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Joker FAQ by Sol4688

Updated: 09/15/09

Batman: Arkham Asylum
Joker FAQ

Written by: Sol4688
E-mail: hypersonic444@yahoo.com


Hello, and welcome to my Batman: Arkham Asylum Joker FAQ.
In this guide, I will tell you about the Joker DLC, how to play
as the Joker, and some quick guides to his challenge maps.
Please take notice, this guide will NOT cover anything
concerning the Joker in the story mode, or any other
instance in the main game.
The Joker challenges are fun, and the Joker himself is wild
indeed... But with this guide, I will do my best to introduce
you to him, and hopefully, succeed while playing as him.
Also note that this is one of my first FAQ's written. So any
and all feedback is welcome.

Table of Contents

Section			   Details		     Shortcut

Part 1................ About the Joker!................[PT01]

Part 2................ The DLC itself .................[PT02]

Part 3................ Controls .......................[PT03]

Part 4................ Gadgets.........................[PT04]

Part 5................. Challenge maps.................[PT05]
Part 5a................ Maximum Punishment.............[PT5a]
Part 5b................ Paging Dr. Joker...............[PT5b]
Part 5c................ Gutter Tactics.................[PT5c]
Part 5d................ Administered Pain..............[PT5d]
Part 5e................ Caged Fighter..................[PT5e]
Part 5f................ Hell's Hacienda................[PT5f]
Part 5g................ Giggles in the Gardens.........[PT5g]
Part 5h................ Cavern of Love.................[PT5h]

Part 6................. Additional notes and tips......[PT06]

Part 7...................... Credits...................[PT07]

Let's get started, shall we?

ABOUT THE JOKER.............................................[PT01]

The Clown Prince of Crime, the Harlequin of Hate...
The Joker.

Image of the Joker:

The Joker is voiced by Mark Hamill in the game, noted for
playing the Joker on Batman: The Animated Series, and
reprising the role in Batman Beyond: Return of the Joker,
and Justice League.

The Joker's real name and origin are a mystery, even to
(though he doesn't mind fabricating one or two on the spot)
and is a true mystery. What is known is that Joker's life as a
criminal began with a fated encounter in a factory. Then, a
lowly thug, Joker fell into a vat
of acid during an encounter with Batman early on in his career.
The dip resulted in his visage being twisted to that of a mad
clown, and melted away any sanity he could've possibly had.
Joker is Batman's most persistent and frustrating opponent, a
lunatic as dedicated to causing mayhem and trouble as Batman is
to preserving justice and order. He has no value for any life
besides his own, and frequently shows it by mercilessly killing
anyone who gets in his way... or simply when he feels like it.
His list of victims is staggering, and includes some of those
Batman valued dearly, such as Jason Todd (the second Robin)
He is also responsible for shooting and cripping the daughter
of Commissioner James Gordon, Barbara Gordon
(formerly Batgirl, now Oracle.) While having no powers,
Joker is one of the world's most unpredictable madmen.
His true motives and next actions are solely his to know,
and this applies to everything,
from his cunning criminal schemes to combat.
He has an arsenal consisting of many dangerous weapons,
including some seemingly playful toys, like a flower that
squirts acid, or a joy buzzer capable of frying you.
Joker is also a very eccentric, but a more than capable
leader and mastermind.
By the events of the game, Joker's latest scheme (In which
he invaded City Hall and held the Mayor hostage) is thwarted
by Batman. It is notable that when Batman arrived, Joker
surrendered with little resistance. When taken to Arkham,
Joker is given a lot of care and attention when transporting
him through the Asylum, but to noavail, as he eventually
escapes the guards and reveals he has seized control of
the Asylum, releasing the inmates, his gang from
neighboring Blackgate prison (to be held there temporarily
due to a mysterious fire in the prison) and several of
Batman's own most vicious rogues, affectionately referred to
as the "party list." He also reveals
to have bombs planted across Gotham City, to discourage
intervention from outside authorities.... But, Batman is
convinced this is a ruse.
Or is it...?
With danger everywhere, Joker monitoring Batman's progress,
and the guards and doctors helpless against the waves of
enemies, can Batman stand a chance against Joker's
latest plan?

THE DLC ITSELF............................................[PT02]

Here, I'll talk a bit about the DLC.

The full title of it is:
Batman (tm): Arkham Asylum
Play as the Joker
Challenge Map (Add-on Content)

released by Eidos-Interactive Inc, on August 20, 2009.

The DLC is completely free. Just hit it, and get it.
Then, go to your PS3 game tab, and you will see it there beneath
where your game disc icon should pop up. Once you have Arkham
Asylum, you can install the Joker DLC. Both installing and
downloading don't take particularly long; 2-3 minutes tops.

As for questions concerning whether or not the DLC will
eventually have a price forced upon it, or if it will become
available to the X-box 360? Well... I have no answer to
either of those. It's simply too early to say. Sorry folks.


