____ _ _____ __ __ _ _ _ | __ ) / \ |_ _| | \/ | / \ | \ | | | _ \ / _ \ | | | |\/| | / _ \ | \| | | |_) | / ___ \ | | | | | | / ___ \ | |\ | |____/ /_/ \ \ | | | | | | / / \ \ |_| \_| \ \ | | | | | |/ / \ \ | | | | \ \ | | _==/ | | \==_ /XX/ |\___/| \XX\ /XXXX\ |XXXXX| /XXXX\ |XXXXXX\_ _XXXXXXX_ _/XXXXXX| XXXXXXXXXXXxxxxxxxXXXXXXXXXXXxxxxxxxXXXXXXXXXXX |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| XXXXXX/^^^^"\XXXXXXXXXXXXXXXXXXXXX/^^^^^\XXXXXX |XXX| \XXX/^^\XXXXX/^^\XXX/ |XXX| \XX\ \X/ \XXX/ \X/ /XX/ "\ " \X/ " /" ____ _____ __ __ _ _ ____ __ __ / () \ | () )| |/ /| |_| | / () \ | \/ | /__/\__\|_|\_\|__|\__\|_| |_|/__/\__\|_|\/|_| -------------------- ____ ____ __ __ _ __ __ __ __ -------------------- / () \ (_ (_`\ \/ /| |__| | || \/ | /__/\__\.__)__) |__| |____|\___/ |_|\/|_| _________________________________ | Batman: Arkham Asylum Guide | | Created by: Axel7174 | | FAQ and Walkthrough | | Copyright 2009 Ryne Gardner | |_________________________________| Version History --------------- Version .75 - 8/26/09 - 9/04/09 --First sample of the guide up. A lot to be covered and worked on but I'll be trying to get it all in soon. I had hoped to have the first completed version up already, but it wasn't to be. I just transferred to a new university and I've already been thrust into the work therein so I'm trying to balance college, work, and other things such as this guide. So the walkthrough isn't complete yet and the guide is still missing some sections but I'll be hoping to at least finish the walkthrough over the weekend. Version 1.00 - 9/05/09 --Huzzah! The first completed version is up. In addition to finishing the walkthrough, I made one or two small fixes to what was already there. The bigger change was a quick spell check. That's about it but the other sections should be arriving soon I hope. Table of Contents|-------------------------------------------------------------- 1. Introduction................................................. [itro] * About This Guide * Using This Guide 2. Bat Basics................................................... [bb00] * Controls..................................................... [bb01] * Freeflow Combat.............................................. [bb02] * Predator Mode................................................ [bb03] * Detective Work............................................... [bb04] * Gadgets...................................................... [bb05] 3. Walkthrough.................................................. [aawt] * Prologue - A Night of Laughs................................. [aa00] * Chapter 1 - Killers at Large................................. [aa01] * Chapter 2 - Hanging Over Madness............................. [aa02] * Chapter 3 - Hunter and Hunted................................ [aa03] * Chapter 4 - Into the Open Night.............................. [aa04] * Chapter 5 - Wings of a Savior................................ [aa05] * Chapter 6 - A Fearsome Opponent.............................. [aa06] * Chapter 7 - The Dark Nectar.................................. [aa07] * Chapter 8 - Crashing the Party............................... [aa08] * Chapter 9 - Reliving a Nightmare............................. [aa09] * Chapter 10 - A Cut Above..................................... [aa10] * Chapter 11 - Behind Closed Doors............................. [aa11] * Chapter 12 - His Personal Army............................... [aa12] * Chapter 13 - Deliver Us From Evil............................ [aa13] * Chapter 14 - In His Realm.................................... [aa14] * Chapter 15 - A Growing Threat................................ [aa15] * Chapter 16 - Treasure Hunting................................ [aa16] * Chapter 17 - Last Laughs..................................... [aa17] 4. The Riddler's Riddles........................................ [rd00] * Types of Puzzles............................................. [rd01] * Map Locations................................................ [rd02] * Riddle List.................................................. [rd03] * Riddler Trophy List.......................................... [rd04] * Joker Teeth List............................................. [rd05] * Interview Tape List.......................................... [rd06] * Arkham Chronicle List........................................ [rd07] 5. Challenge Mode............................................... [cl00] * Batman Challenges............................................ [cl01] * Joker Challenges............................................. [cl02] 6. Extras....................................................... [ex00] * Bosses....................................................... [ex01] * Trophies..................................................... [ex02] 7. Miscellaneous................................................ [mi00] * Frequently Asked Questions................................... [fak4u] * Credits/Special Thanks * Contact Info * Legal Babble |\/| /`._ | | _.'\ ====/ \============================================================ / 1 \ Introduction [itro] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ Welcome to this guide for Batman: Arkham Asylum! It is my sincere pleasure to personally welcome you here. I go by the pseudonym Axel and it is my hope that whether you're looking for a ton of help, or just a hint or two, that you find what you need here. About This Guide ---------------- 2009 has been a busy year for me in terms of college, work, and guides. I'm a pretty avid gamer; it's probably my biggest hobby outside of writing. There are three games I've been desperately waiting for. Uncharted 2: Among Thieves and Assassin's Creed II are two of them. The third? Well it's out already. It's Batman: Arkham Asylum! It is without a doubt one of the best games I've played and now I've decided to write a guide for it. Using This Guide ---------------- Navigating around this guide is simple. If you'd rather not scroll for an eternity, the table of contents will help you. Most items in the table have a small code at the end. Use these quickjumps and put them into the ctrl+f function of your web browser and you can quickly jump to a section of the guide. You can also search for important keywords to help you find certain things. If you have questions, please first refer to the Frequently Asked Questions. If your question isn't answered there or you're still confused, feel free to e-mail me. My e-mail can be found in the Contact Info section. Secondly, if you have something to say or contribute, please read the Contact Info section for my personal policy and rules on these things. It's very, very important to me that you read that first. |\/| /`._ | | _.'\ ====/ \============================================================ / 2 \ Bat Basics [bb00] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ Here we'll go over most of the basics in the game. In particular, we'll be taking a look at the three main gameplay elements that make up this wonderful game. This is here to just serve as a small help or reminder for those who don't feel like looking at their instruction booklets. Controls [bb01] -------- Here's a quick glance at the controls for both the PS3 and 360 versions of the game. ______________________________________________________________ |Action |PS3 Button |360 Button | |--------------------------------------------------------------| |Pause/Unpause |Start |Start | |--------------------------------------------------------------| |Map/Menus |Select |Back | |--------------------------------------------------------------| |Movement |Left Analog Stick |Left Stick | |--------------------------------------------------------------| |Camera movement |Right Analog Stick|Right Stick | |--------------------------------------------------------------| |Select/Change Gadgets |D-Pad |D-Pad | |--------------------------------------------------------------| |Aim Batarang |L1 |Left Button | |--------------------------------------------------------------| |Detective Mode on/off |L2 |Left Trigger | |--------------------------------------------------------------| |Scan |L2 (hold) |Left Trigger (hold)| |--------------------------------------------------------------| |Grapple |R1 |Right Button | |--------------------------------------------------------------| |Crouch |R2 |Right Trigger | |--------------------------------------------------------------| |Center camera |L3 |Left Stick button | |--------------------------------------------------------------| |Zoom |R3 |Right Stick button | |--------------------------------------------------------------| |Run/Glide/Use/Climb |X/Cross |A | |--------------------------------------------------------------| |Evade |X-X (double tap) |A-A (double tap) | |--------------------------------------------------------------| |Strike |Square |X | |--------------------------------------------------------------| |Silent Takedown |Triangle |Y | |--------------------------------------------------------------| |Drop down |Circle |B | '--------------------------------------------------------------' COMBAT ______________________________________________________________ |Action |PS3 Button |360 Button | |--------------------------------------------------------------| |Strike |Square |X | |--------------------------------------------------------------| |Counter |Triangle |Y | |--------------------------------------------------------------| |Stun |Circle |B | |--------------------------------------------------------------| |Redirect |X (double tap) |A (double tap) | |--------------------------------------------------------------| |Quick Batarang |L1 |Left Button | |--------------------------------------------------------------| |Quick Batclaw | |Throw |Square + X |X + A | |--------------------------------------------------------------| |Takedown |Triangle + Circle |Y + B | |--------------------------------------------------------------| |Ground Takedown |R2 + Triangle |Right Trigger + Y | '--------------------------------------------------------------' PREDATOR ______________________________________________________________ |Action |PS3 Button |360 Button | |--------------------------------------------------------------| |Grapple |R1 |Right Button | |--------------------------------------------------------------| |Glide Kick (gargoyle) |Square |X | |--------------------------------------------------------------| |Drop down/Climb |X |A | |--------------------------------------------------------------| |Glide |X (hold) |A (hold) | |--------------------------------------------------------------| |Hang (from gargoyle) |Circle |B | |--------------------------------------------------------------| |Inverted Takedown |Triangle |Y | '--------------------------------------------------------------' Freeflow Combat [bb02] --------------- The game makes use of a simple but difficult to master combat system. Called Freeflow Combat, this fun system allows Batman to effortlessly take on entire hordes of enemies at once. You have three attack buttons: Strike, Counter, and Stun. Strike is the main attack function for Freeflow Combat and the one you'll be doing the most damage with. It's your "aggressor" button. Counter is a bit more defensive but it still accomplishes the same thing. Stun as the name implies, temporarily stuns an enemy in a standing position (not a prone one). Let's look a little closer at the latter two. -Counter- Countering moves is simple in Arkham Asylum. Batman will always be outnumbered. Let's face it, he's just one guy against an army of thugs. To be able to deal appropriately with these odds, Batman makes full use of his martial arts training. When dealing with one enemy, you'll often come under attack by another. In these instances, you'll see the blue lightning bolts (almost like Spider Sense?) appear above their heads. This is your cue to hit the Counter Button (Triangle/Y). It doesn't matter from what angle you're being attacked. All that matters is that you hit the button at that prompt. On Hard, there is no prompt so you have to be careful. Counter is helpful against enemies with weapons because it unarms them. Batman won't use their weapons of course except for a quick hit before he drops them. As you play further through the game, counter opportunities become easier to see, as you often see the thugs who want to hit you running toward you. -Stun- Stun, performed with Circle/B is a move used to temporarily disable your foes. It can help you put an enemy aside for just a little while. It is most useful though against dagger-wielding opponents. These foes are a little more protected than others and can't be hit with normal strikes. Stun helps disorient them so that Batman can go in for the kill with his normal strikes. -Redirect- Besides three offensive moves, you have the ability to escape. Redirect is good for moments when you are totally surrounded. Double tap X/A to leap over an enemy and get behind them. Redirect is necessary to attack enemies that wield stun batons or torches. They cannot be attacked directly with Strike or Stun because it damages Batman, and they cannot be countered. These enemies are vulnerable from behind however. Redirect will help you get into position for an attack. -Throw- When you purchase the move, Throw is a nice attack to use. Batman will pick up an enemy and throw him in whatever direction you point the stick. It's important to note that you have a limited time to "aim" so if you don't pick a direction quickly, you may not be able to throw the enemy where you want. This is good when you're surrounded. You can also throw enemies into electric barriers and other objects. -Takedowns- Besides your Ground Takedown, you can also perform another Takedown during combos. The latter must be purchased from the Upgrades menu. Takedown totally incapacitates an enemy taking them out of the fight and lessening the number Batman has to deal with and easing the burden on you, the player. The combo Takedown (the one that has to be purchased) is very helpful because enemies are not allowed to attack you during the animation. The Ground Takedown leaves Batman vulnerable however. Now, for a little more advanced tips and things to think about to make your Freeflow Combat experiences better ones. -Time to Takedown- While the combo Takedowns let you take out enemies unhindered, the Ground Takedowns do not. Enemies will try to attack during Ground Takedowns. Trying to mix in Takedowns in your combos, especially long combos really boosts your XP or your score in Challenge Mode. Therefore, it's easy to get greedy to attempt Ground Takedowns on your stunned enemies. You need to be able to do it without worrying about the other enemies however. One way is to use Freeflow Combat to go from one enemy to the other until all are down. Freely use a Ground Takedown on one. Another is to look for the next enemy moving to attack. If he has to run toward you, wait for him to start his attack and then immediately use R2 + Triangle to make Batman leap out of the way and toward his victim. Not only do you get your Takedown, you avoid the attack. Learning this technique isn't easy and requires a lot of practice. Enemies tend to follow you some distance preparing and even during their attack so you need to go far out of range. -Mind Your Aim- One of only, if not the only flaw in Freeflow Combat is that it's sometimes difficult to pick the right target. For the most part, using the Left Analog stick to aim your strikes and so forth is simple. Even when enemies are bunched together, the stick helps you be as precise as you need to be. When enemies are in certain positions (one behind another) or so on, especially in the prone stunned position, there are difficulties. You might want to perform a Ground Takedown (see above) on an enemy on the far side of the area, and you point the stick in the right direction, but you end up hitting a different enemy instead. As a result an enemy right near you attacks you (see above again) and your combo is ended. It's difficult to read these situations before they happen. The best thing to do is just ignore the Takedown opportunity and focus on countering attacks and look for another enemy to attack. -Enemies and Weapons- As mentioned earlier, there are some enemies that can't be hurt by normal means. The dagger-wielding enemies can't be struck or countered. Stun works on these guys, allowing you to hit them. Then there are the stun baton/torch wielders. You need to get behind them with Redirect to get to them. These two enemies will display a red lightning bolt image above their heads. This is not a counter prompt, but a dodge prompt. For stun baton/torch guys, consider this a prompt to use Redirect since that is your only real option if they're about to attack. For dagger-wielding enemies however, consider the red lightning bolts your cue to use Stun. You'll also see this prompt when enemies pull metal boxes off the walls and threaten to throw them. The only thing you can do here (besides attacking them first) is to evade by double tapping X. When you build up a combo, you get access to your special moves. The combo Takedown allows you to dispatch an enemy instantly. Save these moves in the situations where you have special enemies like the dagger and stun baton/torch guys. Eliminating them first makes the fight more normal and easier. This is helpful in Challenge Mode. In addition, you will see enemies scrambling to find weapons on the walls in areas. When this happens, you'll hear an alarm go off. That's your cue to stop them. Using Freeflow, try to maintain your combo but aim your attacks toward the enemy who is going for a weapon so that you can stop him. Again, some practice will be required to pull this off flawlessly and still maintain your combo. Besides normal weapons like pipes, they can get guns, which makes stopping them even more imperative. No alarm is tripped for guys who pull metal boxes off the wall so you need to watch out for them. Predator Mode [bb03] ------------- The combat will be interspersed by the more stealthy and just as entertaining Predator moments. Batman is all about striking from the shadows and instilling fear in his enemies. That comes out very well in Predator gameplay. When you come to Predator rooms, you'll have a few enemies, all of which are armed with guns. As you progress further through the game, the number of enemies will increase. Your objective will be to stealthily take them all out, making use of Batman's skills and gadgets. Detective Mode helps you see all the enemies in the area and allows you to plan your attack. It also delivers additional, but ultimately useless information such as your opponent's arsenal, their heart rate, and their condition. Next, there are the gargoyles. Gargoyles are extremely helpful in surveying the area in Detective Mode and staying easily out of sight. Enemies can't see you on the gargoyles and they cannot see you as you are in the process of grappling. If you are spotted, it's because they say you before you initiated your grapple. Predator Mode is all about striking from the shadows and using various methods to dispatch your opponents. There are a wide variety of potential takedowns and stunning attacks that you can unleash on unsuspecting henchmen. Batman's arsenal expands beyond his fists and feet and his supply of gadgets. Let's look at the various Takedowns. -Melee Takedown- This is just a standard series of melee attacks intended to take down an enemy by pummeling them. It's no different than Freeflow Combat strikes, only you are aiming for an opponent that is armed. This Takedown is only recommended in emergencies when you are discovered by a single enemy. -Silent Takedown- One of your most valuable Takedowns. By crouching, Batman can move without making noise. Sneaking up on opponents in this fashion allows you to perform Silent Takedowns. Silent Takedowns will not alert any nearby enemies, unless of course, they see you doing it. When suicide collars are introduced later though, the enemies will be informed by Joker that you've taken someone out, even if it was silent. -Inverted Takedown- Batman can hang from a gargoyle and swoop down and grab an unsuspecting thug and then string him up. Inverted Takedowns, besides being really fun, are one of the many "loud" Takedowns that will alert the other enemies. Be sure to perform them on isolated enemies and also flew from your perch to another gargoyle. If you don't move, the others will discover you. You can also cut down enemies who are strung up by firing a Batarang at the rope. This also alerts the enemies though. To perform an Inverted Takedown, wait until an enemy is walking underneath a Gargoyle and a prompt will appear. You can do this either sitting on the gargoyle or by hanging with Circle. -Glass Ceiling Takedown- In a few areas where there is a glass ceiling in a small room, you can grapple up here and stand on the glass. Should an enemy pass underneath you, a prompt should appear for a Takedown. Batman will smash through the glass and crush the thug. A fun, cool, but also noisy Takedown. Be sure to hide afterwards. -Ledge Takedown- A Ledge Takedown is another fun one to do on enemies standing close to, well... ledges. Whether it's a walkway with a railing, or just a normal ledge. You can grapple up to these and wait. Enemies usually patrol along and peek over the railings. You can perform Ledge Takedowns on these enemies. They don't have to be peeking over the side to do it; just line up correctly with them. -Glide Kick- From a gargoyle or a high ledge you can target enemies and perform a Glide Kick with Square. The Glide Kick is intended for isolated enemies, as it causes some noise. The Glide Kick itself is not a Takedown; it only stuns the enemy. You have to follow it up with a Ground Takedown to finish the job. -Explosive Gel Takedown- Plant Explosive Gel on a wall where an enemy is standing or will pass by. Wait and then trigger the detonation to knock them out instantly. Note that you need to plant the gel on the opposite side of where they will be passing. The idea is that the wall needs to explode outward, toward the victim, so planting it on the other side may result in the enemies being only stunned at best. -Proximity Explosion- With an upgrade to the Explosive Gel, it can automatically detonate when a nearby enemy walks too close. This will usually only stun an enemy, so you'll need to get close and finish him. -Batarangs- Batarangs can disable henchmen for a short while (longer if you buy an upgrade), allowing you to move in for Takedowns. They only stun if you use them on enemies that don't see you (excluding Freeflow Combat). Upgrading to three Batarangs increases the effectiveness. -Sonic Batarang- Normally, the Sonic Batarang is a good way to lure enemies into traps or position for easier Takedowns or to isolate one from the pack. With an upgrade, the Sonic Batarang can be used to take out one enemy. Lure the opponent close and when he goes to inspect the Batarang, detonate it to take him out. -Batclaw Takedown- The Batclaw will normally only stun a thug when you pull them with it. Same goes for the Ultra Batclaw. If you use the Batclaw on an enemy near a railing or near a ledge, you can pull them off for easy Takedowns. -Batclaw Trapdoor- In a few instances where enemies stand above a destructible floor, you can use the Ultra Batclaw to pull on it and with some effort, destroy the floor from under them. This will take out any enemies caught. -Line Launcher Attack- If you use the Line Launcher and aim toward enemies, the momentum will allow Batman to deliver a swift and powerful kick as he's riding to stun an enemy or two. This can also be done to launch Batman through glass to attack a thug. They are only stunned though, so move in for the coup de grace. -WHAT TO DO WHEN YOU'RE SPOTTED- When an enemy sees you, you can flee either by getting far away and hiding behind a structure or some other piece of cover. The main method is to grapple up to a gargoyle and then swing from one gargoyle to another until the enemies can't see you any more. One other method is to jump into a grate and hide in the vents. Detective Work [bb04] -------------- Besides having the martial arts skills of a ninja, the physique of Hercules, and enough gadgets to make any geek wet themselves, Batman is also called the greatest detective. He is good at analyzing and interpreting situations. There are times where using the brain will be more valuable. Detective Mode is one of your most useful tools in Arkham Asylum. The display has some x-ray capabilities, allowing you to spot all hostiles in an area. Unarmed hostiles are in blue and armed hostiles are in red. As noted in the Predator Mode section above, the display gives you information on their weapon, heart rate, and condition. The conditions are as follows: Calm - The target is calm and carrying on normally Nervous - The target is flustered and unnerved. For enemies, they begin to step up patrols and pair up into groups to find Batman Terrified - Enemies are totally spooked and will