze) - Solve 25% of Riddler Challenges. Mystery Solver (Bronze) - Solve 40% of Riddler Challenges. Conundrum Cracker (Bronze) - Solve 55% of Riddler Challenges. Mental Athlete (Bronze) - Solve 70% of Riddler Challenges. Riddle Resolver (Silver) - Solve 85% of Riddler Challenges. Crack The E Nigma (Silver) - Solve every riddle on the island. World’s Greatest Detective (Silver) - Spirit of Amadeus Arkham revealed. NOTE: If you want to know the answer to this, look at the end of Section 4L. --- Challenge Trophies These are all based specifically around Challenge Mode. Consult the Challenge Mode section on how to get medals. Flawless Freeflow Fighter (Bronze) - Complete one combat challenge without taking damage. NOTE: I suggest it be the first, but that's just me. Freeflow Bronze (Bronze) - Achieve 8 medals on combat challenges. Freeflow Silver (Bronze) - Achieve 16 medals on combat challenges. Freeflow Gold (Silver) - Achieve 24 medals on combat challenges. Invisible Predator (Bronze) - Complete one predator challenge by using only Silent Takedowns. NOTE: Again, I suggest doing the first one. I'm not sure if Corner Takedowns count, but the first challenge is easy enough to do regular ones on. Predator Bronze (Bronze) - Achieve 8 medals on predator challenges. Predator Silver (Bronze) - Achieve 16 medals on predator challenges. Predator Gold (Bronze) - Achieve 24 medals on predator challenges. --- Combat Trophies Freeflow Combo 5 (Bronze) - Complete a combo of 5 moves (any play mode). Freeflow Combo 10 (Bronze) - Complete a combo of 10 moves (any play mode). Freeflow Combo 20 (Silver) - Complete a combo of 20 moves (any play mode). Freeflow Combo 40 (Silver) - Complete a combo of 40 moves (any play mode). NOTE: Probably the best place to do this is right before the endgame at the Visitors Room. Start a fight with all the henchmen at the party. There are a ton, and I've found they're pretty easy to beat. You can get a nice skyrocketing combo going there. If you fail, load your last checkpoint and try again. Freeflow Perfection (Silver) - Perform a perfect combo including all of Batman’s combat moves (any play mode). NOTE: In one combo, you have to perform a strke, a counter, a cape stun, an evade, a batarang hit, a Batclaw pull, a special throw, a special takedown, and a ground takedown. That gives you a Variation Bonus of 9, the maximum. I've outlined a method of doing this in Section 6A. Freakshow Rodeo (Bronze) - Ride Titan henchman and knock down 10 thugs (any play mode). NOTE: Pretty easy, really. Once you're in the fight down in the caves with the Titan and the bunch of Henchman, beat it up a little, hop on its back, and steer him towards the bad guys. Ten shouldn't be too hard. Mano-A-Mano (Silver) - Defeat Titan henchman without using Batarangs (any play mode). NOTE: If I had to pick a place to do this, it'd be the twin Titan fight in the Botanical Gardens. You'll have to time your hits quick before they strike back. Also, try to get one to charge into the other, which will throw them off-balance and give you a couple of free hits. Some also suggest trying this in the Rumble in the Jungle combat challenge. The last round has a Titan, and if you just avoid his charging and take out all the other guys first, you'll find that it's pretty easy to punch and evade a single Titan, then continue to hammer him when he crouches. --- Miscellaneous Trophies Catch! (Bronze) - Catch a Batarang (any play mode). NOTE: Find a nice open place and pull out a Remote Control Batarang. Steer it back around and towards yourself. Night Glider (Bronze) - Glide continuously for over 100m. NOTE: Arkham East is a nice place to do this. Climb up to the top of the clocktower on the mansion and just jump off to the west. Rope-a-dope-a-dope (Bronze) - String up one henchman and drop him to surprise a second (any play mode). NOTE: Peform an Inverted Takedown, and once another guard notices his strung-up buddy, throw a Batarang at the rope to drop him. Party Pooper (Bronze) - KO all the henchmen celebrating your arrival at the party. NOTE: At the endgame, the henchmen won't attack as you enter the Visitor's Room. Initiate combat and lay them all out. Perfect Knight (Gold) - 100% Complete. NOTE: Shouldn't be hard to figure out how to do this. Beat the game. Find all the Riddler Challenges. Get all Challenge Medals. Platinum - Collect All Other Trophies. ****************************************************************************** 8. STANDARD GUIDE STUFF ****************************************************************************** =========== 8A. Legal = =========== This FAQ was made 100% by me, and is Copyright © 2009 Scott "CyricZ" Zdankiewicz. You may not take it in whole or in part and claim it as your own. You may not alter it in any way, even if you ask me first, and that includes putting it in HTML format. Please don’t post this on your site unless you have express consent by me. I’ve put a lot of time into this. Give me some credit. Currently, the following sites have permission to post my FAQ: www.gamefaqs.com www.gamewinners.com www.ign.com www.cheatcc.com www.cheatplanet.com www.neoseeker.com I'm not going to allow people with small personal sites to post this FAQ. They may post the link on GameFAQs with all the Batman guides, but, trying to keep updates, well, updated, I'll only allow large committed sites that I trust. Also, as a personal bit, those of you with "up and coming" game guide sites looking to be "the next big thing"? Here's a bit of advice. Don't. It's being done better than you could manage and with far more money behind it than you could scrape together. ======================= 8B. E-mail Guidelines = ======================= If you wish to e-mail me, be sure to follow these guidelines... - Make ABSOLUTELY sure I haven't already answered your question in the guide. - Make sure it has something to do with the game. I don't want spam, chain letters, offers for friendship. Compliment me on the FAQ all you want, though. - Make sure you say the game's title at one point in your e-mail. I have more than one FAQ, and asking a generic question such as "How do I beat the last level?" doesn't tell me much. - Spell correctly and use proper grammar, please. If I can't understand your e-mail, it'll go to the junk pile. ============= 8C. Credits = ============= CJayC, SBAllen, and all respective webmasters for having this on their sites. Rocksteady Studios, for this game, and Eidos, for publishing it. All the folks responsible for the Batman mythos. Particular shoutouts go to Bob Kane, Grant Morrison, Alan Moore, Frank Miller, Bruce Timm, Paul Dini, Shirley Walker, Andrea Romano, Kevin Conroy, Mark Hamill, Arleen Sorkin, Tim Burton, and Christopher Nolan. There are a TON more, but these people meant the most to my experience. Feel I snubbed someone? Deal with it. ===================== 8D. Version Updates = ===================== Version 1.0 - 9/6/2009 - Finished the Walkthrough and the Riddler Challenges. I'll be getting to the Challenges once I can beat them myself. Version 1.1 - 9/21/2009 - Edited and cleaned up the guide. Added notes on challenges and certain other things I felt needed clarification. Version 1.2 - 9/24/2009 - Added the second round of DLC. Version 1.3 - 10/21/2009 - Added a couple of notes, one on the whole "finding Dr. Young" mission in the mansion, and the other on the Poison Ivy fight. Version 1.4 - 10/25/2009 - Well, I'm flattered that I won the FAQ of the Month on GameFAQs for September. This despite the fact that my FAQ has gone this long with two Riddler Challenges MISSING. Anyway, thanks to the two separate people who pointed those out. ==================== 8E. The Final Word = ==================== Astute readers and fans of the animated series will note that all parts of my walkthrough are named after episodes of BTAS (only the name connects in some cases, not the focus of the episode). Geek status confirmed.