So, you wanna be the Joker, eh? Well, let's be the Joker.
We're gonna start with controls.
For the most part, the Joker plays very similar to Batman.
So I'll be referring to Batman's movesets very often when
describing Joker's moves. For your sake, I do hope you are
familiar with how Batman plays, so you will understand what
I mean.

Left Analog Stick- Walk. Wanna get somewhere, you gotta move
around, right?
Move the left analog stick slightly to walk slowly in
that direction. Moving it all the way in a direction will make
Joker walk as fast as he can (and with a VERY nice strut,

Right Analog Stick- Rotate camera. Spin the camera around Joker
to see your surroundings better.

Directional Buttons- Select gadget/weapon. Like Batman, Joker
has his arsenal of gadgets and weapons to help him out.
A weapon is keyed to a certain directional button.
Tapping that button will equip that
weapon/gadget and allow you to use it.
Please note that in certain missions, Joker will have certain
gadgets and weapons available to him, and in other missions,
he will not. I will go over which ones in the gadgets section.

Triangle- Counter/Stealth Takedown. The triangle button has two
First, when in normal combat with enemies, a trigger will show
when an enemy is about to attack.
This trigger is several blue lightning bolts radiating from
their heads. When you see this, tap triangle, and
(like Batman) Joker will swiftly block the enemy attack, and
(humorously, I might add) strike them back, often knocking them
back for a moment or two.
Joker's counters aren't much different from Batman's, aside
from being more fun rather than brutal to watch.
The second use, is when you're sneaking about, you can stealthily
approach a guard. Once you're within range, press triangle to do a
stealth takedown on the guard. It's worth noting that Joker's
takedown animations (while, again, much funnier) take quite a
bit longer than Batman's.
While a guard goes down, Joker will dance around a
bit having a good laugh, making it not a good choice to use
if a guard casually walks around the corner and spots you.
Take your stealth kills with caution.

Square- Attack. Joker's attacks are fun to watch, in opposition
to Batman's focused and precise martial arts... Joker's combat
utilizes extremely unpredictable sweeping kicks, slaps, and chops.
Tap square repeatedly to chain the attacks and combo across
the room, taking down enemies in an almost dance-like
flurry of pain.

Circle- Gas stun. The circle button, like Batman's, is used
to temporarily stun an enemy or several enemies when in combat.
When pressed, Joker quickly takes out a small aerosol can,
and does a quick 360 degree spin while spraying the gas about.
The enemies recoil, and are stunned for about 2 or 3 seconds
before shaking it off and jumping back in the fight. Joker's stun
is slower than Batman's, as there is a small delay where he takes
out the can to when he sprays it. Always keep this in mind when
fighting large groups of enemies.

X- Evade/Interact with environment. When you quickly double
tap the X button in a direction, Joker will do a swift dodging
maneuver. Normally, Joker does a plunging dive, followed by a
hand spring leap that will either finish with a slide or a
spinning somersault. The slide is the safer of the two, as
the somersault is very lengthy and leaves Joker very open
to enemy attack. Take caution when evading with Joker.
When you use the evade button near an enemy, Joker will vault on
to the guard and leap frog off of him, sending the guard stumbling
behind him while Joker gets to safety. This is always a good
maneuver, it will maintain your combo, and can save your life if
you get swamped.
Note that simply pressing X by itself in combat will do nothing.
When walking around or exploring a level, the X button can have
different uses. If you're near a corner or something to hide
behind, a prompt to use that spot as cover may pop up. Tap X,
and Joker will hide and be able to peek around corners,
and instigate a corner takedown (if the moment arises.)
If you're near a fence or ledge, an option to climb up or
over that barrier may pop up. Tap X, and Joker will climb
the obstacle.
If you're near a gate or vent that can be opened,
tapping X will let Joker open that spot and climb in to

L1- Aim/ready your equipped gadget/weapon. When you have your
gadget/weapon that you want to use selected, then press L1 to
switch to a closer view of Joker wielding said weapon.
Note: With Joker's gun, quickly tap L1 to fire off a shot.
This is best used for maintaining a combo, or knocking out an
enemy if they move in too close to you. The shot is quite
inaccurate, though, so be careful how you use it.

R1- Use currently equipped gadget/weapon. When you're holding L1
and have your gadget/weapon ready, press R1 to use the
gadget/weapon. Each one has different properties, so refer to
the gadgets section for more information.

L2- Nothing. Yes, this is Batman's detective mode. Joker has no
such thing.

R2- Crouch. Press and hold R2 to make Joker crouch. While
crouched, Joker is harder to see, and easier to hide.

L3- Center camera. Clicking L3 will return the camera to a
default position behind Joker.

R3- Zoom in. Clicking R3 will zoom Joker's sight in on whatever's
in front of him. Note that while in zoomed in mode, you cannot
attack or run. It's also worth noting in Joker's zoomed state,
there's no grid-thingy like Batman has.

Left analog stick + X- Run. Holding down X while you move will
turn Joker's steady strut into a healthy run. Useful for moving
around faster, of course.
When you're near a ledge, run to it, and Joker will
automatically leap when you reach the end.