fire their guns at the slightest noise. When Batman appears in front of Terrified henchmen, they are caught off guard, something that doesn't happen under other conditions. This gives you a moment to strike. Unconscious - The target is incapacitated Deceased - The target is dead. You won't find many deceased enemies. Detective Mode also renders important objects in bright orange. This includes gargoyles, vent covers, and objects like Riddler Trophies and Interview Tapes. It's a very useful tool for when you get stuck. There are also moments where Batman has to find something specific, but doesn't know where to look. In these instances, there will be a "Scanner" mode that automatically starts. The game takes a first person view and you can look for potential clues that can leave a forensic trail. Finding the object in the immediate area will do just that and a trail will appear. Note that the forensic trail will only appear while Detective Mode is on. The amount of trail uncovered will also appear on your map. Gadgets [bb05] ------- As you've no doubt seen, Batman has a slew of gadgets to use. Half of them are Batarang type gadgets. The other half are unique ones that can serve Batman in exploration, in Predator Mode and even in combat. -Batarang- Batman's trademark Batarang is with him from the start. He has an unlimited supply of these babies. You can equip one by holding L1 and this allows you to target specific enemies or other objects. You throw it with R1. You can also initiate a Quick Batarang by just tapping L1 and it will hit the closest or most important target without fail. Batarangs stun enemies that don't seem them coming. In combat, Batman can chain them in his combos to make his fights easier. -Multi Batarang- With an upgrade, you can upgrade to two Batarangs at once. This is treated as a totally separate gadget. With a second upgrade, you can make it three. This is used specifically for taking down more than one thug at once. It's good for picking off targets and going in for Takedowns on a few thugs. It's also very helpful in Freeflow combos. -Remote Control Batarang- The Remote Control Batarang must also be purchased from the Upgrades menu. When thrown the camera follows the Batarang and allows you to control its flight with both sticks. The RC Batarang can still only stun enemies at best, but it allows you to be a bit more strategic. It only has a certain amount of life before you lose control. You can use this time to take out a group of thugs in certain positions. If the RC Batarang crashes into something, you lose control. -Sonic Batarang- One thing I kept asking myself when I was playing was how I could lure enemies out, almost in Metal Gear Solid fashion. In most of the MGS games, you could tap on walls and basically manipulate enemy movement. That idea does live on in the form of Sonic Batarangs. Once suicide collars start appearing, you can buy this from the Upgrade menu. When throw to a floor or wall, it emits a signal that interferes with the suicide collar. An enemy will go over to investigate it. This allows you to isolate enemies and lure them into positions so you can sneak up on them, perform Inverted Takedowns, or just about anything. Sometimes enemies can outsmart you. When you plant a Sonic Batarang with the intention of luring a thug to that exact spot, it might backfire. Sometimes the enemies keep their distance just a bit and shoot the Batarang. It's also good to note that only one enemy will investigate it at a time. With an upgrade, you can make the Sonic Batarang a weapon. When an enemy gets close, target the Sonic Batarang and hit R2 to set off a detonation that will incapacitate the henchman foolish enough to stand there. -Explosive Gel- One of the most helpful inventions, the Explosive Gel allows Batman to break down most of the destructible walls he finds in Detective Mode. Walk up to a wall or a floor that can be destroyed and hit L1 to prepare and R1 to spray. When you are a safe distance away, target it and hit R2 to detonate it. This is a great method of taking down enemies. Besides this, you can also upgrade the Explosive Gel to go off when enemies get too close. You can use this to manipulate enemy movement somewhat. Planting it in a specific location with the intention of getting an enemy to trip it will draw the others over. You can also plant multiple charges and set them off at once or one at a time with an upgrade. -Batclaw- The Batclaw is a nifty item that allows Batman to pull off vent covers on high walls and clear objects out of his way that he can't reach normally. It also lets Batman pull thugs off ledges and in combat it can pull them towards him until they eventually fall over. -Cryptographic Sequencer- This really cool gadget finally allows you do away with those annoying electric barriers and other obstacles. The Sequences targets those electric control boxes that the cables run to. They mostly control electric barriers but other things as well. Getting this gadget is equal to opening up a lot of backtracking possibilities for goodies. At first the Sequencer only works in close range with the control boxes. An upgrade increases its range so that you can be at a farther distance, including the boxes you can't even reach (including ones that are behind the electric barriers instead of outside of them). This is an upgrade you should definitely get as soon as you can if you want to hunt for goodies immediately. The Sequencer works in an interesting way. Once it's found a security control box, you hit R1 to start it up. The display screen appears and there are two thumb pads that Batman uses to find the frequency, and these correspond to the Left and Right Analog sticks. To overload the box, you have to use the sticks and get both of them in two specific positions until it finally blows. There are two signals to use to tell you you're close to cracking it and thus two methods to use. One is by feel. If you have a DualShock 3 controller, it vibrates with certain intensity as you rotate the sticks. Using one stick at a time, rotate around until you decide where it is vibrating the most. Let go and then do this separately for the other stick. When you think you got it, push both sticks in those directions and adjust slightly as necessary. The other more standard method is to rotate both sticks and watch the display screen carefully. As both sticks get closer to the unlocking locations, the screen turns to green. When it is bright green it is about to overload, so hold the sticks in that position to break it. When targeting a box, the outside ring is occupied by some smaller yellow circles. These correspond to the "difficulty" involved in cracking a specific box. The more yellow circles, the more precise you have to be with the sticks, putting them in very, very exact spots. -Line Launcher- The Line Launcher is a very fun gadget used to get across very large gaps or distances that can't be normally traversed. There will be many situations when Batman can't get across a certain area. The Line Launcher comes in handy here. To use it, press L1 and then pay attention to the targeting reticle. If it has a yellow indicator at the top and bottom that means it has room to plant a line both back and forward. Hit R1 to fire it and the lines extend, allowing you to zip-line across a gap or distance. It has a very good range but it is still limited to some degree. It can only be used to go straight forward, not up or down. While zipping, you can hit X to drop down early. The Line Launcher can be aimed toward enemies to cast a line and zip toward them. Batman automatically delivers a powerful kick when he gets close. He can also break through glass by zipping toward it. -Ultra Batclaw- This gadget replaces the old Batclaw. It fires three claws instead of one. It not only makes for a nice weapon against thugs both in Predator and Freeflow Combat situations, but it has one very nice feature. The Ultra Batclaw can stick to those high destructible walls. The walls that look like they need Explosive Gel but Batman simply cannot reach. By hooking on these walls, you can pull on them and eventually pull them down, destroying them. This also makes for a nifty trap in some situations. The Ultra Batclaw can still be used on vents. With three claws now, it takes a lot less effort to pry one off though. |\/| /`._ | | _.'\ ====/ \============================================================ / 3 \ Walkthrough [aawt] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ Right to the nitty gritty, eh? Here is the walkthrough I've provided for Batman: Arkham Asylum. Here to guide you every step of the way, whether you need a hand all the way through, or just get stuck every now and then. The game doesn't have named chapters so I'll be making up my own names so don't think they're in the game or anything. Since the delineations are not very definite in the game, I'll basically be dividing the walkthrough up into the sections the game does with Story Mode Trophies. Each time you complete a new part of the story, you get a Trophy or Achievement and that's how I'll be setting up the walkthrough parts. Now of a bit more importance, when it comes to all the Riddler's items for his challenges, I debated for a little on how I would do it. I decided to go with something pretty simple. When reading the walkthrough, keep your eyes out for the items like JOKER TEETH, and RIDDLER TROPHIES in all capitals just like that. This way you can make sure you don't miss anything. However, when it comes to actual Riddles I will be putting them down too. This was something I debated for a while too. Ultimately I decided to write them into the main walkthrough (they'll also appear in the Riddler section of course), but I STRONGLY encourage you to figure them out for yourself if you can first. It's more satisfying if you do. This guide is mostly but not totally spoiler free. What happens in cutscenes and so on will not be revealed but you'll see names and some other sections in this guide do spoil things (Trophy/Achievement section for example) but there are spoiler warnings there too. Let's get started... Prologue -------------------------- A NIGHT OF LAUGHS o----------------------o |Riddles: 0 | |Riddler Trophies: 0 | |Interview Tapes: 0 | |Joker Teeth: 0 | |Chronicles: 0 | o------------[aa00]----o After the cutscenes, you'll have control of Batman as he talks to the guard on the right. You can see Joker being strolled deeper into the asylum ahead of you with a heavy escort. Everything seems good. Follow the escort onto the elevator to go down. You'll walk forward into the following corridor where a scan will be performed. There will be a brief delay and then Joker and his escort will get moving again. Keep following. The party will go past some of the cells and some inmates will start cheering. At the end, one of the Arkham staff will request to check on Joker real quick. He happens to be voiced by Steven Jay Blum just FYI and is anyone else started to get sick of this guy? I mean don't get me wrong, great, great voice actor, but he's everywhere now, and a doctor really doesn't strike me as a great role for him. Err, what? Oh right, I'm rambling, sorry. *Ahem* Anyways... After a quick "scare", you'll pass through the door and come to the area where an elevator needs to take Joker down to the holding cells. Problem is, another "patient" is using the elevator and is on his way up. Watch what happens and then get on the elevator when the escort when you are able to. Hm, that was pleasant, wasn't it? As you descend, Joker will continue to talk and then there will be a brief surprise but nothing happens. When the elevator opens, once again walk along with the group until you get a scene. The fun is about to begin. Intensive Treatment - Holding Cells ----------------------------------- After the scene, the game truly begins at last. Joker is free (surprise, surprise) and on the loose. Moreover, he's left a group of thugs for you to face off against. Joy! This will seem extremely familiar for demo players. If you've had some hands-on time with the demo, then hopefully you won't have any trouble here. Even if this is your first time, this isn't really hard at all. The game will guide you anyway with the tutorial prompts at the bottom of the screen. As it says, use Square to Strike enemies. Using it in conjunction with the Left Analog Stick allows you to pick your targets. When you start hitting guys, you also can use the stick to quickly and easily jump from one enemy to the other. This is Freeflow Combat. Try it out and knock down all the thugs. Try to take them down if you can if they are stunned on the ground. Hold R2 and hit Triangle to do this. It'll take practice, but try to put ground Takedowns into your combos to really boost your XP gain. Once you've dealt with the first three, Joker unleashes another batch. Four enemies won't make things any more difficult really. Just try to get better acquainted with the combat system. It might seem tough at first, but it's really easy and Batman is quite mobile in this mode. Practice will make perfect. Also, try out Combat Challenges to hone up on your skills, but for now, let's get to the fighting. The game tells you about the Counter button which is Triangle. Any time you see the blue lightning bolts above an enemy's head, they're about to attack. Hit Triangle at these moments to counter. You can always counter, no matter which way Batman is facing and no matter which way he is being attacked from. As long as you hit the button at that moment, you're in the clear. On Hard difficulty, the blue bolts do not appear so you have to know the dynamics first or else it can be pretty tough. String together a good combo if you can, using Strikes, Counters and a takedown if you can do one. Either way, you should be rewarded with decent XP once you've cleaned all their clocks. Joker runs off and invites Batman to find him. With pleasure... Chapter 1 -------------------------- KILLERS AT LARGE o----------------------o |Riddles: 0 | |Riddler Trophies: 3 | |Interview Tapes: 0 | |Joker Teeth: 5 | |Chronicles: 0 | o------------[aa01]----o You'll get a Character Bio for the Commissioner. We have to follow Joker, but let's not go just yet. You can find something in the area where you fought the thugs. Get acquainted with your map first by hitting Select. You'll be using this a lot. Use this to help get your North, South, East, and West in check. Face south in this area and look to the left wall. Right near the empty cell there is a vent on the wall. Approach it tap X to pull it off. Go inside and find your first RIDDLER TROPHY. Schwing! Getting that also unlocks the Bio for The Riddler. If you look in the top right cell in this area, you can see it smeared with green question marks. Hmm, I wonder whose cell this was? Head up the north ramp, which is where the Joker was. Turn left at the top and enter the office here. You'll hear some strange chattering. Look to the ground and you can see the JOKER TEETH. They're totally harmless, but useful to Batman. Destroying them with Batarangs not only gets you XP, but they are part of the Riddler's many puzzles. Destroy all three in here and then go north down the hallway. Intensive Treatment - Processing Corridor ----------------------------------------- At the corner, you'll find a dead guard and another set of JOKER TEETH. Destroy it and run down the following corridor. You'll turn again inevitably, so follow the hall down until you reach an intersection. Some more of Joker's men decide to greet you. Again, just try to get a feel for the combat system. Try to focus on chaining hits back and forth between both enemies. Learning how easily Batman is capable of just jumping from one enemy to the other while maintaining and building a large combo is the key to success. Also get a feel for the enemy's attacks and learn to counter. Wipe them out and turn left (east) down the next hall. Halfway down will be yet another set of JOKER TEETH. Destroy it and you should unlock the "Intensive Treatment" Challenge. Talk to the guard at the end if you want. You don't have to. Either way, go the complete opposite direction, west, down the hallway. Batman contacts Oracle and let's her know what's up. You get a Character Bio for her. Head through the next door now. Intensive Treatment - Patient Pacification Chamber -------------------------------------------------- Talk to the guys here for the scoop. You'll see Zsasz trying to torture a poor guard. You're warned that Zsasz will kill him if he sees you. As Batman, you need to make sure you're not seen. Sounds easy, right? Let's go. Go past the guards and up the stairs in the following room. On the second floor, talk to either the doctor on the right or the guard ahead for a Bio on Zsasz. Talking to the guard will get you a hint about what to do. You need to turn on Detective Mode (L2). This highlights important items and objects in orange. The gargoyles are highlighted, and they are Batman's best friends. Grapple up to a Gargoyle with R1. This is also something you have to get a feel for but it's really, really simple to learn. Grapple from gargoyle to gargoyle around the room until you get to the one on the far east side, the one directly behind Zsasz. If you've played the demo, you should know this all too well. Wait for Zsasz to stop moving, then perform your Glide Kick with Square. Don't move at all and just wait for him to get uberly knocked out. He's down, but he isn't out. Move over to his body and use R2 + Triangle to perform a Ground Takedown and silence Zsasz. A cutscene starts. You'll get a Character Bio for Harley Quinn afterwards. After talking with Oracle, you need to find a way out of this room. Turn on Detective Mode and take a look around. You'll see how valuable this is to see things highlighted so easily and prominently for you. Whenever you are stuck, turn it on and you often find the answer easily. In any case, there are a few noteworthy things in this room. You'll see a wall in the southeast corner that says it can be destroyed. Unfortunately, you're not equipped for that just yet. Ignore it. Turn right from the wall and go to the southwest corner now. In the southwest corner of the room is a vent. Pull it off and go inside to take the RIDDLER TROPHY. In the opposite corner (northeast), there is another vent. This is the one you need to use to get out of this room. Enter it and follow the vent all the way through. Surprised, demo players? I was too. This vent doesn't lead to the same room it did in the demo. Very clever. As you are winding through the vent you will see a RIDDLER TROPHY. This one is like impossible to miss; it's right in front of your face as you near the end of the vent. Turn right from the trophy and tap X to kick the vent cover off. A guard ahead of you will run through the door. Drop down now and you'll be back in a previous area. Chapter 2 -------------------------- HANGING OVER MADNESS o----------------------o |Riddles: 0 | |Riddler Trophies: 1 | |Interview Tapes: 0 | |Joker Teeth: 3 | |Chronicles: 0 | o------------[aa02]----o Intensive Treatment - Processing Corridor ----------------------------------------- You have no choice but to follow that guard. If you turn around and attempt to go in the other direction, the electric fence kicks on and Harley just taunts you. Bitch... Follow the guard through the door and you'll see three more JOKER TEETH. Take them all out and then turn the corner. Intensive Treatment - Decontamination ------------------------------------- You'll see the guard watching through the window as his friends in the follow room are being gassed by Joker's infamous toxin. The door on the left is locked so it appears there's no way in. No way for a normal person that is. Look all around you and if you can't figure it out, the game kinda gives you a small hint. Look above you and find a grapple point to pull you up through the shaft. Climb out and open the vent here. Crawl through and kick out the other vent on the end. Drop down into the room. You can see the toxin won't reach you up here. If you accidentally fall down though, you have a few seconds to hit R1 and save yourself. It brings you to the last safe place you were. Find the guard barely hanging on and approach him. Help him up and then run across the next gap. Do this by doing as the tutorial prompts you. Run by holding X and you will automatically jump when you reach the end of a platform. On this next platform, look up for a grapple point. Zip up there and climb up. Turn left and you should be able to see the second guard holding on. Help him up too. Finally, jump off this platform to the last one below and hold X after you jump to glide. This is also a very important trick to learn. It's also easy to learn so no worries. Glide to the last platform and you find a third person in need. This time it's one of Joker's own men though. Help him up anyway and Batman knocks him out. Bwahaha. Oh, hey, thanks! BAM! Your last task is to get the gas out of the room. Easier said than done. If you face the east wall and turn on Detective Mode (as the game instructs you to), you should be able to find the solution. The wires are highlighted in yellow. Follow them to an orange source, an electronic box that controls the fans in this room. Target the box with a Batarang and you should lock onto it. Throw it and that will turn on the fans, venting the gas out of this room. Phew. Drop down now and have a look around. Start by looking for a set of JOKER TEETH in that same small nook where the electronic box was that you hit with a Batarang. If you go back north, you can find some more JOKER TEETH. If you keep going north, there will be a third set of JOKER TEETH just near the door that was previously locked. Using your map to help you, go about to the halfway point in this room and face the west wall. On your right should be the electric fence. Just go slightly to the left and there is an area with a dead guard and a can of Joker's toxin. Go in here and look for a grate on the floor. Open it with R2 + X. The RIDDLER TROPHY is in this vent. That's all you can find in here so go south and through the next door. Chapter 3 -------------------------- HUNTER AND HUNTED o----------------------o |Riddles: 0 | |Riddler Trophies: 1 | |Interview Tapes: 0 | |Joker Teeth: 5 | |Chronicles: 0 | o------------[aa03]----o Intensive Treatment - Transfer Loop ----------------------------------- First whip a Batarang at the set of JOKER TEETH here. Follow the green arrows that are painted onto the floor. You won't need to go far before two thugs pop out and attack. Focus on one and counter the other. Try to take one down then they're both on the floor. After that, you should hopefully by now have enough XP to do your first upgrade. When you hit the required amount, you're taken to the Upgrade screen automatically, although you're not required to get one. Let's do it though. Take a look at what's there. There are combat upgrades, a Predator upgrade, armor upgrades, and gadget upgrades. I'm leaving this entirely up to you and only making my own suggestions. You don't have to follow my advice at all and do it how you feel you should. Personally, for a first upgrade, I like to get Inverted Takedown, but it's not necessary at all. You may want to opt for the first armor upgrade or Throw. You can also buy the Remote Control Batarang or Twin Batarang which both act as new gadgets. Up to you. An electric barrier prevents you from going west so just continue to follow the arrows. You'll come to a door eventually. Be sure to destroy the one set of Joker Teeth there first before approaching the door. A scene begins. Can it be? The first boss fight? Yes! [BOSS FIGHT - TITAN] Not a recognizable foe, but deadly nonetheless. The enemy will start off the fight most likely by charging right at you. As the game tells you, double tap X and use the Left Analog stick to dodge left or right. Do this before this giant brute tramples you. It will hurt, trust me. Besides that, the creature will pick up the body in the room sometimes and throw it at you. Dodge that in the same way. You can't fight this thing up close. Not only with your attacks do nothing against this monster, it will just as quickly hit you back for a lot of damage. Stay back and figure something out. The game usually tells you the trick eventually but here it is now. The way to beat this guy is simple. Wait for him to begin his running charge. It's easy to tell when because he roars first and sets himself. At this moment, quickly tap L1. Just tap it once. This is the Quick Batarang. Batman will fling his Batarang at the enemy he is facing and it always hits. Do this and immediately let your thumb embrace that X (or A for you 360 players) button and dodge the charge. The creature will be hurt a bit by the Batarang and crash into the wall. This leaves it vulnerable. Now is your chance. Attack the Titan with a few hits, only three or four. Evade and get out of there fast because it will regain itself. It usually performs a fist pound attack that lets