Left analog stick + R2- Crouch walk. Moving the left analog
stick while crouched will move Joker around while keeping his
head down, making his movements more stealthy and making
him harder to spot.

R2 + square- Attack. This is pretty much the exact same as
the normal square button attack.
There's pretty much no need to crouch first
before attacking, ever.

R2 + triangle- Crouching stealth takedown/Ground takedown. While
you can do normal takedowns standing, it's better to be crouching
because it's stealthier.
When in free combat, you may notice instances where you knock down
an enemy, and you see circles radiating from their head with stars.
This means they're open for a ground takedown, a brutal attack
which will put an enemy down on the spot. After knocking an enemy
down, go next to them, and press R2 + triangle.
Joker will then put the enemy out of the fight.
Again, Joker's are much more fun to watch
than Batman's, but his ground takedown animations are MUCH longer
than Batman's, and unlike other attacks, you WON'T be able to
counter or defend against an enemy if they choose to attack you.
For this reason, I GREATLY discourage the idea of using ground
takedowns in large brawls.

R2 + X- Hide in a ground panel. If you're standing over a floor
vent or grate, and you crouch over it, a prompt will come up
to hit R2 + X. When you do, Joker will yank open the floor panel
and hop in, allowing you to move in the underground vents.
The underground vents are VERY useful hiding places, and good
spots to set up ambushes.
To get out of an underground vent, go underneath the floor
panel, and a prompt will pop up. Press X to jump out of the

X + square- Throw (once you reach a combo of 5 hits or more)
Like with Batman (even though you have to purchase this
maneuver as Batman) After reaching a certain number of combo hits,
Joker's combo counter will turn yellow. Once this happens,
you will be able to perform takedowns. One of these is the
grab, in which Joker runs up to an enemy, hoists them up, and
freely tosses him away. It does decent damage, and can knock
down any other enemies that get caught in the toss. Enemies won't
attack you while performing this (as with all takedowns) and
knocks down a lot of enemies when aimed right. Always a good
choice in a fight.

Circle + triangle- Takedown (once you reach a combo of 5 hits,
8 if you do not have the combo plus upgrade) Like with Batman,
after reaching a certain number of combo hits,
Joker's combo counter will turn yellow. Once this happens,
you will be able to perform takedowns. Joker has various
takedowns. They include:
- Joker lunges on his foe, clinging to them and pounding them
in the head relentlessly, before finishing off with a stylish
spinning slap.
- Joker stops and waves at the enemy, distracting them just
enough to catch them off guard with a slap across the face.
He then grabs their outstretched hand and pulls a classic Joy
Buzzer gag, frying them on the spot.
- Joker rushes forward and delivers a punishing kick to the groin,
and then slaps the enemy upside their face. (note, that if
your enemy is wearing a helmet, it will fly off with this hit.)
He then finishes with a deadly precise eye poke attack, putting
them out on the spot.
As with other takedowns, enemies will not attack you when you
are performing a takedown, so you need only sit back... and
enjoy a good laugh.

We got controls down? Good!


In this section, I will explain Joker's tools and gadgets. Now,
before this section begins, I want you to quickly note that
there are some missions where Joker will NOT have all these
available to him. I'll tell you which ones he has in what
missions, though.

Joker has 3 gadgets available to him.

The Gun- The Gun is Joker's basic weapon, and occupies the
directional button up. The Gun is a humorously oversized magnum
that only the Joker could wield without looking like a tool.
The Gun is interesting for several reasons. One- it's an automatic
kill on whoever it hits. It's an ultimate instrument of destruction
in this regard. Two- It's only got ONE bullet. That's right, 1 shot
folks. In combat challenges, your Gun's ammo is restored when you
clear a round. But don't think you can stack ammo every round-
you still only get 1 shot.
Now, the Gun is very flexible, like the batarang. If you quickly
tap L1, you can fire off a shot, very similar to Batman's quick L1
tap to fire off a batarang.
However, unlike the batarang, the gun is incredibly loud, and in
sneaking missions, using it will alert every guard on the map to
Joker's location right away. This can either be very good or
very bad, depending on your situation.
Tragically, the Gun also requires you to be quite accurate, as if
you aim, there is no lock-on reticle. So make your shot count.
Additionally, if you can manage to line up several guards in a row,
then the Gun is capable of piercing all the enemies, netting you a
quick multi-kill combo. However, waltzing around in a fight with
the Gun out waiting for the enemies to line up is very
dangerous. It rarely happens, so don't hold your breath.
The Gun is available to Joker in all of his challenge maps.

The Chattering Teeth- Joker's second gadget, and the directional
button left. The Chattering Teeth are a set of toy dentures with
feet, and a bomb contained within it.
Hold L1 to ready them, and hit R1 to launch them. Joker will
release the teeth, and the view will shift to behind the teeth.
Now you're in control!
Use the left analog stick to control the teeth's
movement (they're constantly moving, all you can do is steer it.)
Check the teeth's icon to see a bar next to it. The bar depletes
as time passes with the teeth. When the bar is empty, the
teeth will automatically detonate.
But, why wait for detonation? Tap R1 when you're ready to manually
set off the teeth. The teeth will stop, and then explode, making
a healthy bang (that will kill the stealth of the moment, for sure)
and kill anyone nearby. The teeth are crucial for setting traps
in the sneaking missions, and can be used to take out clusters
of guards effortlessly. Keep this in mind when you're ready to
hit the high scores.
It's worth noting that when you use the teeth, Joker stands
rooted to the spot. So make sure when you do use the teeth, Joker
is well hidden first. Otherwise, a casual guard walking by that
spots you will end you and put any plans for your teeth- and
future- to rest.
Like the Gun, you only get 1 set of teeth per mission.
Make 'em count.
The Chattering Teeth are only available for use in
Joker's sneaking missions.

The Specs- Joker's third and final gadget, and the directional
button right. Joker's Specs are a set of funny glasses that, when
looked through, allow you to look around the level and see through
walls, floors, and check enemy locations. Essentially...
It's Joker's "detective mode."
To use the Specs, simply hold down L1 while the Glasses are
equipped. Joker's view will then change. Move the right analog
stick to adjust where Joker looks to.
The Specs are... well, more of a hindrance than a help. For one-
You're unable to move while using the glasses. If an enemy
happens to walk by while you're using them? Well, you won't be
able to do anything about it until Joker puts those glasses
neatly away in his pocket. For two- there's a 1 or 2 second delay
from when Joker takes out the Specs to when he puts them on. Now,
in missions where speed is of the essence, it's REALLY not the
best of ideas to spend all your time gazing around in the specs.
To be completely honest: The only times you'll really need the
Specs is most likely when you first start a stage, to simply
look around and take in your surroundings. If you're serious
about hitting the leaderboards, memorize the locations of the
enemies and the map.
Because there will be NO time whatsoever for sight seeing when
you're shooting for a high score.
The Specs are only available for use in Joker's sneaking missions,
but unlike the other gadgets, the Specs can be used anytime
during the mission.

CHALLENGE MAPS............................................[PT05]

Joker's challenge maps are unlocked around the same time as
Batman's are. Although as to which ones get unlocked when,
I'm still currently looking into.
Like Batman, Joker has two types of challenge maps. The first
of which is the combat challenge. In these challenges,
Joker goes 4 rounds with Arkham's finest, and it's up to you
to put the guards down, with- if possible- as much style
as possible. Focus is put on maintaining a long combo, not
getting hit, and varying your attacks.
The second type of challenge maps are the sneaking
challenges. In these challenges, there are several guards
patrolling the map. It's up to Joker to sneak around and
dispatch every guard. The guards are all very well armed,
and Joker... well, doesn't have a lot of health, so
fighting them up front is VERY ill-advised. It's up to you
to utilize stealth, hiding spots, your gadgets, and your
wits to take out all the guards safely and quickly. Speed
is the focus of these missions.

I may as well take this time to remind you all quickly:
The Joker and his combat abilities mirror that of your
Batman. By that, I mean that the upgrades you get for
Batman apply to Joker too. If you have the Throw ability
for Batman, Joker will have it too. If you have the takedown
ability for Batmna, Joker can do takedowns as well. If you
have the combo upgrade ability, Joker can do takedowns at
5 hits instead of 8. This is why I will insist that you
beat the main story (or at least get all of the combat
upgrades) before attempting Joker's challenge mode. It'll
simply be giving you a stronger Joker to work with. And
with some of his challenge maps? You will DEFINITELY
need it.

(Thanks Skorch for reminding me.)

Enemies you will encounter in challenge maps are:

Security Guards- The regular guards walking around in cop-like
uniforms. There's nothing too special about these guys.

Riot Guards- Guards wearing riot gear. Again, nothing special.
They move like any other enemy in the game.

Aaron Cash- Cash is Arkham Asylum's toughest security guard.
Once, in an encounter with Killer Croc, he lost his hand
to Croc. He has since harbored a deep fear and hatred
for Croc.
By the events of the game, Cash is caught in the mayhem and
has his hands full looking out for his staff and any
innocent bystanders. Cash has no tolerance for any of the
inmates causing trouble, and is eager to assist Batman
however he can.
Cash handles like a Security Guard, pretty much. It may be
just me, but I believe that Cash has a higher tendency to
look for weapons.
Simply stop him if he does go for a weapon, and deal
with him like you would anyone else.

Commissioner Gordon- Commissioner James Gordon is the revered
leader of the GCPD, and one of Batman's allies in the war on
crime in Gotham. By the events of the game, Gordon is at Arkham
to help see in Joker's incarceration. Gordon attempts to help
maintain control when all the trouble starts, but is quickly
captured. Despite his best efforts, Gordon is often victim to
Joker's schemes.
Gordon handles like any other enemy in the game, and, like
Cash, may have a higher tendency to run for weapons.