out a small shockwave. Try to be out of range before this to avoid some damage. You probably won't get a chance to use this strategy again as the fight ends abruptly. It wasn't terribly glorious but hey, it's over. Intensive Treatment - Secure Treatment Transfer ----------------------------------------------- Facing the defeated monster, you'll hear a guard calling you over on the left. He'll lower the electric barrier so you can pass through, but don't go just yet. Go instead to the right (east side on your map) and enter the little office here. Inside you'll find a hard-to-miss RIDDLER TROPHY. Enter the office with the guard and talk to him. He tries to let you follow Joker but there's no way with Joker in total control. You'll see a scene and you'll get a new objective. You have to rescue the Commissioner! Exit this room the way you came in. Refer to your map to see the location of your next immediate objective. Intensive Treatment - Transfer Loop ----------------------------------- Go down the hall and you'll talk to Oracle for a bit. You'll also get a Character Bio for Frank Boles. Turn left (west) and enter the next hallway. Joker will come on the TV and you can learn a little bit of how this whole thing got started. Continue past and follow the hall down a bit. Eventually you will reach a pair of thugs. Try the Quick Batarang again as the game prompts and then begin the fight normally. Attack and counter and use Ground Takedowns to boost your XP. The fights are still easy so just keep trying to learn and get the rhythm down. Go to the door to the right of where they were standing. Enter. Intensive Treatment - Holding Cells ----------------------------------- Another talk with Oracle. Batman explains how to find a trail that will lead him to Boles and the Commissioner. Enter the office on the left and turn on Detective Mode. You'll enter a special mode for it that looks specifically for evidence that can provide a trail. You should see the flask. Get it in view for the scanner and hold X to do a full scan. The Detective Mode then changes so that it can find a trail of alcohol in the air that you can follow. Neato! Keep Detective Mode on the whole time and follow the trail. It will automatically detect each trace as it makes a trail (remind you a little bit of Zelda: Twilight Princess?). The trail will take you first back into the previous room. Intensive Treatment - Transfer Loop ----------------------------------- Follow the trail around the loop to the southern corridor. It will take you to the front desk where Batman encountered the Commissioner in the opening. Search around the front desk here for three sets of JOKER TEETH to destroy. Proceed through the next door when ready. Chapter 4 -------------------------- INTO THE OPEN NIGHT o----------------------o |Riddles: 3 | |Riddler Trophies: 0 | |Interview Tapes: 2 | |Joker Teeth: 3 | |Chronicles: 1 | o------------[aa04]----o Intensive Treatment - Secure Transit ------------------------------------ Here you'll see a lone guard. A scene begins. Afterwards, you find that the elevator is indefinitely out of commission. That leaves Batman to take the long way up. Before we go up though, look for an item. Go to the southeast corner of this room and you should see a staircase. Take this up into a small room that overlooks the main area. On the left side of this room is a table with two big stacks of papers on it. In front of the papers is this INTERVIEW TAPE. Grab it and you can hear a patient interview from Harley. Return to the first floor again. Stand between the two elevator shafts and look for the grapple point above. Get up there and turn right. Look for another and zip up there as well. Jump the next gap and you'll catch the ledge. You'll need to shimmy over until you can climb up. Enter the shaft and move toward a vent cover. Take it down and leave the vent. Turn right and grapple up to the high platform. Grapple again to an even higher one above. You'll see a vent on your left on the wall but it's unreachable. Go straight ahead instead and jump the gap. Turn left and hold X (A) at the short wall to automatically climb onto it. Grapple up from here. Climb over the fenced off pipe, then crouch under the other. As you pass under here, you'll see a vent cover on your left. If you go through there, you'll see two walls in Detective Mode that can be destroyed. Once again however, you're not able to do anything just yet. Drat. Go straight instead and when you get out from under there, climb up the next wall in front of you. On top of there, climb up the next wall too and you can shimmy here. Go all the way around (don't jump at all) until you reach the next ledge. Pull yourself up. Here there is a path to the left and straight ahead. Both lead to the same place though so just turn left, toward the large fan in the wall. Looks like a dead end but if you turn left here and look up, you can see another grapple point. Head up there. Crouch under the object here and you'll be lead to a vent. Follow it through and then on the other side, you'll see an object ahead. It looks like a large stone tablet or something like that. You are prompted to use the Scan feature. Do so by holding L2 but be sure to be close or else it won't work. This is the first of 24 ARKHAM CHRONICLES. Each has a part of a long story and a mystery that has to be unraveled. From the chronicle, go right and then turn to see a platform to grapple up to. Joker's henchmen are waiting though and will spot you as soon as you pull yourself up. Time to throw down... This is by far the largest group you've faced off against yet. Try not to worry about mixing in Ground Takedowns (unless you're practiced a lot) and just focus on the basics only: Striking and Countering. Two of these guys will try to pry pipes off the walls and use them as weapons. Practice aiming for specific targets and try to strike them both while maintaining your combo. Look out for Counter prompts though and just keep it going until they're all down. Hopefully you should have enough for another upgrade. Go ahead and pick whatever you want. I went with Throw, but consider the first armor upgrade or anything that you feel looks "cool". Turning on Detective Mode brings up the alcohol trail. It seems to lead to a locked door unfortunately. To the right however is a vent. Enter and we'll find a shortcut. This takes you to a familiar room from the demo. Intensive Treatment - Cell Block Transfer ----------------------------------------- Enter and stay behind the wall. Turn on Detective Mode and you'll see three enemies. They're holding guns. Not good. A talk with Oracle and Batman will discuss his plan. Look for a gargoyle above to begin. The path above is laid out for you. Zip from gargoyle to gargoyle until you get to the one at the far end. Tap X to drop down silently. Crouch to avoid making noise that will alert the thugs to your presence. Approach them cautiously and you can see a prompt for a Silent Takedown. Perform one on each of them while still holding R2 to crouch as you move from one to the other. Take all three down and then continue south. Go up the staircase and you'll see a fourth thug talking to Joker. Either stay and listen or go up there and take him down now. Either way, once he's down, Joker will address Batman. After that, look for the vent on the right. Take the cover off and enter. Intensive Treatment - Intensive Treatment Lobby ----------------------------------------------- Another familiar demo room. The last from the demo room actually, so if you're one of the demo players, you're probably quite curious as to what comes after this. As you exit the vent, you'll see a thug picking a gun off a dead guard. Take him out with yet another Silent Takedown. A quick scan in Detective Mode shows that there are two other enemies in here. One is nearby on the above catwalk. Now, you have a ton of ways you can go about this so when it comes to many Predator moments, I'll leave it up to you, but I'll give lots of thoughts and tips and so forth. For starters, you can follow him into the office and do another Silent Takedown. If you want to have fun, you can instead grapple onto the top of the office. The ceiling is glass on three sides of this office. Follow him below (using Detective Mode to see him) and wait for him to pass under you while standing on the glass. A prompt should appear for a Takedown. Hit it to perform a really cool one. Doing this or other disruptive Takedowns like the Inverted Takedown will get the third guy searching. Get out of sight. You can hide in the grate in the floor of the office and wait for him to come in, then spring on him from behind with a Silent Takedown. Just be careful because enemies look in the vents when they find bodies nearby. A safer way is to leave the office and zip up to a gargoyle. The enemy will likely leave the office area to the east and you can use the gargoyle here to do an Inverted Takedown if you'd like and if you bought the upgrade. After this, a quick scene shows three more guys entering the area. Again, it's up to you how to deal with them. They're all isolated from each other so this makes it easy. You can wait for the one who lingers near the office to go onto the catwalk. If you can get to the front of his view without being seen, you can grapple to the catwalk right where he is standing (don't climb up though) and perform a Ledge Takedown. You can also go for another Inverted Takedown too of course. This leads to the other two coming to search (unless you go for Silent Takedowns of course). Wait for them to disperse before making your next move. The farther away they are, the easier it will be to remain unseen. Wait for them to pass under gargoyles or find a good line of sight and perform a Glide Kick. Totally up to you. This first major Predator room shouldn't offer too much of a challenge. When it's over, you're free to explore. There won't be much to find yet. Start by going back to the center and enter the office. Look in the east room and on the desk there, right near an open book is the INTERVIEW TAPE. If you have trouble finding it, search with Detective Mode on; it's bright orange. This is another for Harley. Turning Detective Mode on reveals the trail in the south. The lift platform is no longer working so just grapple up to the ledge here and pull yourself up. Turn Detective Mode off and approach the scene here. Guess it wasn't worth it for Boles. Around his body, you'll find three sets of JOKER TEETH. Get them all and then you should get a strange call. Who is it? Why it's Edward Nigma, AKA The Riddler. He's set up tons of riddles and puzzles all over Arkham for Batman. "Defeating" The Riddler requires that you find every object and solve every riddle. Sounds like a lot of work, right? It is actually, because there's 240 in all. Not everything is a riddle. In fact, most of the "puzzles" are comprised of finding objects. All the Riddler Trophies, Interview Tapes, and Joker Teeth you've found are all part of it. Each area in Arkham has these and finding them all is necessary to bring Riddler down. Now you're able to track your progress though by hitting Select and going to the Riddler's Challenge page. That is, after you solve his first Riddle which he delivers to you. [RIDDLE ME THIS: "Don't cut yourself on this Sharply observed portrait"] This one is easy. On the same platform where you find Boles' corpse, there is a large painting of Warden Sharp. It's near the edge of the platform where you climbed up, on the left. Get close and Scan it with L2 (hold it) and you will solve the first Riddle. Easy, right? The Riddler's Challenge Page opens and you'll see a lot of the boxes turn into Bats. These are the ones you've solved so far. Again, they consist of Joker Teeth destroyed, Interview Tapes found, Arkham Chronicles found, and Riddler Trophies found. Each time you find one of these or solve a riddle, the box will be "checked off" in this manner. Riddles are the white boxes with the question mark. If you highlight them on the page, they tell you which area they are located in. If you see one of the boxes zooming in and out really fast, that means that there is a riddle in the area you're currently in right now. That means there's another riddle in this room. Let's find it shall we. [RIDDLE ME THIS: "A puzzle has many sides. But only some are visible.] Really vague, right? This is one of The Riddler's many special clever puzzles strewn about Arkham. The goal is to find one of his trademark question marks. The problem is that it can only be seen in Detective Mode. Secondly, the curled part of the question mark and the period underneath it are separated. What does this mean? You are required to stand in a certain spot and angle yourself and often the camera in a way that your perspective shows the two parts that make up the question mark align. Does it sound confusing? I'm sure it does, but it will make sense once you see it firsthand. Start by going back into the office area again. Ignore the guard who opens a door for you for now. Stand in the western room this time (it's the one with a broken TV in it). Face south in this room and you see three windows, right? Turn on Detective Mode here and you should the upper part of the question mark in the middle window. As I said above, you need to find the bottom part, the period mark. Where is it though? Well, with Detective Mode still on, you can see it on the south wall, slightly to the right, just underneath a large round vent. Move Batman and the camera until the two marks are just a little bit apart. When they are in the right alignment, hold L2 for Scan and you will solve the Riddle. The game will tell you if it's not aligned so keep trying if this happens. Find that guard now and talk to him to continue. Walk past him after getting the story and go down the stairs. Open the door to the next area. Intensive Treatment - Utility Corridor -------------------------------------- There will be a Riddler Trophy blinking you right in the face, but unfortunately you can't reach it yet. You'll also notice another line of green text that appears with the area name on the screen. This is yet another riddle. You'll find a riddle in almost every area. Let's solve this one. Go down the stairs and proceed into the next room. You should hear music playing. On your left will be a radio on a small bench. You'll hear a message from Joker. After that, time to solve the riddle. [RIDDLE ME THIS: "You don't know Jack about Gotham"] View the radio in zoom mode (R3) and make sure the name Jack Ryder on it is clearly visible. Don't be too close to it and perform a scan. That solves the riddle and gets you Jack Ryder's Character Bio. Find the door in the northwest corner and open it. Chapter 5 -------------------------- WINGS OF A SAVIOR o----------------------o |Riddles: 10 | |Riddler Trophies: 22 | |Interview Tapes: 5 | |Joker Teeth: 18 | |Chronicles: 4 | o------------[aa05]----o Arkham Island - Arkham East --------------------------- There will be nothing but another vent here. Open the cover and slip inside. Follow it all the way to the end. Exit and then move forward. Look for a grapple point. Climb up and then just walk forward for a scene. You're on the outside at last. Eventually, an announcement will come from Joker, ordering his henchmen to find the Batmobile and trash it. Hey, that's not cool! About a minute later, Batman will get an alert that the Batmobile's automatic countermeasure system is about to activate. Knowing that Harley might be there with the Commissioner, he tells Oracle to turn it off so that he won't get hurt. Now it falls on Batman to protect his pimpin' ride. You can go off to the Batmobile, your next objective, now if you'd like. It might be in your best interest to look around this area a little first. It's a big place but this will only take a few minutes. First let's start with riddles. If you pull up the Riddler's Challenge page, you see three boxes blinking. Let's begin. [RIDDLE ME THIS: "The legacy of this island has been well and truly buried."] This one is pretty easy to figure out. It's especially easy if you've watched one of the last teaser trailers to come out before the game's release. In just about the very center of this area (refer to your map) there is a cemetery. If you can't find it for whatever reason, face the Arkham Mansion and go left. Go in and look for the grave that has been dug up. Zoom in on the headstone and the name. Give it a scan and riddle solved. Continue north just a bit from the open grave. You should see a small shack with a red light emanating from within. Enter it and grab the RIDDLER TROPHY off the table. If you proceed further north into the cemetery, you can find another RIDDLER TROPHY. It's right near the northernmost headstone and close to the cliff. The next two riddles require you to climb the Arkham Mansion. There will be a lot of stuff to find in between that though. Start by opening your map. Take a glance at the Arkham Mansion's structure. If you notice, there is the large southern part of the building, and the smaller rectangle-shaped area to the north. What separates them is a small inlet or indentation so to speak. What you want to is head into this area so go there. To make it simpler, you'll know you're in the right spot if you see two walls with a locked iron bar gate. Grapple up to and over the wall. You're in the area now. If you look on the right wall as you enter this large inlet area you will see some pillars sticking out from the wall. Watch the right wall and move forward. Between the second and third pillars is an ARKHAM CHRONICLE. Give it a scan. Move further into this area. Look for a ledge to grapple up to above you. You want to grapple up into a little area with a lone pillar. Search behind the pillar in this area and you should find the RIDDLER TROPHY there. Grapple out of there and onto the next highest ledge of the mansion. Run along the edge here and go in further east. As you run further across the roof, you should see this next RIDDLER TROPHY in the distance. It sits in front of the middle of three columns. [RIDDLE ME THIS: "Gotham's greatest family towers over the city."] If you can't tell, there's an obvious pun in that riddle. Tower. Grapple up to the tower of the Arkham Mansion. You should see a grapple point above you near the previous Riddler Trophy. Get up to this ledge and stand out on the north east side and look in that direction. Zoom in on the city and look for the one tall building with the "W" on it. Scan it to solve this riddle. On the east side of this level of the tower, you can grapple up to one of two other ledges above. Pick one and zip up there to the highest level. Now you're really high up. Go along the tower to the west side. Sitting right in front of the clock face is this RIDDLER TROPHY, waiting for you to pick it up. This unlocks the Character Trophy for Zsasz. [RIDDLE ME THIS: "My challenges appear to those with the correct position in life."] On the same level as the last Riddler Trophy (the highest level of the mansion tower) is where you can solve this. Stand on the southern side of the platform and look out at the rooftop below you. In Detective Mode, you see the top part of the question mark. Where's the dot? It's at your feet. Tilt the camera until the two are aligned and scan. Now face southwest and glide from the tower. Your target is a small "valley" like part of the roof where there are roofs slant toward each other and there is a large gate on one side. Down here in this low area you'll find a RIDDLER TROPHY on the ground. Get off the mansion now and travel over to the far west side of Arkham East. You should see the two guard towers high above. Grapple up to the southern of the two towers. Enter and on the desk near the stationary guard is an INTERVIEW TAPE. This one is for Joker. If you grapple up to the north tower, grapple again to the roof of it and find a RIDDLER TROPHY up there. It gives you a Character Trophy for the Blackgate Prisoners. The last item to find for now is on the very southern side of this area. Drop off from the mansion and look at your map. If you look on the south side, there is like a small little platform jutting out. Go down there (behind the large statue) and there will be such a platform, overlooking the precipice. Take the RIDDLER TROPHY here. You've found everything you can get for now. Ok, that probably took longer than expected but hey, you got a lot of XP out of it, right? In fact, you should have more than enough to do your next upgrade so let's take care of that now. Again, the choice is yours. If you got Throw last time, I'd consider getting the additional Combo Takedown or going for Critical Combo Strikes which will help you use Throw faster. If you didn't get Throw, consider the Armor upgrade, or buy a new gadget. Head over to the northwest side and find the large security door. Pass through and you'll see an ambulance. Turning Detective Mode on reveals two armed thugs on the other side and behind a gate. Try not to let them see you as you go around the ambulance. Grapple up to the ledge above the gate. Use this to get behind them. Crouch and then perform Silent Takedowns to dispatch them easily. Continue west now through the next door. Arkham Island - Arkham North ---------------------------- In the distance you'll see the lowlifes beating up Batman's ride. Approach them and they'll think they can derive more pleasure from beating on Batman himself. Put an end to that thought. Again, this is a big group and most of them have weapons so make use of counter and just watch all the enemies closely. Try to use Throw or Combo Takedown if you have either and that will make things a bit easier. Once they're down, you can interact with the Batmobile to get a new gadget from the trunk, the Explosive Gel. This nifty gadget finally lets you open all those see-through walls. Unfortunately, you can't backtrack to use it. You're stuck in this area for now. Afterwards, you enter the special Detective Mode for searching for clues. The object you're looking for is near the front of the Batmobile. Lock onto it and then hold X to scan Gordon's pipe. It will soon bring up a trail for you to follow. Before we do that though, there are a lot more goodies to find in this area. [RIDDLE ME THIS: "Tweedledum and Tweedledee SAW it, can you SEE it?"] Again, another pretty obvious pun. You're looking for a See-saw. To find it, go all the way north, down the main road leading away from the grounds. When you get near the front gate, the see-saw will be on your right. Scan it to solve this riddle. It nabs you a Character Bio for Tweedledum and Tweedledee. Go toward the northwest corner and look for a large abandoned building on the west side with a lot of vines and ivy and so on growing from it. Look for an open window to grapple to. You can enter from a few different places but if you grapple to the window, it takes you right to an ARKHAM CHRONICLE. If you enter from the ground, grapple up to the second floor. Stand where you find the aforementioned chronicle and look to the south. You should see this RIDDLER TROPHY on the ground. You can just as easily find it by entering the abandoned building from the ground. You get a Character Trophy for Aaron Cash. [RIDDLE ME THIS: "Now I see it, now you don't!"] This is a tricky one and it took me a while to figure out. You're looking to find the two pieces of the question mark. The dot is underneath the bridge-walk walkway in the abandoned building. The top part is harder to find. Drop down to ground level and go west. You should see an archway. Turn on Detective Mode again and you can see that the top part of the question mark is under the arch. Move Batman and the camera until both are aligned and scan. If you go back toward the Batmobile, there are two small guard houses with more goodies. Unfortunately, you can't enter them through the front doors. There is one thing you can uncover though. Throw on Detective Mode again. In between the two guard houses but closer to the west one is a breakable floor area in the ground. Time to test out your Explosive Gel. Stand over it and spray it. Step back a bit and then detonate it. You'll unearth a RIDDLER TROPHY. Now, I said you can't enter the guard houses from the doors. This is true. You can get inside the eastern one by using a different method however. Grapple onto its roof and in Detective Mode, you can see another breakable floor. Spray your Explosive Gel and blow it open. Drop in and inside, you'll find the RIDDLER'S SECRETS MAP. Buh? What this nifty item does is it reveals the locations of all the Riddler's Challenges in the entire area. Each area has it's own map. The riddle locations show up as green question marks floating about on your map if you hit Select to view it. Problem is that the locations aren't 100% specific as you'll see the question marks move around a lot. It helps a ton though. Climb out now. In addition, just above these houses are two towers. Grapple up to the west tower and search inside. This INTERVIEW TAPE is on the desk and it's an