In some of these missions, enemies may wield weapons. There
are three types of weapons available to enemies in the
- Wall-mounted consoles. These are computer consoles that
randomly stick out of walls. Sometimes during a fight, a
guard may run up to a console, yank it out of the wall, and
toss the thing at Joker. This hurts a lot, and has a bit of
range on it. Sadly, there's no real audio cue for when a
guard is making a move for this. You'll simply have to pay
attention to a guard's position and make sure to keep them
in sight.
Note that once a console is thrown, it cannot be picked up
and used again.
- Cattle prods. These are electrified rods wielded by guards
to keep unruly inmates in check. Cattle prod users are very
tricky for a certain reason: They are capable of blocking
normal attacks. Additionally, if you try to attack them
up front, you will take damage from the shock. If a cattle
prod wielder is in their "stance," the goofy pose with their
arms outstretched, you won't be able to hit them up front.
So how do you deal with these guys?
To attack a Cattle prod wielder, you must first perform an
evade over them. Doing so will send the guard stumbling and
stun them momentarily. When they are stunned, they are open
to attack. Upon knocking them down, they will drop their
weapons and be disarmed. Cattle prod wielders are also immune
to being gas stunned.
Note that if you have a high enough combo to do a takedown,
you can takedown cattle prod wielders without stunning them
first. Doing so will result in a special takedown, which Joker
seizes the cattle prod, cracks the guard across the face with
it, and then zaps them while they're down. Like with other
takedowns, enemies will not interfere.
The only other major thing you have to worry about with
cattle prods is that if an enemy drops their cattle prod, then
any other guard can walk up to it and pick it up. They will
often do this if Joker is busy doing a takedown. You should
note, however, that if you can strike a guard before he assumes
the "stance," then you will still be able to harm him, and
potentially force him to drop the cattle prod.
- Machine guns. In the combat challenges, there are often gun
cabinets placed on walls across the map. Sometimes, a guard
may approach the gun cabinet and attempt to open it. When they
do so, an alarm will go off and a light atop the cabinet will
light up. Consider this your cue to "STOP THEM! NOW!"
It takes guards a few seconds to open a cabinet, but if they
do, you've just opened a new threat to Joker.
Joker doesn't have a lot of health as is, and takes hits
badly already. So give a guard a weapon that allows them
to strike Joker from across the map, hit him repeatedly, halt
his combo, and deal a great amount of damage? You just got
yourself a high-priority threat.
The worst part about gun cabinets is that they only leave more
guns for the rest of the guards.
I cannot stress this enough: If you see a guard going for a
gun, you should likely drop whatever you're doing and stop
them. If you have built a good combo going, try and use your
momentum to swing by a gun cabinet and stop a guard from doing
anything. These guys are the biggest threat you can have in
a challenge map, and need to be dealt with as such.
Like with any other weapons, if you manage to knock down a
guard wielding the weapon, then they will drop it. But be wary,
as a gun, like a cattle prod, can be picked up and used by
anyone else.

Okay, so let's move on to the maps themselves!

MAXIMUM PUNISHMENT........................................[PT5a]

Maximum Punishment is the first Joker challenge, and as one would
think, the easiest. It's also his first combat challenge.
There's nothing special to take note of here, as it's very
similar to Batman's first challenge map.
There are the electrified gates you can use knock guards into
to stun them temporarily.
Also, keep in mind the rail behind you. If you want, you can use
Joker's throw attack to toss a guard right over the side and
take him out of the fight. Cheap, sure. Fun to do? Hell yes.
There are weapons available to the guards in this stage.
There's two console boxes in the north wall that a guard can
rip out and throw at you, and a gun locker on the right wall
between the two cells. But if you keep them on their toes, they
won't go for it.

Round 1- Riot Guard x3
Pft. This isn't even a warm up. Take these goons out any way you
desire. Maybe take some time and try to get comfortable with your
moves, if this is your first time playing as Joker
(as I assume it would be.)

Round 2- Security Guard x1, Riot Guard x4
This is a fairly basic group battle. Take this fight to learn
your takedowns and other combo maneuvers.

Round 3- Security Guard x1, Riot Guard x6, Cash x1
A bigger crowd, but nothing to sweat. Cash himself is just
a costume swapped security guard, so don't sweat him. If he goes
for a weapon, put him down quickly, or risk taking a hurtin'
for Joker.

Round 4- Security Guard x2, Riot Guard x6, Gordon x1
These are the types of groups you should get used to fighting.
Take this round to practice well (and humiliate Gordon.)
Watch for Gordon, as he might try to toss a console at

PAGING DR. JOKER..........................................[PT5b]

Paging Dr. Joker is Joker's second challenge map.
This is Joker's first sneaking challenge, so naturally, I'd have
to insist you take some time off to practice with it before
hitting leaderboards.
There are several things to remember when doing these maps.
First of all- Time is of the essence. The quicker you get
through this, the better. If that means taking a hit or two,
or blatantly exposing yourself to danger to finish the mission
more quickly, it's highly recommended to do so.
Second of all- the enemies in these missions are armed, and
Joker takes hits like a little girl, so if you catch a guard's
attention, you have to put them down- FAST. Otherwise, it won't
take much to kill you.
Thirdly- If you notice, you'll have a full range of gadgets and
tools at your disposal. Use them wisely.

Now, Paging Dr. Joker takes place in the Medical Facility's
lobby, and has the same trappings, down to the vents,
grates, and exploding walls. For sneaking around- just
stay out of the vents unless you need to hide. Joker won't
be able to make the most out of them, unlike Batman with
his grappling hook. With Joker, the best hiding spot is
around a corner somewhere in the open.

Round 1- Security Guard x1, Riot Guard x5
Note: All enemies in this mission are armed with machine guns.

Now, from where you start in the mission, there's two guards on
the walkway above you, one guard patrolling the center walkway,
and two on the walkway across the room from the one above Joker.
There's a guard at the far end of the room on the same floor as
Joker, but he moves around across the levels. One of the ones on
the walkway across from Joker will not move, but simply stand
around by a collapsible wall.
I'll be honest with you. There's no real certain danger in
this stage. There are tons of hiding spaces, and the guards are
spread out just enough so that they won't locate a downed guard
unless you want them to.

You may be looking at the leaderboards and wondering, how
do these people get this mission done in under 10 seconds??
Good question.
The key is speed, not stealth. The fastest way to victory is to
grab their attention, rope them all in one spot, and finish them
in one go with Joker's teeth bomb.
However, the thing with this plan is... well, it's pretty much
luck. You need to be lucky and have all the guards follow to the
same point, be lucky to make sure they all group together closely
enough, be lucky enough to make sure they don't walk away too
early, and lucky enough that your bomb blows them up all at
Use this mission to get the hang of this tactic. It'll make
dealing with the others much easier.

GUTTER TACTICS............................................[PT5c]

Gutter Tactics is Joker's third challenge map, and his second
combat challenge map.
It takes place in the sewers that are between Batman's Arkham
bat cave and Croc's lair, also the area where the Sewer Bat
challenges take place.
It's a larger map, and it's easy to lose track of an enemy
bolting for one of the gun cabinets or to a console to throw
at Joker. So be wary.

Round 1- Security Guard x2, Riot Guard x4
A piece of cake. Take these losers out at your leisure.

Round 2- Security Guard x1, Riot Guard x7
Not an overly challenging battle. This is most likely
the round where the guards will start looking for consoles
to throw your way. Try and get a steady combo getting, and
let Joker's momentum combo in the guards holding consoles
before they get a chance to throw them. Keep that in mind,
and you'll make it through this no sweat.

Round 3- Riot Guard x10, Cash x1
Cash will go for anything he can get his hands on. So keep
a watchful eye on him. Otherwise, just be careful. It's too
easy to take get overconfident and take a hit when you least
expect it.

Round 4- Security Guard x1, Riot Guard x14, Gordon x1
This isn't too different from last round. Keep an eye on
Gordon, and try to knock out any guards who make their way to
the gun cabinets. If you took out any console tossers in the
previous rounds, you should have nothing to worry about
there, and the guns should be your only concern.

ADMINISTERED PAIN.........................................[PT5d]

Administered Pain is Joker's fourth challenge map, and his
second sneaking challenge. It takes place in the Arkham
Mansion library, where Cash is captured at some point later
in the main game. This is also where Batman's...
The library is one of Batman's easier challenges, simply due
to the sheer amount of hiding places he can grapple to.
So you can imagine since Joker has no grappling hook, this
is going to be MUCH tougher.

Round 1- Security Guard x1, Riot Guard x5
Note: All enemies in this round are armed with machine guns.

From where you start, there's 1 guard patrolling the catwalk
to your left, 1 guard patrolling the center area, 1 guard who
patrols from the center to the left area (between stairs), 1
guard who patrols from the center to the right area (between
stairs), 1 on the left catwalk across from where Joker starts,
and 1 who just stands on guard near the stairs in the right
Naturally, there's the careful and stealthy way to do this
mission, or the loud and quick way. The stealthy way is
infinitely safer, but it will cost you any hopes you have of
making the leader boards.
When being stealthy, I recommend disposing of the guard on
the catwalk next to Joker first (with a silent takedown. A
ledge takedown will alert the other guards.)
From there, sneak around the catwalk to the right area, and
while hugging the wall, sneak up on the security guard
standing there. If you're feeling gutsy, you can make a move
on the guard walking away from the right area. From there,
it's almost certain a guard will notice their downed
comrades. You can either choose to blow them all up with some
chattering teeth, or sneak around and dispose of them at your
Now, the quick and loud way requires a monumental amount of
luck. Due to the guards all being spread out so far, it's
difficult to get them all in one spot quickly, and make them
stay there. Practice, and try to determine which guard to take
out first, or the best area to trap them all. There's a number
of ways you can go about this. Find the best one for you.