interview with Joker. Walk outside but don't leave the tower. Grapple up onto the roof of the tower. Face the north side of the map (refer to your new Riddler map to help you out) and glide in that direction, staying to the right. You want to land on top of the large rock cliff here. Near the other end is a RIDDLER TROPHY. Grapple up onto the western guard tower now. When you get onto the platform, grapple up to this one's roof as well. On top, you'll find another RIDDLER TROPHY. One more to find. Go to the south and approach the Intensive Treatment building. Grapple up to a ledge on the right side and above the entrance. On this ledge, go up and over the slanted roof and toward the top of the entrance. There's a RIDDLER TROPHY sitting there. This one gets you a Character Trophy for Warden Sharp. You should be up for yet another upgrade. Armor is a good choice if you still have not gotten it. If you got Throw and you got Combo Takedown though, I recommend getting Special Combo Boost which will let you use these moves earlier in your Freeflow combos. Finally, back to business. Follow the trail of tobacco west to a locked security door. You have no choice but to find a way around. To the right of the door is a wall that can be destroyed with your Explosive Gel. Spray it on, back off, and then push the button. Enter and open the door here. Arkham Island - Arkham West --------------------------- Go down this corridor and through the following door. The tobacco trail leads you further along. On your right though, you'll see two of Joker's men, apparently building something. Get their attention and punch their lights out for some quick XP. Follow the trail as it leads you south to a staircase. Take it up and the trail takes you right to a large group of thugs. Don't worry. If you've been practicing, this still isn't too hard. Again, focus on your countering, but try out your special moves like the Combo Takedown because they help a lot. They go down pretty easily. Once they've all kissed the pavement, be sure to destroy all three sets of JOKER TEETH here. Next, grapple up to the top of this building, the Medical Facility and go around the slanted roofs to the southwestern corner of the rooftop. On this side of the building there is a RIDDLER TROPHY to pick up. It unlocks a Character Trophy for the Batmobile. Although the trail leads right to this building's entrance, move away from it for now to explore for goodies. Look at your map and locate the dock area which is to the southwest sort of smack dab between the two buildings in this area. You should see it easily; it's by the water. Look for a small hut here and go inside. On the left is an INTERVIEW TAPE with an interview for Joker. Walk out of this hut now and instead, grapple up to its roof. On the left side of the hut's roof is a RIDDLER TROPHY. Go just a ways north from here and at the base of the Penitentiary building (underneath a high platform) there is a spot you can grapple up to. Do so to find a wall that can be destroyed. Spray your Explosive Gel then drop down to blow it up. Grapple back up and scan the ARKHAM CHRONICLE inside. [RIDDLE ME THIS: "Do you see what I see? No? Well then maybe I am in a stronger position."] Now climb up to that high platform above you. Grapple up to it and then proceed to grapple up to the very next platform above you. Since this is kind of unclear at the corners there are two spotlights on the railings and there is an electric barrier up here. If you see them, you're in the right spot. Turn on Detective Mode up here and on the railing you'll find the dot part of the question mark. Below you on the previous platform is the other part. It's a bit tougher but try to angle the camera and align them for a scan. For the next one, find the guard tower. It's a bit to the right when facing the Penitentiary main entrance. It's the only tower in this area so it should be pretty obvious. Stand underneath the tower. Partially shrouded by a bush, a RIDDLER TROPHY can be found. Last but not least, go a little bit northeast from that guard tower. You're looking for a waterfall up here in the northeast, just a little bit to the right of the doorway leading from here to Arkham North. Find the waterfall and drop down this small pit here. At the bottom is a RIDDLER TROPHY sitting in front of a drainage ditch. From here, grapple back up. Stand at the electric doorway leading toward Arkham North. Grapple up to a very small ledge above the doorway. Another RIDDLER TROPHY is just waiting for you here. That should be all for now. Approach the entrance to the Medical Facility building. Open the door and enter. Inside, you'll have a brief chat and you'll be denied entrance. Exit and as Batman suggests, find another way in. Immediately grapple up to the roof again. This time, go to the northeast side of the roof. On a lower roof than the main part of the building, there is a wall you can see with Detective Mode on that is breakable. Approach it and spray your Explosive Gel. Detonate it to gain entry. Medical Facility - Maintenance Access ------------------------------------- Climb over the fence and drop into the area below. Look for the ventilation shaft on your right. Take off the cover and slip inside. Proceed through the vent for a while until you get to a small intersection with one path on your right slanting down. Turn right to take this path. It leads you to a RIDDLER TROPHY you probably saw as you came in. Go back and go the other way. You'll drop into a dark corridor which just leads to yet another vent. Take this into the next room. Medical Facility - Sanatorium ----------------------------- You'll see something is going on below. You can go left or right but choose to go left. Slip into another vent and take this until you reach a large drop. Climb up the very next wall to a vent there and slip inside this one. You'll drop down another short fall. Turn around to find--surprise, surprise--another vent. This one takes you to an opening on the ground level. Look to your left though while you're under here and you should see a grate. Open it up and go inside. Proceed just a little ways and then pop out. If the camera view shifts out of the first person view, you went too far. Pop out before that and there is a hidden room with an ARKHAM CHRONICLE for you to scan. Go back into the grate and take it all the way to the other side. Pop out here. [RIDDLE ME THIS: "TICK! TOCK! News flash! Someone is not getting out of here alive!"] The beginning is a pretty clear indication of what this riddle has to do with, but the rest is pretty vague. Turns out you're right near the location if you followed all the instructions thus far. Right near the grate is a cell that has a small opening in the bars. Scan this to solve the riddle and get a Character Bio for Killer Croc. We'll search for more items in a bit. It's time to take out the thugs looming about here. Step out into the open and find a gargoyle to grapple up to. With your Explosive Gel in hand, you can really have more fun here. Plan the beginning of your attack like this. There are two enemies who will at the start, stay positioned right near two explodable walls. One is in the northeast corner, and the other is in the southeast corner. Flip on Detective Mode to see the walls. For the northeast guy, simply drop down from the gargoyle above and spray the gel on the ground (above him). Don't set it off just yet though. Zip to the other guy and he's standing in front of a small room where the wall is. Drop into this room from the gargoyle and plant the gel here (you want to plant the gel so it exploded outward and toward its victim to incapacitate them). Now you're ready. Zip up to a gargoyle that has a view of both of the gel charges. You can target both of them and detonate them both at the same time. Do so to wipe out both thugs. Now if you only planted gel at one gel, you can still get the other guy depending on which one you got. When the explosion goes off, the other thugs come to check what happened. If you went after the southeastern guy, then the northeastern guy leaves his area and he usually doesn't go back. The southeastern guy always returns to the wall though. Don't attack until they all disperse. You can take a moment while they're distracted to zip over to the west side and find another explodable floor. Spray your gel here and wait for a thug to walk over it to get them. You have tons of other options though. You can also try to wait for an Inverted Takedown but they're a little harder to get this time around. Glide Kicks will be a better choice if you can get the thugs to separate from each other. There is also a grate in the middle of the first floor that you can hide in to wait for unsuspecting thugs and use Silent Takedowns on them. Ledge Takedowns are also possible when the thugs peer over the glass barriers on the second floor ledges. When you've vanquished all of Joker's thugs, approach the hostages on the east side of the room and talk to the doctor there. You'll get three new objectives: rescue Doctors Young, Kellerman, and Chen. They can be found by going through the north door. Not so fast though, Speed Racer. If you want to look for more items, let's do that. If not, skip ahead. [RIDDLE ME THIS: "A question can only be answered from a new perspective. Don't you agree?"] If you didn't blow it up already, find the weak floor on the west side of the room, second floor. Blow it up with your gel. Turn on Detective Mode and look at it facing north. You can see the top part of the question mark, as well as the bottom part on the floor below. Manipulate your view to align them and solve the riddle by scanning. Drop down to the bottom floor and walk toward the south end. Near the end of the floor grate, you should spot three sets of JOKER TEETH. Destroy them all. Next, go to the east where the last set was and spray Explosive Gel on this wall. Blow it and you'll find a RIDDLER TROPHY on the other end. Last but not least, go onto the second floor and search the small room in the northeast corner. On the desk is an INTERVIEW TAPE, featuring audio from The Riddler. Exit to the north. Medical Facility - Upper Corridor --------------------------------- You can go straight or left. Go straight, past the corpse of the guard and down a small staircase. Just follow this hallway all the way down until you encounter some thugs. There's only three so they shouldn't be much of a threat. Be sure to counter when you can and so forth. You should probably have enough XP for an upgrade if you've gotten most of the goodies thus far. Go ahead and do so if you want. I'd suggest maybe buying a new Batarang gadget; the Sonic Batarang, Remote Controlled Batarang, or Twin Batarang. Or buy anything I've mentioned so far that you haven't gotten already. Enter the doorway behind the thugs. Medical Facility - X-Ray Room ----------------------------- You can hear the voice of a woman and then some of Joker's thugs. Detective Mode shows them all in the room in the center. It also shows a weak wall to blow up. Go ahead and plant your Explosive Gel so that you can get the three thugs standing there. However, do not set it off yet. Doing so will alert the other two thugs on the adjacent side and the woman. Dr. Young, will be killed. You need to take them all out at the same time. Go around either the left or right to the other side. Note that if you go around on the right side, you need to crouch when you reach the windows, or else the thugs will spot you. Once you get on the other side, look for a narrow opening to slip inside and plant more Explosive Gel. Now you're all set. Make sure you are targeting both charges and then detonate them. All the thugs will be taken out at the same time. Go inside and talk to Dr. Young. After she's done boring me to death, go ahead and leave her. Don't go to the door though. Instead, look up and try to grapple up to the top of this center "room". Get on top of it and there is a RIDDLER TROPHY up here. Schwing! Feel free to leave now. Medical Facility - Upper Corridor --------------------------------- As you turn the corner, you'll see something a bit... different. There is a purple gift box in the hall. Approach it cautiously. Slower, slower... closer, closer... BOOM! Oh, whoops. Turns out it just releases three sets of JOKER TEETH for you to destroy. Well, good. As you make your way back, stop before making that final left turn that will take you back toward the staircase and where you originally entered this area. Look up at the wall and you should see an open vent. Grapple up to it and enter. There will be a RIDDLER TROPHY right there. Make your way through the halls and go to the southwestern corridor (hang a left at the two dead bodies). This will inevitably take you to some thugs guarding the next door. Take them out and then enter. Medical Facility - Patient Observation -------------------------------------- You'll see some thugs taunting Aaron Cash, a man you've probably heard about a few times already. Take them out and then Batman will talk to Cash. He's locked in the room with the Doc you need to rescue, but the room just outside theirs is flooded with Joker toxin. Great. Look for a ventilation duct just above you and grapple up to it. Peel the vent off the wall and enter another vent. This will eventually take you to a platform above all the gas. There is nowhere to go though. The gas covers every other possible landing so you're stranded. Give the room a scan with Detective Mode and you should see one of those terminal boxes that power the fans. This is the closest one to you. To hit it, stand on the platform to the right so that you can get a view of it. Toss your Batarang to power the first fan. Now, from the left side of the platform, you can glide north to the next landing safely. Climb the two large ducts here and then jump to the platform in the corner. Turn right and jump to the next one. Now turn around and below your previous platform is the second box. Toss your Batarang again and that will activate another fan. The third one is a little trickier. It's located in a small room below but the gas makes it impossible to enter it. A Joker henchman hangs precariously from a rope above. Hmmm... You thinking what I'm thinking. Well if you are, you'll toss a Batarang at his rope. This cuts him loose and sends him crashing through the roof of the room. Now drop to the platform in the corner and you have a clear line of sight for the last terminal. Destroy it to clear the room of the gas. Genius! You'll get a Character Bio for Cash. Talk to him if you want. Go past him and the doctor (who is now considered rescued) and enter the room they were holed up in. Grab the INTERVIEW TAPE off the table. This one is also for Riddler. Next, look for the three sets of JOKER TEETH in this room. Two of them can be found in front of the first two electric terminals you had to disable. The last one is across from the first one on the roof of the room Cash and the doc were in. [RIDDLE ME THIS: Was this Firefly too hot off the press?"] Search thoroughly around the room for this one. The clue is something about a newspaper. If you can't figure it out, enter that small room where you dropped the henchman through the ceiling. On the right is an open cabinet and the door has some articles. Zoom in on the headline and scan. You solve the riddle and get a Character Bio for Firefly. We're done here, so return to the corridor. Medical Facility - Upper Corridor --------------------------------- When you turn the corner, you see another one of those boxes. Throw a Batarang from afar or just approach it to open it. Destroy all three JOKER TEETH that spring forth. Move on. At the intersection, go straight across. It'll be a short walk to the next room. Medical Facility - Surgery Room ------------------------------- Approach the man strapped to the chair. You get a quick scene and then a fight erupts. Time to throw down. This might be a tough fight if you're still not totally comfortable with Freeflow Combat. Keep your eye out for the thugs who will try to pull metal bins off the walls and throw them at you. Aim for them while in the middle of your combo and dispatch them. More enemies drop in so deal with the appropriately. You'll likely get a lot of counter opportunities here so be ready. If you can finish all these guys in one combo, you'll get a really sweet XP boost. If you've practiced enough, this is possible. Set the doctor free and that should finish your objectives. Before we leave, grapple up to the balcony where the thugs dropped in on you from. [RIDDLE ME THIS: "Shhhhsshh! Rumors persist that Tommy Elliot operates in Arkham. Can it be true?"] On the balcony, turn right. There is a small marker board with a list of names. Zoom in out with R3 and look for Tommy Elliot. Scan to get the riddle and the Character Bio for one of my favorite Batman villains, Hush. There's a Riddler Trophy up here but it's out of reach. Drop down and leave this room. Medical Facility - Upper Corridor --------------------------------- Another return trip, another box. This "present" is a little different this time however. A new type of thug emerges. He wields two small knives and has a face mask of sorts to protect him. This guy can't be hurt by normal strikes and he cannot be countered. So what to do? As the game tells you, use Stun to well... stun him. This allows you to do normal strikes. Fire away once you've stunned him and he goes down. Easy! Be sure to destroy the three JOKER TEETH that were also let loose. Scurry down the halls now and return to the Sanatorium. Chapter 6 -------------------------- A FEARSOME OPPONENT o----------------------o |Riddles: 1 | |Riddler Trophies: 0 | |Interview Tapes: 0 | |Joker Teeth: 2 | |Chronicles: 0 | o------------[aa06]----o Medical Facility - Sanatorium ----------------------------- You'll get a scene. After that, you'll gain control on top of a gargoyle as more thugs filter in from the elevator. You're already familiar with this room so it shouldn't be tough. There's only three of them and even though you won't have access to the Explosive Gel walls if you used them already, that's ok. Try for Glide Kick and Ledge Takedowns. If you want to make it really easy, since all the thugs start off pretty separated, you can just try to sneak up on each of them and go for Silent Takedowns. Once you've cleared the room yet again, you can take the elevator down. Approach it and destroy the two sets of JOKER TEETH first. Get on after that. A scene will begin and it seems that madness is reigning here. It's about to get a lot more chaotic soon. Medical Facility - Secure Access -------------------------------- When you have control, spot the wall on your left and blow it open with your Explosive Gel. Follow this corridor for a ways, over obstacles and past a bunch of machines. You'll enter a new area. Medical Facility - Lower Corridor --------------------------------- You'll see an alarming sight. To follow, spy the vent on your left. Pull off the cover and enter. Exit the other end and approach the body here for a quick scene. Could it be? Also, you notice Batman's eyes are red? Things get even weirder when Batman tries to contact Oracle. Go south down the corridor and you'll see a lot of... bugs. Keep moving. Hmm, crunchy. Sorry. In any case, open the door to arrive in the... Medical Facility - Morgue ------------------------- The place is dead. Ok, poor choice of words there. You'll soon discover you're not exactly "alone" either. There's a very creepy disembodied voice there with you, whispering ominous threats and so forth. Ok, stop... ._. Try to leave and you just wind up in the same room! Wait, something's different. Approach the center and you'll see three body bags. Only thing is... they're moving! ._. Open them one by one and you'll see some unsettling stuff that I will not spoil, but even the most casual Batman fan should grasp the significance of this. Open the third bag and you're in for a surprise. Your foe reveals himself! Turn around and you'll see a lot has changed. What the...? Hop the two gaps ahead and get a scene. You see kids, this is why you don't use drugs! [BOSS FIGHT - SCARECROW] Ok, this isn't a really conventional boss fight, but it is a fight nonetheless. More of a fight of will and all that but just go with it. To clear this sequence you have to reach the bat signal spotlight and shine it on Scarecrow who is a giant. Did I forget to mention he's giant? That's kind of important. Scarecrow rotates in the center and his eyes cast a ghastly orange glow. If they catch you in their light, you're toast and Scarecrow will attack. You need to use cover and move when he isn't looking. Any time there is a wall or some structure in front of you that will block Scarecrow's view, use it as he glances by. Crouch for lower structures. Start by running up the stairs and going around the corner. Stay here and wait for Scarecrow's eyes to sweep by before dropping down. Run to the end of this platform and crouch behind the white wall to avoid him again. When his gaze passes, jump the gap and then climb up the wall here. The next wall only leaves you room to shimmy. Wait for Scarecrow's gaze to pass again then shimmy over and climb up. Quickly take cover behind the next wall on the right. Jump the gap and take cover behind the tall vertical wall here with the morgue doors. Wait for Scarecrow to pass again then quickly plant Explosive Gel on the wall ahead of you. Detonate it but don't move anywhere. Stay behind the wall because Scarecrow will come looking. He'll peek around and keep searching. Just stay calm and wait. When he looks over to your left, run forward and jump the gap. Climb up and head over to the bat signal and use it with X. Scarecrow will be vanquished and the nightmare will end. Medical Facility - Morgue ------------------------- You're back in the Morgue, and back in reality. Batman was under the influence of Scarecrow's fear toxin; it's clear now. He's gone now it seems though. We can continue on. You'll get a Character Bio for Scarecrow. [RIDDLE ME THIS: "What silent killer of the oceans can be found in a tiny jar?"] This one is pretty easy because there's not much in this room to begin with. At the end of one of the three tables in the center there is a small moveable shelf thing with a jar on it. Zoom in on the label and scan to solve the riddle. This also gets you the Character Bio for The Great White Shark. Head out now. Chapter 7 -------------------------- THE DARK NECTAR o----------------------o |Riddles: 1 | |Riddler Trophies: 2 | |Interview Tapes: 0 | |Joker Teeth: 3 | |Chronicles: 0 | o------------[aa07]----o Medical Facility - Lower Corridor --------------------------------- Return from whence you came and you'll see the body you saw earlier was not Gordon's. Scarecrow played a little dirty trick. The Commish is still out there somewhere. The door ahead of you will be busted open and three thugs approach. Among them is one of those dagger-wielding baddies so be careful. You need to adjust to the possibility of incoming attacks from him while dealing with the others. When you see the red lightning bolts, that does not mean to counter. It means to either evade or use Stun. Condition yourself to go for stun in these instances and you'll stop him and also leave him open to attack. Try to take him down first but counter all other attacks too. With that out of the way, follow the green arrows. There is a set of JOKER TEETH around the corner. Go up the short stairs and find another set of JOKER TEETH. Turn and enter the narrow doorway where--yes--a third set of JOKER TEETH is busy chattering away. Destroy them all and that should make 20. Enter the door. Medical Facility - Experimental Chamber --------------------------------------- You can see through a window that the Commissioner is safe, but being watched by Harley. As the Joker explains, you need to get up to her by going through all the henchmen below without being seen. Sounds like a challenge. First, don't leave this room. Look on the table that was on the left as you entered (on your right if you turn around from the glass window). Pick up the Riddler's SECRETS MAP. To see all the puzzle locations in the Medical Facility. Schwing! [RIDDLE ME THIS: "Is this bear the Bane of his life?"] Right near the secrets map on the same table is a teddy bear. It's missing one ear. Zoom in on it but make sure you have a full view of its body. Scan it to solve the riddle. It unlocks the Character Bio for Bane. Pry the vent cover off the right wall and crawl through. The vent takes you past some openings where you can see the thugs in here. Keep going until you reach the other end and exit. Silent Takedowns is what this is all about. Your first victim will be right in front of you as you leave the vent. Stay crouched and take him out. That's one down... Now crawl through the other vent on the other side. There's actually two and one is open and the other needs to be but they are the same vent so take your pick. Go through and look for an opening behind the next thug in the corner here. Take off the cover and then perform another Silent Takedown. That's two. Also, enter the vent again on the right side and you should find a RIDDLER TROPHY. The last two are patrolling, one below and one on the upper platform. Silent Takedowns will do fine again, just stay out of sight. You can also go ahead of them (again, don't let them see you) and enter Corner Cover and wait patiently for them to walk toward you while you're hiding behind a corner. A prompt will appear to do a Takedown. With all four incapacitated, venture over to the southern side of the area and go up the stairs. An electric barrier is in place so you can't enter the room that way. Look up though and you can grapple to the top of the room. There's an impossible-to-miss RIDDLER TROPHY here so grab that. Next, venture over to the top of the room where Harley and Gordon are. Through the glass you can perform a Takedown to start a scene. After that, a boss fight! [BOSS FIGHT - BANE] Bane is well, big, as you would expect. He fights just like that Titan you fought in the beginning though, with some slight differences. The basic strategy is the same in that you want to wait for him to charge you, then use Quick Batarang (tap L1) and then get the hell out of there by evading. Aside from that, Bane will pick out large chunks of the walls and throw them at you. Dodge these too to avoid a walloping headache. When you strike Bane successfully and he crashes into the wall, stay back. Unlike the Titan, Bane isn't really shaken by attacks and although you will deal damage, it's not a lot and he recovers quickly. Make two quick hits and get out of there before he strikes back. Now repeat the process. Dodge his attacks and wait for his charge. Throw a Batarang and get out of the way. When he crashes, attack again and this time, Batman should automatically jump onto his back and sever some of the cables pumping Venom into him. This is what you need to do. After this run away from him as he pounds his fist into the ground, releasing a shockwave. At this point, Joker's henchmen will intervene. Now the fight becomes tougher. You'll need to take them out but you also need to keep your eye on Bane most of all. It's difficult but deal with the henchmen and look for Bane when he's throwing the wall chunks or about to charge. Get out of the way or for the latter, use Quick Batarang and then get out of there. That should stun Bane again and let you get some jabs in. Ignore any remaining thugs and just get in the quick hits, then finish them off and focus on Bane. Get him to charge twice and this will let you get on his back again and sever more of his cables. You only need to do it one more time now. Joker sends more henchmen to distract you. Again, if you're skilled enough, try to focus on the henchmen first and take them all out fast but just keep your eyes on Bane at all time because he will attack. Dodge by using Redirect (double tap X) to jump over a henchman and out of Bane's line of fire. Get Bane to charge two more times and Batarang him before dodging. The second and final time lets you pull the plug on him, literally. Chapter 8 -------------------------- CRASHING THE PARTY o----------------------o |Riddles: 1 | |Riddler Trophies: 9 | |Interview Tapes: 2 | |Joker Teeth: 11 | |Chronicles: 3 | o------------[aa08]----o Watch the scene. When you regain control you'll be back at... Arkham Island - Arkham West --------------------------- Batman gets on the horn with Oracle and he divulges his new plan. Ooooh, nifty! The music starts... to the Batcave! Head northeast toward the tunnel that would take you back to Arkham North. You can find a group of three thugs to beat up towards the southeast, and then a much larger group when you get closer to the tunnel. Try out your new moves on them and as always, counter, counter, counter. Build up your repertoire of moves each time when you become comfortable with the last one. Start including the Batarang into your combos and use Stun a little more often. As you make your way back through the tunnel you should see three sets of JOKER TEETH along the path. Remember to take the side door to get to Arkham North, as the main security gate still won't open (and never will). Arkham Island - Arkham North ---------------------------- Run to the east and make a beeline for more victims, err... thugs to beat up. A group of four, but one is of the dagger-wielding variety. Keep in mind that you can't counter him. Also, with Freeflow Combat you can choose your targets as you get going with ease of the Left Analog Stick. Try to prioritize enemies with pipes and such, as they can sometimes be tougher to counter than normal ones. In this case, go after the dagger guy first by stunning him like you have before and then try to at least knock him down. Fend off attacks from the rest and try a Ground Takedown if you have the window. Otherwise, just try to maintain a combo. Once they've been dealt with, find the gateway with the two lanterns on the brick posts. The gate is locked but you can easily just grapple over. Ahead of you will be the cave entrance. Ignore it for just a moment. Instead, grapple up to a ledge just above it. If you can't get to it, grapple onto the building on your right first and you should be able to get up from there. Enter this cave and take the RIDDLER TROPHY here. You can see another one just a few feet away, but unfortunately it's blocked off. Darn. Leave and drop down and enter the lower cave now. Grapple up to a high ledge where there is a broken ladder. Get up here and immediately turn to your left. There's an ARKHAM CHRONICLE to scan. Turn right, grapple up to the next ledge, pull yourself up, and open the door. Just follow this corridor all the way until it opens up to a small room. In the center should be some rubble with a bunch of skulls (cozy...). Stand there and look to your right. See it? No? Turn on Detective Mode. Ah, yes, another destructible wall. Plant your Explosive Gel and blow it open. Retrieve the RIDDLER TROPHY. Now just climb up the south wall and go up this narrow passage. Eventually the game will take over and jump (quite literally) right into a scene. After that you'll be in... (dramatic music...!) Caves - The Batcave ------------------- Proceed in and prepare a nerd squeal if you have one. Jump down to the main platform. Go up the stairs and approach the computer for a scene. After that, you will receive a Character Bio for Dr. Young, but more importantly, a new gadget, the Batclaw! Holy jumping monkey, Batman! The Batclaw will extend to distant objects and grab whatever the claw can hold onto. Once it has a hold, you can tap X repeatedly and pull it off or toward you. This nifty gadget will work on enemies too. Try it out by grabbing two of the boxes to clear the walkway on the other side of the gap to the north. Once it's clear, jump and head for the door. In the next room, you'll find another very helpful feature of the Batclaw. Aim it at the high vent cover on the wall. Tap X to pull it off and voila! Grapple up to it and get in. Caves - Old Sewer ----------------- You'll drop into this new area and there will be an enemy right near you. He's on a call though, so let's just take a listen. After that, take him out with a Silent Takedown. Turn back around and on the west wall near the waterfall, there should be an ARKHAM CHRONICLE here to scan. Use one of the stairs to get up to the next platform after that. At the corner, you'll encounter a group of more thugs. These guys will be in the middle of their own conversation, so feel free to listen in if you desire. The game hints to you about using the Batclaw in combat by double tapping R2. It takes a while to incorporate into your repertoire of Freeflow Combat moves, but it may prove useful. Try to practice on other things first though. As this party starts, make note of an enemy or two scrambling for stuff on the wall. Try to target them first. The narrow corridor may make it hard to target a specific enemy, so just barrel through with constant Strikes until you get your man. Then counter the others and dispatch them one by one. Consider upgrading now if you're able. Always up to you. Definitely go for a new gadget if you haven't already. They'll start to come in handy. Now at the end of the east corridor, you'll come to an intersection. Just for kicks, go to the right (south door) and try to open it. You'll get a small surprise. Go back and look for a vent on the east wall. It's out of reach but thanks to the Batclaw, that's no problem! Target it and fire, then pry it off. Before jumping in, look for the corpse right below the vent and take the INTERVIEW TAPE off his hands. It's for Killer Croc. Go into the vent and take the RIDDLER TROPHY next. Go north a bit for a quick chat with Oracle. After that, throw on Detective Mode and spot the destructible weak wall on your left. Blow it open with your gel and take the RIDDLER TROPHY from within. After that, be sure to destroy the three sets of JOKER TEETH on your way toward the door. Caves - Main Sewer Junction --------------------------- The camera will pan around, giving you a nice look around this area. There's a lot to find too and the layout can be a tad confusing so stick with me. First, go forward and take a right. Go all the way toward the east wall and there will be a ledge you can climb onto on your left. Walk through this hollow pillar I guess you can call it and jump onto the walkway. Go left (west) and jump to the next one, drop down to another, and finally jump the gap to the west. Go around this corner and find a RIDDLER TROPHY. It grants you a Character Trophy for Bane. Make your way back and this time go east across the walkways. You'll go around the corner of a pillar. Jump the gap here to the large platform just ahead of you. The next gap ahead of you is occupied by two sets of JOKER TEETH. Go ahead and destroy them now but don't jump over there. While on this platform, turn left and face the wall. Climb up it to grab onto a ledge to shimmy on. Shimmy over to Batman's left around the corner. You'll be able to pull yourself up into a small doorway. Inside will be another RIDDLER TROPHY. To get back, carefully crouch near the ledge and look for the X button prompt to climb down. Shimmy back over and drop down. Now jump that gap to where the chattering choppers were. A fallen pillar becomes a makeshift bridge for you to take to far west. Just be careful going up. Turn left at the top and jump to the next platform. Climb up the following ledge and from there, you can jump to the top of this aqueduct with the running water. Just across from there you should see another gap you can jump to (to the south) to reach a RIDDLER TROPHY inside a pillar. This unlocks the Challenge Room, Sewer Bat. Take another overturned pillar up to the east. Stop at this platform now. On your left will be another fissure to climb into and shimmy from. Do so and shimmy around the corner until you can climb up. There will be another ledge to climb onto in front of you. Up here will be a RIDDLER TROPHY. This gets you a Character Trophy for Commissioner Gordon. [RIDDLE ME THIS: "A puzzle has many sides, but only some are visible."] This one is tricky so attempt to figure it out yourself if you'd like. It took me a long time to figure out. Anyways, at that ledge you're on where you found the previous trophy (you had to shimmy around and climb up twice, etc), turn on Detective Mode. At the same height as Batman's head, the lower part of the question mark is on the top of the brick wall. Higher above and on a more distant wall is the top part. Manipulate the camera until they're lined up and scan. Make your way all the way back, shimmy back, etc. Jump across the gap now to the southern platform. If you look to the east from here, there's a large platform with another trophy just taunting you. You can't reach it yet though, so don't bother. Instead, turn around and take out the chattering JOKER TEETH here. Proceed east to find another set of JOKER TEETH. Right in front of the exit is the third set of JOKER TEETH. Open it up and proceed. Caves - Surface Access ---------------------- On your immediate left from entering this area, you'll see an INTERVIEW TAPE on a box. Snatch it to listen to an interview with Croc. Go up the stairs from here and just keep going (there's nothing to find from here on to the exit). You'll come to a dead end. A flip of Detective Mode reveals it's destructible so use the Explosive Gel. Hop this gap and use the door and you'll wind up at... Arkham Island - Arkham North ---------------------------- You'll be on the second floor of the dilapidated building. After Joker chimes in for a bit, Batman will notice the two guard towers here are occupied by a sniper each. If they spot you they will fire until you get out of sight. We can have fun with this though. You can pester them with your Remote Control Batarangs (provided you bought it), or you can try to sneak in on the low ground, avoiding their sights and use your grapple to get up to the walkway and just hang from the floor and wait for them to stand right above so you can perform a Ledge Takedown. Take out both snipers and then from the east tower, look to the front of the Intensive Treatment building. Four thugs will be standing there. From the corner of the walkway of the tower you should be able to perform a Glide Kick on one of them. Do that to get the party started. Counter the others and aim specifically for the dagger guy with Stun, then some quick strikes. Try to do a Ground Takedown on him once the other three are also down. From there, just strike and counter until you're home free. Even with the Batclaw in hand, we can't get any new Riddler Challenges in this area. Intensive Treatment is also locked down so we can't go in there with the new toy either. Although with each major gadget (non-Batarang ones basically) we obtain, new goodies become available, we're not gonna do treasure hunt backtracking until we have all of them. I do this just so we can keep going with the story and maintain a good pace. Your next objective is in Arkham East so walk over to the gate. Destroy the three sets of JOKER TEETH right in front o fit. Go inside after that. Arkham Island - Arkham East --------------------------- The gate in this underpass is open now. Some of Joker's thugs ambush you though. No problem. Just keep your eye on the dagger-wielding foe as always. Fighting in the narrow underpass shouldn't be too problematic by now. After they're done, pass through the next gate. In the actual East area, you'll see two more snipers occupying each of the two guard towers. Again, try to go for Ledge Takedowns by grappling up to the bottom of the walkways when they can't see you. Or just swing up there and go for Silent Takedowns. As you approach the mansion which is your next objective, you'll likely see two more snipers. It's best to approach from the side so they won't see you. You have a couple options. You can get closer and toss a Remote Control Batarang up there to knock them both down in one shot. You have to grapple up there immediately to finish them. You can grapple in from the side and try for Silent Takedowns. If you try to do Ledge Takedowns, note that the other will spot you and even if you're hanging from the ledge, he can shoot you. Drop down and he'll suddenly forget you're there. Just grapple back up and do the other Ledge Takedown. Now that the area is clear, you can proceed. First though, we can look for a few items. This is the first time you've returned here with Explosive Gel so that opens up a few opportunities. Begin by facing the Arkham Mansion entrance and going left. In this courtyard area, turn on Detective Mode. Look for a nearby weak floor to blow up. Underneath is a RIDDLER TROPHY. Venture north and into the cemetery. Keep going north and a little northwest. You can see the staircase that leads up to the Botanical Gardens above. If you turn on Detective Mode, the side of the staircase wall is destructible. Plant your Explosive Gel and blow it open. Inside is an ARKHAM CHRONICLE. Try to go in through the main entrance of the mansion. Inside, the thugs will just taunt you safely from behind the electric barrier. I think we've heard this story before... There must be another way in. Exit and take a look. Back outside, get the two sets of JOKER TEETH first with some Batarangs. Next, Climb up to that ledge the snipers were occupying and use the Batclaw to pry off the vent on the wall above. With the main entrance impassable, this is your only way into the mansion. Open the next door to enter. Chapter 9 -------------------------- RELIVING A NIGHTMARE o----------------------o |Riddles: 6 | |Riddler Trophies: 7 | |Interview Tapes: 3 | |Joker Teeth: 14 | |Chronicles: 2 | o------------[aa09]----o Arkham Mansion - Mansion Entrance Hall -------------------------------------- From this high perch, you can see three enemies below if you turn on Detective Mode. You'll notice one is in red, meaning he is armed. This is not a predator situation; it's a Freeflow Combat one so that means he is an immediate threat. If you came in with low health, this is especially true. You should see, if you stand at the very edge of the platform, that you can Glide Kick to that fellow. Go ahead and do it and knock him down. The other two thugs should be so surprised that it gives you a brief chance to do a Ground Takedown, so seize it. Fend off the other two and punch their lights out to clear this initial room. Before moving on, walk down to the south side of the room. Stand right where the electric barrier is and turn around so that you're now facing the staircase. From here, venture over to the right of the staircase and there will be a vent. Pull it off and enter. Inside you'll find a RIDDLER TROPHY. The door at the north end is blocked by something. Instead, look up and grapple to the vents above. Use this as a platform. Look straight up at the ceiling from here. Another vent is directly above you. Pull off the cover with the Batclaw and grapple up there. In here is an Explosive Gel so set it up and open the way, but be sure to back off. The destroyed wall reveals an ARKHAM CHRONICLE to scan, as well as a vent. After scanning, go through the vent and you can drop down to a new room. Arkham Mansion - Main Hall -------------------------- You should see a lot of thugs in here. There are also gargoyles, leading you to believe it's predator time. Not yet unfortunately. None of these guys are armed anyway. Feel free to use a gargoyle to launch into a Glide Kick to start things off. From there, the rest will come after you. This should be the biggest fight yet. It can be tough too, depending on how comfortable you've gotten with the combat at this point. If you're good at countering, that's basically all you really need at the core. If you picked up most of the combat upgrades, this will make things very easy too. With the combo upgrades particularly, the ones that let you deploy your special moves faster, you can end this fight a lot faster. Since there are a lot of guys, consider Throw if you can aim one thug at the others like a hungry bowling ball to a set of pins. Combo Takedown is also good for eliminating one or two or more thugs from the fight fast. Other than that, just string together a good combo and go from one enemy to the next, looking for counters too. When they've all bitten the dust, we can explore a little. There's a couple goodies to find in this room. [RIDDLE ME THIS: "Who is the main man in the main hall?"] Stand basically near the south entrance and look to your right. There is a door leading to another room to the east. You should know it's right if you see a dead guard leaning up against the door. Well if you turn to your left from that door there is a portrait on the wall between two glass cases. It's of the Commissioner. Stand close and scan to solve the riddle. Approach the north end and take a glance at the large statue. In it's base is a vent cover. You know what that means. Pry it off with the Batclaw and get in there to uncover a RIDDLER TROPHY. Go up the stairs on the left side. Just past a desk you should see two sets of JOKER TEETH. Take them out. The third set of JOKER TEETH can be found in the very small room on the left, which you can get into by taking off the vent cover. Get it, then come back out. There is a second similar room but on the right (east) side of the room. The vent for this one is on the north side though so go around and you should find it. Enter in here and take the INTERVIEW TAPE inside. This one is for Scarecrow. If you can upgrade now, go for it. Try to finish off the combat upgrades soon if there are still more left. Take the top left (west) door out of here. Arkham Mansion - West Wing Corridor ----------------------------------- In here you'll find one of Joker's thugs threatening a doctor and a guard. Sneak up to him and either use a Silent Takedown or pull him toward you with the Batclaw and beat some sense into him. You get a scene. The thug is wearing a device called a suicide collar. If a thug wearing one of these is incapacitated, Joker is alerted from his control area and can coordinate the rest of his men in that area to search around. It's a significant change to Predator gameplay from here on out, but it's not going to put much of a damper on your fun. In any case, there's nothing in this room so just go straight across to the next door. Arkham Mansion - Arkham Records Room ------------------------------------ A Predator room finally. Take a scan around the room and see where the thugs are. This room can be a bit tricky because it's very long and not that wide, plus you have two floors with walkways and the large cabinets in the center. There are plenty of gargoyles though and that's all you'll need at first. You have several options and ways to go about this so it's really up to you. Starting things off with a Glide Kick can work. If you want to start off stealthily though, the closest thug should be on your left on the walkway. Climb up and go for a Silent Takedown. You can even do a Ledge Takedown, but that will alert the others. You'll notice that when they discover bodies, some of the henchmen will pair off. This makes them harder targets, because unless you can get a Silent Takedown in and the other doesn't see you, you need to find a way to isolate them. Batarangs can help, as can Explosive Gel. Now there are no Explosive Gel traps here, but if you bought the proximity upgrade, you won't need one. You can just plant it where you think an enemy will pass and it will go off when they get near automatically. Something to consider if all the enemies are distracted. Inverted Takedowns can work well on the walkway guys. Just try to pick off isolated enemies so you won't be discovered. There are also grates on the floor in the center of the room that you can use to hide and spring out for Silent Takedowns. You'll notice that the previous room was just a preview for what's to come. All these guys are wearing suicide collars. These pretty much render the effect of Silent Takedowns useless, in the sense that you get away without anyone coming to check. Silent Takedowns will still buy you more time to get away since they don't make any noise, but the thugs will still discover the body anyway. You can sometimes take advantage of this though, getting in position to prey on the one straggler who is last to join the rest. A combination of Silent, Inverted, and Ledge Takedowns will probably work best. Feel free to use your gadgets too though. When you've taken them all out, go and rescue Cash and his buddy in the center. You'll get some quick dialogue and Batman will get his next objective. Before moving on, let's explore just a bit first. Go to the southern part of the room, up a small staircase. There should be an electric barrier on the door. If you look up on the wall to your left from there though, you should see a vent. Use the Batclaw and enter. You'll come to a large room behind some iron bars. There's nothing on the walkway, so just drop down. Turn on Detective Mode to help you locate an INTERVIEW TAPE on the large table down here. Get it and retreat from this room. Get on the walkway in the main room and go to the southwest corner. There should be another vent on the south wall here. Open it and go into a similar room. This one has a RIDDLER TROPHY. Grab it and we're ready to move on. Now go up the north staircase from the center of the room. There should be a door on your right. Go through it. Arkham Mansion - North Corridor ------------------------------- There's no way to go forward in here except by taking the short stairs on your right to a vent. Pull the cover off and enter. You'll drop into an open cell. Exit and there will be two sets of JOKER TEETH out here. [RIDDLE ME THIS: "Did Amadeus go mad, or was he just dizzy?"] If you enter the cell right next to the one you dropped into, you'll find a few odd circular markings all over. Step inside and scan the room. Easy. Now stand at the bottom of the small staircase in this