CAGED FIGHTER.............................................[PT5e]

Caged Fighter is Joker's fifth challenge map, his third
combat challenge, and one with a theme, yay!
The map takes place in the high security prison wing area.
(if you remember from the main game, it's the room with all the
electrified floors, where you can see Mr. Freeze's cell.)
The hazards here include gun lockers mounted on the walls of
either arena on the left or right side. This isn't a big deal,
as most guards will ignore it. But watch out by round 3, as
Cash will most likely make a break for it as soon as he's able.
It's worth noting, though, that if a guard has a gun, he will
NOT attempt to shoot Joker until he's in the same arena as him.
So if a guard does go for a gun, don't panic. Simply wait until
he jumps back in, and take him out the second he touches the
ground and has a chance to do anything.
So the name of the game here is speed. At the start of the fight,
a counter will appear on the right side of the screen, letting
you know how much time remains. When the counter goes down to 0,
the floor lights up, and it's game over. Not right away, of
course, but a few more seconds after. It's worth noting if
you're taking out the last enemy with a takedown, you will
NOT be killed. The animation spares you from certain death.
I've even discovered that if you kill your last enemy while
the screen is even fading to black, you can still net a
Handy, huh?

Round 1- Security Guard x2, Riot Guard x2
A straightforward enough battle. Taking them out quickly and
safely should be no trouble.
Note: You will have 28 seconds until the floor powers up.

Round 2- Security Guard x1, Riot Guard x5
note: The Security Guard and one of the Riot Guards are
armed with cattle prods.
The cattle prods are a new addition to the combat challenges.
If you remember them from Batman's rounds, you'll know that
if you try to strike a guard wielding a cattle prod, then
you will be blocked, shocked, and take a bit of damage.
Guards wielding cattle prods are also unable to be countered,
and cannot be stunned. So the answer to dealing with them is
to evade over them. This will stun the guard temporarily, and
you'll be able to beat them down. You are also able to hit a
guard if he's going to pick up a cattle prod (they technically
won't be "equipped" with it until they assume their goofy
stance.) Or if a guard with a cattle prod is getting up off
the floor.
Nevertheless, they are not to be taken lightly. If a guard has
a cattle prod, put them down with a quick takedown or gunshot.
Note: You will have 38 seconds until the floor powers up.

Round 3- Riot Guard x7, Cash x1
note: Two of the Riot Guards are armed with cattle prods.
This is the fight where things go downhill...
If guards haven't gone for the gun cabinets yet, they will
now for sure. But if they do, don't fret- let them go. They
won't shoot until they return to the same arena Joker is in.
And when they do return, they're easily dealt with if you
have a good combo with momentum going. There will no doubt
be guards picking up cattle prods left on the ground from
previous battles, so watch out for them first and foremost.
Note: you will have 48 seconds until the floor powers up.

Round 4- Security Guard x2, Riot Guard x5, Gordon x1
note: Gordon is armed with a cattle prod.
This is the fight that will make or break you in this
It's certainly not a tough roster to take down. Your worst
enemy in this round is the time limit. The second a guard
drops a cattle prod or gun, another will move to pick it
up, meaning you'll be wasting time on disarms and
takedowns. I won't lie: You're gonna need a little bit of
luck here. But I know you can do it!
Note: You will have 58 seconds until the floor powers up.

HELL'S HACIENDA...........................................[PT5f]

Hell's Hacienda is Joker's sixth challenge map, and
his third sneaking challenge. It takes place in the
large transfer hall, where in the main story, is a place of
many events... namely where you find Frank Boles (in a less
than ideal state) where the Riddler first contacts you, and
a site of several very great predator missions.
It's a very large map, with 3 floors, each with good hiding
places to flee to if you're caught. The building in the
middle is a great place to go to keep an eye on the rest of
your enemies.
The level itself is chock full of possibilities, so go wild.

Round 1- Security Guard x1, Riot Guard x5
Note: All enemies in this round are armed with machine guns.

From where you start, there are 2 enemies patrolling the
tunnel in front of and below you, 1 guard standing at guard on
the balcony directly ahead of you, 1 guard patrolling the
walkway to the left, 1 to the walkway on the right, and 1
patrolling in the central building.

Now, you CAN take out the guard ahead of you, but it's risky.
I personally recommend moving up to the left walkway and
taking out the guard there first and foremost. From there,
you can easily take out the one in the building and the one on
the balcony with little trouble. Guards won't check up there
(unless you're noisy, of course) so the rest of them are easy
Of course, that was the stealthy way. For the quick way, try
to figure out a quick way to kill one of the guards beneath
you, and get him in such a spot that the others will be able
to converge in a short time. Otherwise, they'll start to spread
out and look for Joker, ruining any chance of a quick group
kill. Once again, it requires more luck than anything else.

GIGGLES IN THE GARDENS....................................[PT5g]

Giggles in the Gardens is Joker's seventh challenge map, and
his fourth and final combat map. It takes place in the
Botanical Gardens lab, where in the main story, Joker was
creating the Titan formula. It's noted for being the first
point in the game you have to fight 2 Titans at the same time.
This is also the area where Batman's Rumble in the Jungle
challenges take place.
It's the biggest of all the maps, so it's easy to lose a combo
simple due to a guard wandering about, or take a hit out of
nowhere from a console or gunfire. It is absolutely crucial that
you know where your enemies are, what they're doing, and how
you can take them out while maintaining a combo.