room and look up. Grapple up to this vent. This takes you out on top of the previous room. If you go south and then hang a right, you'll find a RIDDLER TROPHY. There's another vent to the southeast up here. Go inside and take it to the next area. Arkham Mansion - Dr. Young's Office ----------------------------------- You can see three thugs trying to break down the doors here. Their efforts prove unsuccessful however. Drop down when you're ready and target the middle guy (who is armed) and try a Silent Takedown. Since the other foes will spot you as you attack, the Silent Takedown will be a little more aggressive but produce the same effect nonetheless. Enter combat with the other two now and dispatch them. Go up the stairs here and in this morgue-like area, take a look around. [RIDDLE ME THIS: "It'll be a cold day in Hell when this Ghul rises again."] If you search these open morgue door things, you can see one body sticking out. There's a nametag on his toe. Zoom in to see the name. Ra's Al Ghul. The riddle is solved, and you get a Character Bio for Ra's. The south door here is locked. Instead, look for the vent on the north wall in the morgue-like area and pry it off with the Batclaw. Grapple up there and once inside, you get a quick three-way intersection. Both the left and right paths are dead ends. Just go straight and it takes you to another vent cover eventually. Kick it off and drop into the office for a quick scene. After that, you need to locate Dr. Young but having a trail to follow will make that task easier. In the scanning mode, look about the room. You won't find anything on the floor. If you can't find the clue, look at the safe and it will be there. Scan it to get Dr. Young's fingerprint. [RIDDLE ME THIS: "How do you mask your feelings without losing control?"] In Dr. Young's office, there isn't a whole lot to see or do. You might catch glimpse of the mask that is hung on the wall however. If you zoom in on it and get a full view of the mask, you can scan it to solve this riddle. It also gives you the Character Bio for Black Mask. Grapple out of here now since the front door is still locked. As you drop down, the door ahead of you is forced open by Joker's thugs. Batman will thank them... with his fists. As always, pay close attention to the dagger-wielding enemy. Stun him when he attacks or just go after him outright and then deal with the others in the mean time. By now you should definitely have the Combo Takedown move. You can use it to quickly take dagger-wielding guys out of the picture. Proceed through the now open doorway and into a small room. Look for an easy to miss INTERVIEW TAPE on the table here. Just open the next door after that to return to a previous area. Arkham Mansion - West Wing Corridor ----------------------------------- At the bottom of the staircase will be one of Joker's presents. When it bursts open, there will be three sets of JOKER TEETH for you to destroy. There's nothing else to do now. Turn on Detective Mode and follow Dr. Young's trail. It will take you back to another old room. Arkham Mansion - Main Hall -------------------------- Two henchmen have discovered your dirty work from earlier. They are no threat, so drop in on them and wipe them out when you're ready. If you pick up Dr. Young's fingerprint trail, it will lead you right to the southeastern door. Take it to a new room. Arkham Mansion - South Corridor ------------------------------- As you follow the trail down this hallway, look for three sets of JOKER TEETH to destroy. [RIDDLE ME THIS: "What does a bird need in the rain?"] Less than halfway down this hallway, if you turn left (east) there should be a glass display case up against the wall. Inside will be a top hat and umbrellas. Hmm, who could these belong to? Scan it and you'll get a solved riddle and a Character Bio for Penguin. Proceed just a little further and while in Detective Mode, look for the question mark on your right. [RIDDLE ME THIS: "This fiendish puzzle literally appears out of thin air."] The top part is on your right. The bottom part is well, a little more cleverly hidden. If you look up near the ceiling on the left side, there should be some vents you can grapple onto as platforms. Stand up here and you should see the bottom part at your feet. Align them and scan. Stay on top of this platform with the bottom part of the question mark though. Turn around and Detective Mode reveals the wall here is destructible. Use your Explosive Gel and blow it open. Inside is an ARKHAM CHRONICLE. Drop down now. Proceed to the corner, where you can see some thugs are waiting in the adjacent hall. Follow the tutorial to take cover at the corner. You can throw your Batarang from here. Do that to take out the armed thug. Spring out from cover and assault his friend fast so that you can perform a Ground Takedown on the first guy. Finish off the other in the same fashion. After that's done, turn away from the next door and face the opposite direction. Turn on Detective Mode if you can't see it. There is a vent on the west wall, right in the southwest corner. Pull off the cover and grapple up inside. A RIDDLER TROPHY awaits you. Now open the next door. Arkham Mansion - Library ------------------------ Approach the enemies and a lot more will just seemingly spring out of nowhere. This group is a bit more formidable since it sports two dagger guys. Build up a combo and try to use your Combo Takedown move to remove them from the fight quick. If you're becoming a lot better at the combat though, go ahead and make a good combo, alternating between Strikes, Counters, and Stuns. Once they're all down, go through the east door. Destroy the set of JOKER TEETH here and go down the stairs. Find a second set of JOKER TEETH along the way, with a third set of JOKER TEETH at the bottom of the stairs. Enter the doorway and an electric barrier cuts you off from the hostages. Joker threatens to gas the room in two minutes. It's a race against the clock, hurry! Go back up the stairs and into the first room. The only way to go is up. Grapple up to the next balcony, and from there to the next. Keep going until you get to the second to last balcony. A chandelier at the top prevents you from reaching the highest one. A chandelier huh... Instead, look for a low vent on the wall up here on the second highest balcony. Open it and slip inside. The vent takes you to a small corridor. Climb up into another vent on the left. In this small room, find a ledge to grapple up to. Enter yet another vent now and it will take you to the top balcony. Well here you are. The chandelier is here and now... what to do? Think fast, time is almost up! If you look at the chandelier in Detective Mode, you might be able to figure it out. If not, just do this. Aim a Batarang at the rope that holds the chandelier. Cut it down and it will break open the glass floor at the bottom. Without a second to lose, drop all the way down there and disarm the trap for a scene. After that, you need to find Dr. Young's notes which are in this room. Try to pick up her fingerprint trail again. It inevitably leads you to a book jutting out from the bookcase at the bottom level here, right next to the hostages. Search here with X and you'll get a quick scene. The task is done. A new problem arises and Joker will tell you all about it. Before leaving, we have a few things to find in this room. Start by climbing out of the lowest floor up to the one where you crashed the chandelier through. Look on the south wall for a vent cover. Pry it off and enter. Go straight to find a RIDDLER TROPHY. Next, zip up to the highest balcony again, where the chandelier used to be. Look for another vent here. Not the one you opened already to get here. There will be another one nearby that isn't opened. Open it up and find another RIDDLER TROPHY inside. That's all for now. Drop back down and leave this room. As you leave the room, you'll hear a strange sound. Batman will begin coughing. Uh-oh... Arkham Mansion - Wayne Manor (?) -------------------------------- Go down and turn right at the corner. Immediately you can just sense that something is off. With caution, proceed down this corridor and the farther you go, the more things start to change. Keep going and keep walking, even as things begin to twist before your very eyes. Just keep on moving, even when it seems like what you're seeing is too real. Even when the greatest of fears present themselves. No matter what, just keep moving forward (if you can't tell, I was being a bit thematic here). And the end, it seems the twisted phenomena end. Open the door though and you will discover that the nightmare has only just begun. This twisted landscape can only be the work of one person. Jump the gap, then take the stairs on your right. Step forward and he will appear. [BOSS FIGHT - SCARECROW] This sequence will be similar to the last but there will be one chief difference. Scarecrow will no longer rotate in a full circle. Instead, he will simply shift his gaze back and forth between two points slowly. This means you have to time your movements better. Wait for him to move away and then jump the gap to the right. You should have time to run past the lower cover and just hide behind the statue instead. There is no cover to be seen from here though. If you look up above however, there is a crate that can be used. Select your Batclaw and target it. Pull it down and then when it's safe to move, run over and hide there. From here, repeat the process and pull down another crate. Wait for Scarecrow's gaze to move to the left before running here. Wait again to climb the following ledge. Take this path down some stairs to a fight with skeletons. Just stand at the far end and wait for them to come to you. You can see at that end where they appear, the light of Scarecrow's sight. If you step in there, he'll see you. So it's better to stay back, this way the constant movements of Freeflow Combat don't accidentally carry you into a fast demise. Wait for them and they won't fight you any differently than thugs. Strike, Counter and so on. They're pretty weak actually so it should be no problem. Wait for Scarecrow to move, then proceed. Climb up the wall and wait here. When his gaze comes all the way to the left toward you, wait. As soon as he moves, make a run for it. Jump the gap and shimmy around here. Either just hang on the ledge or try to climb up quickly and take cover on the other side. Wait, then jump the gap. Climb up the ledges here to the top. Wait here until his gaze goes past you and to the left. After that, jump this gap and climb up to shimmy. You need enough time to shimmy around the corner and if you moved right after his gaze passed over you, you should be fine. Hang on the ledge that has Batman's back to the camera and wait for him to pass by again. Wait patiently for him to go back to the left before shimmying all the way around and dropping down. Proceed quickly up the next path for another fight with the bone crew. After defeating them, climb up the following wall. Grapple up to a high ledge, then jump to ledge that you need to shimmy on. Pull yourself up when it's clear and look at what's ahead. Besides dodging Scarecrow's vision, you also have to worry about the pendulum. It's best to move when Scarecrow is looking toward you and then moves the other way. Jump to the next platform, then wait a second if you need to (you'll have the time) for the pendulum to move, then jump again. Wait on this next platform and hide. When Scarecrow's gaze soars over you, climb up and run all the way down this platform to the bottom and hide behind the short wall here. Just wait for his gaze to pass back over you, going left. Once you're clear, run to the right, hop the small barrier, climb up, and jump the gap to reach the bat signal. If you get a little caught up, hide before climbing up. Get to the signal and put an end to the nightmare. Chapter 10 -------------------------- A CUT ABOVE o----------------------o |Riddles: 2 | |Riddler Trophies: 1 | |Interview Tapes: 0 | |Joker Teeth: 3 | |Chronicles: 1 | o------------[aa10]----o Arkham Mansion - Main Hall -------------------------- Somehow you're up in the bell tower of the mansion. No clue how that happened, but I guess Batman was tripping worse than he thought. With Zsasz on the loose and Dr. Young in danger, we've got to get moving. To get out of here, cut the rope on the bell with a Batarang. This will cause quite a ruckus, but it'll be your ticket out of here. Drop down and it will be a long way to the bottom. If you can, try to land on the balcony just before you enter the room below. If you miss it, you can just as easily grapple up to it from the bottom. Up here will be an ARKHAM CHRONICLE. The bell destroyed one of the electric barrier doorways, so you can now enter the east door here. Do so and it will take you to... Arkham Mansion - East Wing Corridor ----------------------------------- As you proceed in, you'll be greeted by a new type of foe. This stun baton-wielding enemy is a little different than what you're used to. Like the dagger-guys, he can't be attacked or countered. If you even try to attack him head on, you'll take damage actually so don't do it. The key to hurting him is to use Redirect (double tap X) and get over him to attack him from behind. Three strikes and he's out. [RIDDLE ME THIS: "A game of Cat and mouse can be painful."] If you turn around from where you encountered the enemy, there is another one of those glass display cases on the south wall. It's just in a little and to the right from where you entered. Zoom in on the contents and you'll see a mask and clawed gloves. Scan for the riddle solution and a Character Bio on Selena Kyle, aka Catwoman. Approach the door but don't use it. Turn right and enter the restroom area. Turn left and enter the men's room first. You'll see a thug standing over a guard's body. Take him out silently. That's all. Leave and take the north door now. Arkham Mansion - Warden's Office -------------------------------- As you enter, you'll see Zsasz dragging Dr. Young off with a knife resting under her chin. He pulls her into the Warden's room and threatens to kill her if Batman shows himself. He will too so don't step out into view of the doorway. Instead, crouch and take cover beside it. Watch Zsasz closely and wait for him to poke his head out. Aim for him with your Batarang and fire at this moment to stop him. If you wait too long--about a minute--he'll kill her. Watch the scene that ensues. Afterwards, you'll be attacked by four thugs. One of these guys has a stun baton so be cautious. Go with the new tactics you learned. Try to build a combo and you can also use Combo Takedown to take him out of the picture. Defeat the others and then Batman will talk to Oracle. He's just as tired as you are of those electric gates and aims to get something to help him... oh and save the Warden from Harley Quinn. Start by entering Detective Mode and looking about for something that will create a forensic trail leading to the Warden. The staff has some of his blood on it. Scan it and you'll get a trail. Before following, look on the south side of room and take a Riddler SECRETS MAP off the table. Schwing! There happens to be a few in here, including one very close to you. [RIDDLE ME THIS: "Isn't the Warden too old for a puppet show?"] To the right of where the Secrets Map was, right near the railing on the south wall is another display case. This one contains the infamous puppet known as Scarface. No, not Tony Montana Scarface. The one used by The Ventriloquist. Leave the Warden's area (not the room entirely) and turn right. In a small office at the north end, a RIDDLER TROPHY can be found on the desk. This one gets you the Challenge Room, Record Breaker. Start making your way back to the door but stop in the first room. Look up at the ceiling and you'll notice there's a room above you. Grapple up to the balcony from here. There's nothing in this first room, so go north into the next one. Find two sets of JOKER TEETH at the north end. The third set of JOKER TEETH is hidden amongst the cabinets near the west wall. Return and drop down now. Open the door to go back to... Chapter 11 -------------------------- BEHIND CLOSED DOORS o----------------------o |Riddles: 6 | |Riddler Trophies: 11 | |Interview Tapes: 5 | |Joker Teeth: 25 | |Chronicles: 1 | o------------[aa11]----o Arkham Mansion - East Wing Corridor ----------------------------------- Your map combined with the Riddler's Secrets Map shows there's one last challenge in this room. You can't get it now though. Instead, proceed toward the door and a Joker gift box explodes to release three more sets of JOKER TEETH. If you got all the others up to this point, you'll complete the Riddler Challenge for Arkham Mansion. Arkham Mansion - Main Hall -------------------------- Following the forensic trail, you come back to this room. Only once again, you are not alone. The thugs in here are armed though. They don't move at all and they've all got pretty good views of each other, making Silent Takedowns sort of tough. You might be better off just using the gargoyles to stay above them, then dropping down behind the third guy and just leaving, ignoring them all together. If you attack them, they'll all gather near the door too. Here's a way to do it if you have at least the double Batarang upgrade. Swing to the south and jump to the platform above the last thug. Crouch at the edge and hit X to hang. Hit circle to drop down. You'll be standing behind the thug. Use your double Batarang and keep trying to get the targeting so that you hit the two thugs that are farther away. It's hard to do because it always wants to target the guy right in front of you. Keep adjusting until you have them in your sights. The upgrade that makes bad guys stay down longer from Batarangs helps here but isn't necessary. Throw them to knock the two down. Now perform a quick Silent Takedown (or melee Takedown) on the guy right in front of you. Quickly take to the air and flee. If you're fast enough, you should hopefully get out of there unscathed. If they spot you before you escape, don't worry. Just go from gargoyle to gargoyle and lose them. The other two will likely cover the exit. If you return to that platform, you can drop down behind them, target them with another double Batarang and perform Ground Takedowns on them both. Exit through the south door now. Arkham Mansion - Mansion Entrance Hall -------------------------------------- Just keep going and follow the trail all the way out the door. Arkham Island - Arkham East --------------------------- Follow the trail away from the mansion. It will go pretty straight toward the abandoned tunnel, leading back toward Arkham West. Arkham Island - Abandoned Tunnel -------------------------------- Use your grapple to get over the wall and then proceed further in. You'll have to grapple again to get over a locked iron bar door. Stand at the top though and survey the next stretch. A group of henchmen will have a charming little discussion. Two of them are armed. You can isolate the others by using a multi Batarang on them. You can also Glide Kick one of them and then melee the other real fast. The others will take a few moments to dispatch but it'll just be standard hits and counters. No other special enemies are in this group so it shouldn't be too much of a problem. Just watch out for any other thugs trying to pick up those dropped guns. From where you fought them, look on your right for an opening that you can grapple up to. In here will be a destructible floor, revealed on Detective Mode. Plant your Explosive Gel and blow it open. Drop down to grab a RIDDLER TROPHY. It gets you the Character Trophy for Scarface. Return and proceed west through the gate. Arkham Island - Arkham West --------------------------- The trail takes you northwest. Detective Mode reveals a large group of unarmed thugs in front of the Penitentiary building and a sniper on the tower just a little ways before that. Target the sniper first. Get underneath the tower and then grapple up to the ledge below him and do a Ledge Takedown. Climb into the tower to grab two sets of JOKER TEETH. Make your way over to the large group now for some Freeflow fun. You can just run up to them to start things off you can try something a bit more fun and instead grapple up to the ledge above them. Stand about in the middle and climb over the railing and you should land on one of the thugs. One of them wields a stun baton so you should know how to handle things in this case. Building up a combo to do a Combo Takedown helps eliminate that threat if necessary. The rest should provide little challenge. If you are due for an upgrade go for it. Start getting new Batarangs or upgrading older gadgets if you haven't already. Armor V2 wouldn't be a bad choice at this point either, especially if this is your first time playing. Approach the door to the Penitentiary but don't enter. Instead, look to the right wall. Pry off the vent grate here with your Batclaw. Claim the RIDDLER TROPHY inside. Enter the Penitentiary now. Penitentiary - Cells Access --------------------------- Walk forward a bit and grab the INTERVIEW TAPE off the desk on the right. This one is of Zsasz. Ahead of you are three thugs, one armed. You can go for the not-so-Silent Takedown on the armed guy, then fend off the other two, or you can deploy multi Batarangs. Turn on Detective Mode and follow the trail to the left. It passes through a now locked gate so instead, go left and around this gate. You'll find a corpse laying near three sets of JOKER TEETH. The door is on your left, go forward and around the corner is a path leading to the restrooms. Go into the men's room first and find a RIDDLER TROPHY in one of the stalls. [RIDDLE ME THIS: "How do you reflect on your successes and failures, Batman?"] The key word is reflect here. Try to figure it out on your own if you can; it's pretty easy. If not, go into the ladiesí room. On the back wall is a mirror. Stand in front of it and zoom in on your image. Scan to solve it. Go to that earlier door now. Let the camera scan you and then proceed in when it opens. Penitentiary - Main Cell Block ------------------------------ The hallway opens up to a room with a bunch of crazy inmates trapped in cells. The forensic trail will take you all around this room for a nice, unsettling tour. You can just ignore it and go to where it leads, the only path you can take out of here which is to the south. There's an Explosive Gel wall on your left as you leave. Go ahead and blow it up and it will reveal a RIDDLER TROPHY, as well as a long corridor filled with water. The water is electrified and the security box controlling the electricity is on the far side of the room. Even if you upgrade the sequencer's range, you still can't reach it from here, so for now, traversing this corridor will be impossible. Come back later. For now, proceed through the next door. Penitentiary - The Green Mile ----------------------------- Walk forward for a quick scene with a character who will become more important later. Ignore her and go around the large cell toward the door. You may also notice there are a lot of other inmates on the left and right. Penitentiary - Security Control Room ------------------------------------ Follow the trail in and around the structure in the middle. The trail leads around and up the stairs here. [RIDDLE ME THIS: "A case of mistaken identity?"] This can be a lot clearer after you take care of your business in this room, but if you look to the north wall, you'll see something odd. Someone will be trapped behind a see-through wall here. You can try talking to them but they'll just say the same things after a while. After you're done in this room, the person may be the Warden, only, it's not actually him. Scan this person to get the real scoop and the solution to the riddle. It's Clayface, and you get his Character Bio. Follow the trail up to the room and approach the Warden. A scene starts. After that, cut the Warden loose. He'll give Batman the (cue Zelda music...) Cryptographic Sequencer! The... what? This is the nifty gadget that will finally let you bypass just about all of those electric security gates. By targeting the control boxes, you can use the sequencer with the left and right analog sticks to find the right frequency to overload it. We need to do that now to get out of here. The box is just outside the room. Select the sequencer and target it. Using it, adjust the sticks until you see the screen turn brighter green. When it does, you're getting warmer. If you have a DualShock 3 controller, it will vibrate more intensely when a stick is in the right position (that sounded dirty...) If you haven't done so already, talk to Clayface. He should be the Warden by now. He'll change into Gordon next. Go up the stairs beside his cell and look for the second cell up here. Plant Explosive Gel and bust it open to claim a RIDDLER TROPHY. Go back toward the exit but take the stairs beside it first. You'll pass by a strange inmate; not too sure what his deal is. In the next cell over is a RIDDLER TROPHY. To raise the gate and take it though, you need to use the Cryptographic Sequencer again. Getting this one unlocks the Intensive Treatment (Extreme) Challenge Room. Penitentiary - The Green Mile ----------------------------- Poison Ivy may be free now, but she's not in here anymore. Go around her cell and face the west wall. The cells are open and in the one third from the right, there is another RIDDLER TROPHY. As you move toward the exit, there will be a sudden cry. One of those crazed inmates will jump out and charge you. Just as he nears, there will be a counter prompt will appear. Hit Triangle to throw him down. This stuns him, so follow up with a Ground Takedown. If he grabs you, tap X repeatedly to shake him off, then finish him. Expect to see a lot more of these guys. Penitentiary - Main Cell Block ------------------------------ Harley appears and activates an electric floor below. Before you get trapped, grapple up to a platform above you. Hoist yourself up and prepare for a fight. At least one guy will scramble for a gun in the corner rather quickly. Go for him fast, running past and ignoring the others. Another may go for the other corner which also has a cabinet with a gun inside. While in the midst of your combo, you can fling a Batarang at him to stop him. Fend off the others and finish them off when you can. A bigger group attacks. Again, some of them will scramble for the guns, so try to incorporate the Left Analog Stick more into your combos to target these guys. They can take a lot of hits so keep countering when necessary and use your special moves. After that, walk from this platform north to a wide room. There are three sets of JOKER TEETH on your left. Destroy them, then walk into this corner room and look for an INTERVIEW TAPE on the desk on your right. Next, use your Cryptographic Sequencer on the security box here. This disables the electric floor. [RIDDLE ME THIS: "Two people, one voice, no gun?"] This one isn't too tough to figure out, because the solution does stand out a bit. Up here, on the north wall, there is a display case with a tommy gun inside. It's right under the "Mors Certa, Hora Incerta" sign on the wall (which Iím told translated from Latin means "Death is certain, but its hour is not." Scan the gun to solve the riddle and earn a Character Bio for The Ventriloquist. Drop down to the first floor now and go through the west door. One of the lunatics will attack you again. Wait for it and counter like you did earlier (hopefully). There's another on the south side of the room so be ready. Also search the third cell from the left on the south wall and take the RIDDLER TROPHY. [RIDDLE ME THIS: "This room is the end of days for even the most celebrated killer."] There's two clues in this one sort of. To solve this one, inspect the first cell on your right as you entered this room from the electric floor area. Stand at the doorway and scan this room with all the dates posted inside. You'll get a Character Bio for the Calendar Man after solving this riddle. Go up the stairs in the southwest corner and through the security door. Penitentiary - Guard Room ------------------------- The only way to go is forward so just do that and move straight through the door to the next room. Inside, Harley has laid a trap. Two guards hang over electrified water. Cutting them loose will kill them in this case. If you turn on Detective Mode, you can see there's a few security boxes around. Target the one next to Harley's window and disable it. This doesn't do anything yet except turn on a timer that will release Joker's toxin. If you look in Detective Mode, you can trace the cables from the electrified pools to their sources. What you may not have noticed is that Harley turns the first box back on again. You'll probably need to crack it again. Do so to shut off the electricity running to the first trap pool. Feel free to cut down the guard now. The electricity also runs to the pool on the left. Before Harley turns it on again, you can step in the water quickly and use the sequencer to crack the box here. If you can't crack it fast enough and Harley starts counting down, cancel your operation and get out of there. You'll have to crack the first one again. Once you crack the second box in the water, cut down the second guard. After this, you have a set 30 seconds to get out of this room. Get to the door and use the sequencer on the box here. Crack it open fast and you'll escape safely. It's one of the ones that requires you to be a bit more precise so try to pay attention to both the screen and the rumble (if you have a DS3 that is). Run out of there with the guards and the door will be permanently locked for now. Harley taunts you to come find her. First, destroy the three sets of JOKER TEETH out here. Next, turn right and pass through the deactivated electric barrier gate. Look for a vent on the wall to your immediate left. Use the Batclaw and then grapple up to it. Take the vent all the way into the previous area, Main Cell Block, to find a RIDDLER TROPHY. Go back now and drop out of the vent. Go around the corner to get into the south room. The two guards are in here now. On your left will be an INTERVIEW TAPE, another for Zsasz. Leave this room now and go back to... Penitentiary - Main Cell Block ------------------------------ There's another loose inmate here so watch out. Counter and take him down. Approach the east corridor and destroy the three sets of JOKER TEETH here. Continue on into the main room. Go straight across and take out three more JOKER TEETH as you wait for the electric barrier to drop. Enter this door now. Penitentiary - Controlled Access -------------------------------- Proceed forward. You can hear one of those crazed inmates, but don't worry, they won't jump out from one of these cells on your left and right. Go up the stairs. [RIDDLE ME THIS: "What has four walls, two sides, and one ex-DA?"] You can probably tell who this is about if you're somewhat of a Batman fan. In the first cell on your right after going up the short stairs, there is a poster. It says "VOTE DENT". Zoom in on it and scan to solve the riddle. You'll also get a Character Bio for--that's right--Two Face. Walk to the west end of this room. There doesn't seem to be a way to move on. If you look up though, there is a vent. Pull it down and be ready. One of the inmates drops down and attacks. Counter him and then take him down. Now, grapple up there. Be sure to first, take the INTERVIEW TAPE off the desk immediately after you climb up. Use your sequencer on the box here too. It'll lower the electric barrier below. Don't drop down just yet though. Go out onto the walkway, going west. As you reach the end, approach the inmate to lure him into attacking. Do away with him. There's nothing at the end of that walkway so don't bother. Instead, approach the north wall here. There are three walls that can be blown up with Explosive Gel, allowing you to get into the cells below. The middle one and right one are empty though, but feel free to blow up the walls anyway just for fun. Drop into the left cell and take the RIDDLER TROPHY. Climb back out and take the stairs down to the door. Penitentiary - Extreme Incarceration ------------------------------------ Walk forward and Harley unleashes a bunch of thugs on you. She doesn't want to get her own hands dirty. Sound like someone else? Anyway, take notice what the floor looks like here. As you start battling the thugs, the floor eventually becomes electrified. They'll scramble off and climb up to one of the upper tiers and you should follow. These areas can be electrified too though, so you'll be moving a lot. The thugs flee to the closest safe area, so if you stand in the middle, they'll probably split up and that might be at least a little helpful. Either way, beat up the thugs in the same area you're in now. Eventually, this floor will be electrified too, so climb back down. Deal with any survivors as a whole bunch more show up. Keep up with this strategy. The thugs are a bit harder, but still shouldn't pose a huge threat. Whenever the floor starts to activate below you, flee to higher ground by climbing the nearest railing. The next two batches of thugs will have stun baton users. Using Combo Takedown and Throw will help a lot. They like to crowd you and attack a lot so expect to see a lot of counter prompts. Once you've subdued them all, you get a scene. After this, you'll get a forensic trail that is tracking Harley's fingerprints, and that is further narrowed down to include ones with traces of chlorophyll. Where would she get that? In the Botanical Gardens, of course. If you go there, you'll pick up the trail. For now, take a look around. There's quite a few things to gather before we leave the Penitentiary completely. [RIDDLE ME THIS: "All alone in your cell? Why don't you break the ice with the most dangerous prisoners?"] It sticks out like a sore thumb so this shouldn't be hard. To the right of this room's entrance is a cell that is totally covered in ice and there are some large ice stalagmites on the electric floor platform. Just stand here and without zooming in, scan the entire cell. That should do it. You get the Character Bio of--who else?--Mr. Freeze. Next, take any of the three doors here. For the ease of things, just take the center door. Destroy two JOKER TEETH that will be just about right at your feet. Just a few steps forward and there is a Riddler SECRETS MAP on your left on the desk. Go forward and turn either left or right, and before going out the door, turn to go up the stairs. This takes you into Harley's little control room. On the desk in the first room there is an INTERVIEW TAPE. This is the last one for Zsasz. Go into the main room and you'll see there are several security boxes here. Each of them controls the opening of a cell below. They are numbered 1-6 and the boxes correspond to them. If you look at your map now with the new Riddler Secrets Map, you can see you only need to open one, and that is number 5. Use the Cryptographic Sequencer and overload the number 5 box. Return to the main floor and enter this cell. Retrieve the RIDDLER TROPHY from within the cell. As soon as you do, the bars suddenly close behind you! Harley chirps, claiming she's caught you in her trap. As Batman remarked earlier in the game though, she never was too bright. If you turn on Detective Mode, you can see the wall behind you is ripe for Explosive Gel goodness. Spray it and then blow it open. Scan the ARKHAM CHRONICLE here, then step forward and turn around. Look up and grapple to the ledge here. Plant more Explosive Gel on this wall and drop down, detonate it, then grapple back up to escape. Harley can't believe it. Leave her and this room now. Penitentiary - Controlled Access -------------------------------- Simply walk through the gate and you'll see a gift box waiting. As you've come to expect, three sets of JOKER TEETH pop out. That should be all 20 for this area. Joker comes on the air, but keep moving. Penitentiary - Main Cell Block ------------------------------ Just go northeast through the door and down the corridor. An inmate launches a surprise attack, but you should be able to deal with these guys by now. Hope so, because you're far from seeing the last of them, unfortunately. Penitentiary - Cells Access --------------------------- Make your way all the way back to the entrance. As you pass through the showers area, another loony bird drops in from the ceiling and attacks. Dispatch him and keep moving. There's a second one hiding in the grate in the floor just before the entrance, but you can see this one in Detective Mode, so you know it's coming. After that, return to... Chapter 12 -------------------------- HIS PERSONAL ARMY o----------------------o |Riddles: 9 | |Riddler Trophies: 14 | |Interview Tapes: 7 | |Joker Teeth: 19 | |Chronicles: 2 | o------------[aa12]----o Arkham Island - Arkham West --------------------------- Now that you have the Cryptographic Sequencer in hand, your goodie-retrieving abilities have expanded greatly. Sure, you can just continue with the story, but this isn't backtracking. I'll have a section for finding the remaining goodies later, but these are of the "Well, while we're here..." variety. And it's true, these are all here in Arkham West and available to you. Begin by gliding down to the ambulance on the ground below in the near center of the area. Be careful though, you'll likely attract the attention of a few lunatic patients roaming about. Deal with them as you have thus far or try other means if they rush you at about the same time. Right near the ambulance is a small guard house with an electric barrier. Use your sequencer on the security box and overload it. Inside is the Riddler's SECRETS MAP for this area. This is a good start so that you can rely on this if my directions ever confuse you. Feel free to look on your own too; I'm just here to help if you need it. Go south, toward the Medical Facility building. There is a disabled lift platform here (right next to a sign that says just "Medical". There is another security box here. Tamper with it with your sequencer to get the lift raised permanently. Underneath it is a RIDDLER TROPHY, now free for the taking. It rewards you with a Character Trophy for Harley Quinn. Return to the Penitentiary building and climb up to the balcony above the entrance. There is that electric barrier here. If you have upgraded the range for the Cryptographic Sequencer already, you can crack the security box on the far wall. If not, you'll have to come back later. Inside, you'll find a very hard to miss RIDDLER TROPHY just sitting there. [RIDDLE ME THIS: "Zsasz is counting on you finding his work."] To the left as you enter this secret room (again, above the Penitentiary entrance) you can see a table and seated around it are three dead Arkham guards positioned as if they were playing a card game. The cards have tally marks on it, Zsasz's trademark. Scan this scene to solve the riddle. Your next destination is the Botanical Gardens in Arkham East. You can take the tunnel from West to East, or cut through Arkham North. Choose to take the Arkham North route, because you can grab a whole bunch of stuff along the way, while the other route has nothing (unless you missed some things earlier). Take the tunnel back toward Arkham North. Immediately look for a vent above you in this tunnel that you can grapple up to. On your left on the wall should be a vent. Look up to see it. Hit it with your Batclaw to pry it off. Climb up here to get a RIDDLER TROPHY. That's all for now in here. Proceed now into Arkham North. Arkham Island - Arkham North ---------------------------- This place is simply crawling with those crazies so tread carefully. Use Detective Mode to see where they all are. At least two will be pretty close to where you enter from the side tunnel. The rest can rush you in pairs sometimes, so try to use Batarangs or melee attacks. After you've cleared them out, you can start searching around this old area. First, go to the west of the two guard houses. You were successful in breaking into the other earlier thanks to an Explosive Gel floor on the ceiling (and if you didn't do that, do it now). The west one needs the sequencer though, so use it on the security box to gain entry. Inside, you'll find an INTERVIEW TAPE. [RIDDLE ME THIS: "Let's face it, there are two Dents on the wall."] Inside this house there are more "VOTE DENT" posters on the wall. Scan them to solve the riddle with ease. They're easy to miss though. If you didn't get the similar riddle in the Penitentiary, this will unlock the Character Bio for Two Face. Exit and then go all the way to the northwest corner. Just outside the abandoned building is a small tower. Grapple up to it and there is an electric barrier. The security box is inside but if you stand as close as you can, you should be able to target it with the sequencer to crack it. Inside is a RIDDLER TROPHY. Time to move on. Go east and through the security door. Arkham Island - Arkham East --------------------------- As you go through here an inmate will attack you at the underpass. Put him down, then move on to the East courtyard. Even more of them are crawling around here though, unfortunately. You can avoid some of them if you choose. If you want the XP though, or just have some frustrations to vent, chase all the loonies down. More importantly, there is the matter of a few things to pick up here. From the tunnel exit, go down the path southeast and look for the three corpses. Just near them should be two sets of JOKER TEETH. Next, grapple up to either of the two guard towers. You likely noticed that each has a long walkway extending from them. They both lead to the same secret room so no need to be picky with which tower you choose. Follow the walkway in toward the cliff and you'll see the electric barrier. Luckily, you're equipped with the sequencer so use it to gain entry. Inside, you can find an INTERVIEW TAPE on a desk and a RIDDLER TROPHY close to the back wall. Next, there is that small guardhouse across from the Arkham Mansion entrance, right next to the large (currently defaced) statue of the Warden (there's also an enemy up there that you can pull down with the Batclaw). Approach the small guard house and use the Cryptographic Sequencer to disable the barrier. Enter to grab the RIDDLER TROPHY and the Riddler's SECRETS MAP. The former will give you the Character Trophy for Poison Ivy. You're done here completely in Arkham East for Riddler Challenges, save a few more of those chattering chompers. So for now, make your way up the stairs and enter the Botanical Gardens. Botanical Gardens - Glasshouse Entrance --------------------------------------- Just as you enter, there should be a set of JOKER TEETH at your feet. Destroy it, and the second set just a few steps ahead. The third set of JOKER TEETH can be found to the left from there. Next, stand back near the door as if you just entered. On your left and right are two little openings like windows almost. Choose either one to enter a short vent and then drop down to the area below. In a small nook down here, you should find an ARKHAM CHRONICLE. Scan it and add it to your collection. Climb out on either end. [RIDDLE ME THIS: "Is the number up for these guards?"] From the entrance, if you step forward enough so that the area opens a bit more wide, you can see a bench on your left. On the bench is a dead guard, and above it, another. Both are (or rather, were) reading books, or at least were made to look like it. Scan this somewhat disturbing scene to solve the riddle. Next, from the entrance go right, around the center structure. On a bench here against the west wall, there is an INTERVIEW TAPE. This one is the first of five for Poison Ivy. Turn on Detective Mode and you'll get the first view of Harley's trail. Follow it to the north and the following doorway will be guarded by two armed thugs. If they spot you, they probably won't open fire right away. Try to get the jump on them though by using corner cover and the multi-Batarangs to stun them for easy Takedowns. Now, whip out the sequencer and operate on the security box to lower the gate. Enter the next room. Botanical Gardens - Botanical Glasshouse ---------------------------------------- A quick look in Detective Mode should make it all too clear this is a Predator room. Oh, goodie! It's been a while. Remember that all the thugs here are wearing those nasty suicide collars. There's a lot of ways you can plan your attack. You must always plan for the collars to alert the others though. Sometimes you can prey on a straggler late to regroup with the others but just be careful you aren't spotted. Since the suicide collars make things tough because the enemies like to start grouping together, you should try infusing gadgets into your strategies more. The Sonic Batarang is an excellent pick up for this point in the game. You can draw one and only one enemy to any spot you choose in an effort to isolate them and take them out quietly. I like to begin by climbing the high ledge on the left. There should be one thug here. You might be able to do a Ledge Takedown, but try to wait for him to turn around, climb over the railing and then use a Silent Takedown instead. The others come over soon enough. If you see a chance to pick off someone else as you perch yourself on a gargoyle, go for it. When you get down to four guys, one usually covers one of the exits, where there is no real way to get to him without being seen. The others group together usually. Try the Sonic Batarang if you have trouble finding a good opportunity and lure someone toward you for an Inverted, Corner, or Silent Takedown. The Silent + Corner Takedowns are a good combo. By defeating one enemy, you can wait at the corner of one of the small planters at the top level and strike again when the next thug comes to investigate, running toward you. Just be make sure he's not joined by anyone. With only one guy left, you get the joy of choosing how to dispatch him. After this, you're free to explore a bit. [RIDDLE ME THIS: "What time is tea time in Wonderland?"] From the entrance of this room, go up the left staircase. Just walk forward a bit. Under the above floor there is a little shelf here with a tea set. Scan this for the riddle solution. It also opens the Character Bio for the Mad Hatter, who looks a lot more like a leprechaun. If you go north from there just a bit (still on the second floor), there will be a cross of two grates. Drop in and there is a RIDDLER TROPHY under here. Hop over the railing now and search the area behind the giant statue in the center. In Detective Mode, you should see one of the walls can be destroyed. Use your Explosive Gel and climb into the vent here. Take it to a small room where yet another RIDDLER TROPHY is waiting. That will be all. If you pick up Harley's trail, it should lead to the north door on the top floor. Head on through. Botanical Gardens - Flooded Corridor ------------------------------------ You get a scene and after that, the main exit to this room is blocked off. On top of that, the water is electrified here, making get over to that side impossible right now. Turn on Detective Mode and take note of the three cables running under the floor. Follow them back into the previous room. Botanical Gardens - Botanical Glasshouse ---------------------------------------- Follow the cables. They go down to the second floor, leading you to the door that takes you east. Botanical Gardens - Statue Corridor ----------------------------------- Walk down the corridor and destroy the single set of JOKER TEETH. [RIDDLE ME THIS: "Remember the Waynes? How could anyone forget?"] Right there should be a bench. If you step closer and zoom in on the small plaque on the bench, it has a message in memorandum. Scan it and you not only solve the riddle, but get a two-in-one Character Bio for Thomas and Martha Wayne. Don't follow the cables out of this small room with the bench. Go to the southeast corner. There, you'll find another set of JOKER TEETH, as well as another bench. What's special about this one? Look closer. It has an INTERVIEW TAPE on it. Follow the cables northeast and destroy the third set of JOKER TEETH in this hall. Open the door at the end here. Botanical Gardens - Glasshouse Generator Room --------------------------------------------- Within this room, you'll see a large group of thugs harassing a poor hostage. Start this off however you want; Batarangs, Batclaw one guy, etc. When they all inevitably swarm you, pick your targets. You have a dagger guy and a baton guy this time, the latter I find more important to take down. Again, if you have most of your Combat upgrades, try to focus on using your special moves early to limit the number of hostiles. This is also a good time to practice building a really high combo. You can easily get one in the upper 30's if you've been getting really good at it. Learn to recognize the counter signs and more importantly, the red lightning bolts which basically mean dodge (or if it's coming from a dagger guy, this can also tell you "Stun"). Overall, these guys shouldn't provide too much of a problem. Just watch out for them trying to pick weapons off the walls and such. After the fight, cut the man loose and you'll talk to him for a few seconds as Batman delivers probably one of the few weaker lines in the game. Just to the left from him, there is an INTERVIEW tape on the computer terminal. Grab that, then climb up to the higher platform on the west side. Climb the ladder next to face an electric barrier. The security box is on the other side, so you'll need the range upgrade for the Cryptographic Sequencer. Overload it and inside you can find the Riddler's SECRETS MAP on your right in the corner. On the other side is a RIDDLER TROPHY on a table. Drop back down to the main floor. The security box that will deactivate the generator is booby trapped. When you start fiddling around with the sequencer, there will be a very thin line (probably