Round 1- Security Guard x1, Riot Guard x4
Let's start things off easy, shall we? Nothing to this
fight. Making this a perfect fight should be no big deal.

Round 2- Riot Guard x8
Note: One of the Riot Guards is armed with a cattle prod.
Aside from the one cattle prod wielder, this isn't much
of a challenge. Disarm him first, and take care of the
battle normally. I suggest you watch out, as guards will
start going for guns and consoles for sure.

Round 3- Security Guard x1, Riot Guard x6, Cash x1
There's nothing to really worry about this round, as the
guards will focus mainly on you. Watch out for the 2 or 3
guards who will opt for weapons instead.

Round 4- Security Guard x2, Riot Guard x7, Gordon x1
Note: One of the Riot Guards is armed with a cattle prod.
This fight has a real tendency to get out of hand. Guards
will be going for weapons left and right, and it's a real
handful to make sure they keep their paws off a weapon.
Again, try to keep your momentum going strong, and they won't
have a chance to do anything.

CAVERN OF LOVE............................................[PT5h]

Cavern of Love is Joker's eighth challenge map, and his fourth
and final sneaking mission. This challenge takes place in the
pump room, where in the main story, Batman must go to shut
down the pumps spewing Titan into the waterways. It's a very
interesting map, with numerous vents and walkways to hide
around, but guards have very precise patrols, which can make
it more than a handful.

Round 1- Security Guard x2, Riot Guard x6
Note: All enemies in this round are armed with machine guns.

This map is extremely tricky. Just getting out of the doorway
in the beginning is a challenge, as there are guards every
which way here.
From where you start, there's 1 guard walking by right in
front of you, 2 just to the left of that one (behind the
large pump) 1 patrolling the bottom floor, 2 patrolling
the walkway to the right (under the control room) and 2 just
chilling in the control room.

The tricky part is that guard right in front of you. Walking
right by... boy, don't you just wanna take him down? Right
there? Well, for the interest of the mission, I really
recommend you don't. Because otherwise, the 2 left walkway
guards will be right on you. Instead, try to wait a bit,
then move downstairs and take out the guard on the lower
floor. Another guard should be patrolling down there
eventually. If you can, try to take him out before he find
the body. Now, the other guards don't go to the lower floor,
so you're free to go about the rest of the mission in various
ways. My personal favorite is to send a set of chattering teeth
to the control room for an easy 2 quick kills. The guards will
be on edge, sure, but they tend to spread out... and here,
spreading out is to your advantage.
Now, the quick way? Well, fortunately, I was contacted by
a high ranking player from the leaderboards on how he did it.
He says the way to a quick victory is to wait until the guard
walks past the door, then run down the stairs and drop down
the grate. By now, the guards should be chasing you. Now if
you pop up behind the wall, back up, and use the chattering
teeth on the clustered guards, and if you're lucky, you'll
take them all out in one go! (thanks to Antubis)

ADDITIONAL NOTES AND TIPS.................................[PT06]

- When fighting with Joker (or in general, really) It's
important to remember it's better to REact than to act. Or, in
other words, try to focus your combat on being on guard and
countering your enemies actions rather than being on full
attack mode. Doing so will result in a safer battle.
- Don't forget your takedowns! If an enemy has a cattle prod,
trying to evade over him and beat him with 2 or 3 other guards
rushing you is a dangerous gamble. Try and work up a takedown,
and kill the guard in one go. Remember, takedowns always work.
Even on guards using weapons, and they are unblockable. The only
thing is to make sure you're close enough to them when you do it.
You can use takedowns from a bit of a range (Joker will dart up
to them, not differently from a momentum-fueled attack) but the
range isn't nearly as good as a regular attack with momentum.
- Think through your attacks. You may have noticed that slow
motion effect when you get a sweet combo going. It's useful in
more ways than just looking stylish. Notice the enemies around
you. See them as they run up to you, and try to predict attacks,
and decide the best course of action. Do you try to counter them?
Do you move on to attack the guy across the room? Do you use a
quick fire gunshot? Try to think your battles through as you do
them, and you'll be surprised with how well you might do.
- I really cannot stress this enough: Play through the main
story and give Batman's challenges a try BEFORE you attempt to
play as Joker. Learning to do all the moves with Batman is
crucial to success as Joker. Familiarize yourself with the
combat techniques, takedowns, and hiding before playing, or
you will regret it when you're the Joker.
- Use the middle stick to dodge.( :D )
- If you would like to add something to my faq or comment,
please do not hesitate.
E-mail me at hypersonic444@yahoo.com Remember!
This is one of my first faqs. Any feedback is welcome.


I'd like to thank the players for contributing what they
can to my FAQs.

I'd like to thank Gamefaqs itself for the

This faq is copyright 2008 Nick Foster.

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