impossible to see if you're not playing in HD) at the top of the sequencer's display screen. It depletes slowly from right to left. The security box has three "locks" you need to crack, and each has one of these timers. Take too long to find the right frequency and the trap goes off. Make use of both the visual display and the rumble if you have a DS3 controller. Try to quickly rotate each stick individually until you find the spot where each rumbles the controller most, then point them both there and adjust until you get it. Do this three times and you'll deactivate the generator. Let's not waste any time then. Go back through the previous two rooms all the way back to where you encountered Joker. Botanical Gardens - Flooded Corridor ------------------------------------ Cross the water to the other side of the room. The debris here makes the main exit impassable, as noted earlier. Instead, destroy the two JOKER TEETH here and pry open the vent on the left. [RIDDLE ME THIS: "The Ratcatcher needed more than just his charm to lead his army."] As you go through the vent, keep your eyes peeled for a part of the vent floor that is an iron bar grate. You'll see it if you look close enough. Stop here and look straight down through the bars. You'll see a part of a mask, gloves, and a book. Scan these objects for the riddle. The Character Bio for the Ratcatcher unlocks afterwards. The vent is pretty linear for the most part. When you do come to an intersection inside though, turn right first. Behind some apparent fungus (um, yuck?), there is a RIDDLER TROPHY. Grab it and then take the other path to the exit. Climb over the rubble in this room and blow up the west wall with your Explosive Gel. Drop down and turn right. Open the next door. Botanical Gardens - Abandoned Chamber ------------------------------------- This is a large and sometimes confusing chamber. It's packed with hidden items and goodies though, so let's do our best to track them down. Begin by just dropping down to the floor below. Venture over the north side. Look for a single floor grate to slip inside. Follow this vent until you can pop out at the end. It takes you into a secret little room. Pick up the RIDDLER TROPHY here and make your way back. From the grate, go east to the northeast corner. Drop into this sewage ditch and turn right. Crouch to pass under the low hanging drain. It takes you to another RIDDLER TROPHY. Now, go around the bottom area until you get to the south side near a collapsed pillar. There should be stairs here to take to a large square platform. Two staircases lead away from here. The one on the left takes you back to the entrance so take the one on the right (going east). If you turn left, you can jump a gap, leading to the north door (and the exit). Ignore it for now. Turn left and there is a platform here too. It can be hard to jump to because of the pipe, but try to stand as far to the left as you can and jump mostly straight to reach this platform. Run up to the wall and grab onto the fissure here to shimmy over. Climb up the top here where the waterfall is and watch for a body to drop down (Yikes, that was surprising). Turn around here and jump to the platform here. Now that you're up here, walk south and look for something important on your left. There is a catwalk being held up by a rope. Cut it down and cross it to the other side. Turn left and jump the gap to the adjacent platform here. Claim the RIDDLER TROPHY here. Now, cross the catwalk again but turn around at the other end. At the start of the catwalk again, take just two or three steps forward. Notice the brick wall on your left with all the moss and such? Face it and climb it. Shimmy around it to the left and pull yourself up here. Crouch under a pillar and reach the end of this ledge. Turn on Detective Mode. [RIDDLE ME THIS: "This challenge can only be seen by those with a different view on life."] If you did all the previous steps correctly (I know it can be confusing), you should be looking at the two parts of the question mark. Just a quick review in case you got lost. Make your way to the platform that leads right to the north door. Turn left and jump to the platform. Climb up the wall, shimmy over and climb onto the waterfall platform. Turn around, jump to the ledge here, walk to the right, cut down the catwalk on your left and climb up the brick wall on the left. Shimmy over, pull yourself up, and crouch under the pillar to reach this point. Got that? In any case, line up the two pieces here (may take a little work--don't fall off!) and scan for the riddle. After getting that riddle, stay up here. Face the north wall and jump to it. You'll grab onto another fissure. Shimmy over to the left and pull yourself up. Inside this nook is an ARKHAM CHRONICLE. If you return to the opening, you can jump and glide to the platform directly ahead of you. There's only one more challenge remaining in this room. Unfortunately, you can't reach it yet. Make your way back to the north exit and open the door. Botanical Gardens - Flooded Corridor ------------------------------------ Climb the two ledges then grapple into the vent. It leads right to two thugs harassing another innocent employee. When you emerge from the vent, they spot you. Only two of them though, so you should be ashamed if they give you a hard time. After you defeat them, talk to the man and you'll get a new objective. Before heading off anywhere, take a look around first. [RIDDLE ME THIS: "Looks like all the king's horses trampled all the king's men."] Go down the south corridor. Look for the small bench. On it are a bunch of figurines that look like they were run over. Zoom in and scan for the easy riddle solution. It also unlocks a Character Bio for... Humpty Dumpty? Return to the center room where Jordan Fraser is. Take the east path now, down some stairs. [RIDDLE ME THIS: Is this a tribute to what a mad dog left behind?"] At the bottom of the stairs that lead to the eastern doorway, there is a pedestal with a headless statue on it. The head is at its feet. Just below that is an inscripted plaque. It's actually been inscripted again if you look closely in zoom mode. Scan this to solve the riddle. To the left of the headless statue is an INTERVIEW TAPE sitting on a bench. This one is also for Poison Ivy, of course. Now go through the east door into the next room. Botanical Gardens - Aviary -------------------------- You'll get a quick look at the newest trap Joker and his henchmen have set up. There are two more hostages, each being held in a cage hanging high above. The idea is that if Batman takes out any enemy, the suicide collar will alert the thug who is controlling the crane holding the cages and will drop the hostages to their deaths. Therefore, Batman deduces that to save them, the crane operator has to be the first to go. Easier said than done of course. The first thug standing a ways in front of you will not move. Move up slowly when he turns his back, hugging the left wall as you do so. Hide when he turns around. Look fro a vent on the left wall. Pull the cover off and enter. Grapple up and then climb the ladder here. Enter the vent at the top to come out on a higher level of the Aviary. Turn on Detective Mode to see where the rest of the thugs are positioned. There is one below you, to the left. Just leap off the ledge here and hold X to glide. Glide straight over his head to the wall. Grapple to the top of this wall and look for the next thug below. If he has his back turned, drop down. You need to get past this guy somehow. He patrols on this higher platform. You can't get around below. The only way is to grab the ledge just below the railing and shimmy across the gap. This way, you'll stay out of sight and you can make it past. Just don't shimmy when he's facing you, because you can easily be spotted. Shimmy over when he's moving away from you, then drop down when he turns around again. Under here, remove the vent cover and go inside. Grapple, then climb a bunch of ledges to the top. Turn around and jump to the next ledge that will lead you to the top of the observation room where the operator is. Drop in and take him down. That completes your objective, but you need to take care of the others. First, destroy the three JOKER TEETH in here. The other henchmen won't come up to check out what happened and will actually just patrol or stand by normally as if they didn't hear Joker's warning. Drop from the crane room and make your way toward the low corridor where one guy is walking, and on the other end, another is just standing. Try to sneak up quickly on the walking enemy and use a Silent Takedown. Then, just as quickly, do another on the guy on the other side of the narrow corridor. There should be a third guy just below. Turn around and grapple up to safety above and wait for him to inspect the bodies. When he passes underneath you, you can drop down and try to do a third Silent Takedown when his back is turned. You can also wait outside the corridor and try a Corner Takedown. Or just knock him out with a Batarang, lure him in, etc, etc, etc. After you silence the last enemy, you'll get a quick scene where the hostages are lowered down safely. You're done here now. You can venture on to the next room, but first, look around, as always. [RIDDLE ME THIS: "There's no closet in the Gardens, so someone is using the roof instead."] A tough one to figure out sometimes, because the clues aren't particularly helpful. If you look high up on the southwest wall however (you should have a view from almost anywhere in the room), you might be able to spot it. There will be a skeleton stuck in the wall. Zoom in on it and scan it for the solution. The Character Bio you unlock this time is for Killer Moth.' Make your way over to the lower platform on the southeast side. Look for the two hostages standing around here. Talk to them if you want. Just beyond them is a bench in the corner. Sitting on it is another INTERVIEW TAPE. You're done here for now. Go back over to the west side and climb up the ledge. Try to look for Harley's fingerprints in Detective Mode. They should be planted all over this metal wall. Investigate it and Batman removes a hatch, revealing another one of his booby trapped security boxes. Whip out the sequencer and try to beat the three locks. Remember, you're timed so be quick. Once you succeed, a secret door opens beside you. Enter for a scene. Botanical Gardens - Titan Production Facility --------------------------------------------- Joker's plan is visualized a bit more and boy is it ugly. Seriously. [BOSS FIGHT - TITANS] You've fought one of these guys already, and Bane who was pretty similar. Two at once is not as easy, obviously. You need to always be on the look out for their charges. They always advertise it by roaring and setting themselves first. Your strategy is the same, Quick Batarang them, then get the hell out of there. When they run into the walls, you can get a few quick shots in, then back away. What makes this different though is you have to watch out for the other one. If you're busy slugging the first Titan, and the then the second one charges, you have to move, immediately! Don't take your eyes off either one at any time. They should both start the fight by charging, but thankfully, not at the same time. Try to get them both to crash, then strike one, then the other. They'll both do the ground shockwave attack, and the first one will likely hit you. No big deal. Both are weakened, or at least one is hopefully. If you repeat the process one more time, you can make this fight a lot easier. Wait for one to charge again. Quick Batarang, evade, etc. When he crashes, strike him a few times and this time, Batman should jump onto his back. In this fashion, you can briefly control the Titan, like a buckin' bronco. Steer him toward the other guy and his hands will flail and strike, dealing a little damage. After a few hits though, you'll be thrown off. If the Titan you attacked in this method was already weakened earlier, he'll be stunned now too. You can attack and get on his back too now and repeat the process. Try to maintain this strategy for the fight. Not only does it deal damage, but you also are pretty safe when using these guys. Once one of them goes down, it becomes even easier. Just continue to dodge and attack. It won't be long before you emerge victorious. Next, you need to destroy the containers carrying the Titan formula. Detective Mode reveals six tanks along the west wall. Plant Explosive Gel on any one of them and it should trigger of chain of explosions that eventually destroy them all. After this, approach the exit. Use the Cryptographic Sequencer to raise the gate. Unfortunately though, Joker lowered the bridge, so there's no way to get across to the door. Hmm, what to do... Oh wait, I've got it! Call in the Batwing! Brilliant! Watch as this tremendously awesome scene unfolds. The Batwing crashes in and drops off a new gadget for you. It's the Line Launcher. The Line Launcher allows you to move over large gaps or distances on a zip-line kind of method. The launcher fires a line backwards and forwards, so it needs to have something to stick to on both sides. It has good range and it will come in handy. Stand at the exit and the door is just across from you. Don't use the Line Launcher on the door though. Angle the camera and look for an opening to the right of the door. You should see an alcove over there. Aim your Line Launcher there and fire. It should carry you across here where you'll find a RIDDLER TROPHY. This one unlocks the Silent Knight (Extreme) Challenge Map. Use the Line Launcher to traverse the gap and reach the door. Return to the previous room. Botanical Gardens - Aviary -------------------------- Nothing to do here but just go through and backtrack to the next room. Botanical Gardens - Flooded Corridor ------------------------------------ Go up the stairs and into the central room. Go straight across and stop at the large ravine. This would have been impossible to cross before. Now you have the wonder that is the Line Launcher. Use it to get over. On the other side, you'll find not only a RIDDLER TROPHY, but also three sets of JOKER TEETH. The trophy gets you the Shock and Awe Challenge Map. Pass through this doorway for a scene. After that nice chit-chat, you'll be back in the same area. Batman discusses his next objective with Oracle and determines that he needs to talk to Aaron Cash who should still be in the Arkham Mansion. Return to the ravine. At the other end is a large group of thugs, taunting Batman because he can't get to them. Oh, if they only knew... Fire up the Line Launcher and Batman will automatically kick a bunch of them. Disengage by hitting X right after that, so you don't go all the way toward the east door. Now face off with them. This is a tricky fight only because there's so many and the room isn't really big. Focus on countering mostly, and use Combo Takedown on the enemies wielding pipes. Throw also helps. Once clean up is done, you have to leave the Botanical Gardens. The southern corridor is still blocked though, so you need to take the long way. Look for the vent in the central room. Take it back down to the Abandoned Chamber. Botanical Gardens - Abandoned Chamber ------------------------------------- Jump the gap and take the stairs down. Take the only other stairs that lead up to the next platform. Jump this gap, turn left and then turn right to find the exit. Botanical Gardens - Flooded Corridor ------------------------------------ Climb out of the debris area and into the ventilation duct. Take this all the way back to the water room. In an effort to halt Batman's progress, two thugs have turned the generator back on, thus electrifying the water yet again. Apparently they didn't get the memo about Batman's Line Launcher. Use it to get across and knock them out. Perform Ground Takedowns to finish them. Open the door now. Botanical Gardens - Botanical Glasshouse ---------------------------------------- A new group of thugs have made this room their home. There should be one standing right before you, near the railing. Take him out with a Silent Takedown. Before grappling up to avoid the rest of the thugs who will inevitably come looking, you can plant an Explosive Gel trap on the floor if you want. Try to pick off isolated targets with Inverted Takedowns or Ledge Takedowns. Remember to try using gadgets, such as the Batclaw to pull guys over railings, and the Sonic Batarang to lure one foe into a trap. The Sonic Batarang can also be upgraded to become a trap explosive. Consider this for some of your Takedowns. After you've cleared the room, return to the first room in this area. Botanical Gardens - Glasshouse Entrance --------------------------------------- Destroy the three JOKER TEETH here. Move toward the exit and there is a sudden interruption. Joker gave Ivy Titan and the results are a little annoying (but you'll see how more annoying they get in a moment) as her plants decide to do some redecorating. The entrance becomes blocked during the commotion. The grate on the floor is open so drop down into the basement. Go to the right and climb out by grappling. Use the vent to get on the other side of Ivy's giant plants and to the exit door. Chapter 13 -------------------------- DELIVER US FROM EVIL o----------------------o |Riddles: 5 | |Riddler Trophies: 4 | |Interview Tapes: 3 | |Joker Teeth: 4 | |Chronicles: 2 | o------------[aa13]----o Arkham Island - Arkham East --------------------------- As you can soon see, Ivy's "babies" have gotten out of control. Besides crazy trees, roots, and other abnormal things springing up, there are these purple plant pods you'll see all over the island. When you get within medium range, they release one or two red spores that home in on you and deal significant damage. What you might not realize is that they can be destroyed. Just get close and look for a prompt to pulverize them. You get rewarded 25 xp each, so it's not much. Go across the field toward the mansion, destroying any of the pods you encounter along the way. Also be on the watch for one or two lunatics still roaming around. The main entrance of the mansion is blocked by a mutated tree. Grapple up to your old secret entrance above. Arkham Mansion - Mansion Entrance Hall -------------------------------------- Check your map and confirm Cash's location. As you can see, this entire area has been poisoned by Ivy's (get it?) plants. A toxic mist lurks and if you fall down you'll have to escape as if it were Joker Toxin. Your only option is to use your Line Launcher to go straight across. On this platform, look for the open vent above you. Grapple your way in. Take the next vent to drop into the following room. Arkham Mansion - Main Hall -------------------------- There's no way straight across as the plants pretty much have become comfortable here. Look to the right wall and spot a gap you can use the Line Launcher to zip to. Drop down onto the walkway and go north as far as you can. Turn left and face the west wall. Use the Line Launcher again to get over to the opposite walkway. Go north from here and drop over the railing at the end to land safely on the staircase and away from the toxic mist. Go up here and find Cash and a few other people. Talk to Cash to get the scoop on what to do next. Your goal is to get into Killer Croc's lair to find the spores that might make an anti-Titan formula. Cash explains that the way into Croc's lair is by the elevator all the way back in the Intensive Treatment facility. Think back. You remember in the very beginning of the game, that elevator that Killer Croc came up from? Yeah, that's the one. We haven't been to Intensive Treatment in a while. Let's go there now. Grapple back up to the walkway and pretty much repeat what you did before, using the Line Launcher back and forth to get out of here. Zip across the gap in the previous room and leave the mansion. Arkham Island - Arkham East --------------------------- From the mansion grounds, travel northwest. Find the tunnel that will take you back to Arkham North. If you happen to have Detective Mode on, you can see there is something waiting for you in there. They're wearing the Arkham raincoat uniforms, but they're clearly Joker henchmen. They yell "Surprise!" Know how to say "Surprise!" back? A fist to the face will do the trick. One has a stun baton and that will be all for unique enemies. The rest is pretty standard. Expect a lot of counters. Try to use the triple Batarang mixed in with your combos, if you have it. This helps you limit the number of attackers, and even buys you some time to perform Ground Takedowns perhaps. Defeating the enemies allows you move on finally to Arkham North. Arkham Island - Arkham North ---------------------------- The plants have blocked the entrance to the Intensive Treatment building too, wouldn't you know it? Holy plot device, Batman! In any case, a sniper guards the only other entrance. At the same time, the area is crawling with crazy inmates and those mutated plants. Clear enough of the plants and maniacs so that you can roam around a little. To get up to where the sniper is, you need to use the Line Launcher from the east tower. He might spot you if you grapple up there though. Try to stand as close to the tower as you can without him seeing you and throw a RC Batarang. Steer it into him and then crash it into the wall behind him to lose control. Quickly, while he's down grapple up to the tower. Use the Line Launcher from the corner of the walkway to get over to him. If you want, wait for him to get up, then knock him out with another RC Batarang before zipping over there. Take him out permanently, then destroy the three JOKER TEETH here. Enter the building now from here. Intensive Treatment - Maintenance Access ---------------------------------------- This room can be a bit confusing with all the walls, pipes, and ventilation ducts. Favor the right wall and go forward. Look for a vent cover near the ground. Pull it off and take this to another vent. Enter this one too to come to a small area with a RIDDLER TROPHY. To get it, step onto the left edge and walk toward the wall. There is an opening here to get it. This gives you the Sewer Bat (Extreme) Challenge Map. Make your way to the left side of the room now, using the first vent again or by climbing over all the obstacles from the entrance. Look for a platform in the back to climb onto a vent cover just waiting to be ripped off. You'll come to a small room with a very large vent shaft on your right. Take this down and drop at the end. A smaller vent leads you to a familiar room. Intensive Treatment - Intensive Treatment Lobby ----------------------------------------------- Remember this room? Ah, the memories. Predator is still the name of the game, only now, Joker has taken things one big step farther. As the scene illustrated, the gargoyles are now all booby trapped. If you grapple up to one, it sets off a proximity bomb that blows up in about three seconds. This means that you can't stay there long for one thing, and two, the gargoyles you use will be destroyed. This being the case, you're a lot better off just not using them. You're thinking what, you crazy, man? Te loco, hombre? No, no. You can do this, trust me. You just have to perform Silent Takedowns and a variety of other Takedowns, so long as you don't use the gargoyles for anything. Keep track of enemy movement by having Detective Mode on and this become easy. In an emergency, yes, you can use the gargoyles to get away. It's best if you just do this as inconspicuously as possible though. Start by removing the vent cover at the end. One thug will be walking toward you. Wait for him to stop almost underneath you. Now push the Left Analog Stick all the way forward so that you can try to land on top of him. Stun him immediately. The others will be running toward your location so quickly jump over the railing on the left and down to the floor below. Watch the enemy movement in Detective Mode and plan your next move. There's a variety of ways to go here. The key is attacking lone enemies or using Silent Takedowns correctly. Try to go for any enemies that drop down to the first floor and use either of the two side corridors to get around them if they go down the middle and use Silent Takedowns. Batarangs can also help stun them. For the others, again, it's a matter of getting them alone. Ledge Takedowns, Explosive Gel, Batclaw usage, it's all possible. You just gotta wait and see what's out there. Remember to use the Sonic Batarang (hopefully you have this at least by now) to draw them to where you want them. This might be useful for one enemy in particular that likes to stay in the center office. It's hard to get to him without drawing him out first. You can sometimes use corner cover in the east side room and try to throw a Batarang at him but it's kind of tough. One way is to perch on a gargoyle near the office real briefly and then get off before it kills you. The explosion might draw him out. Now wait for him to go back and then stand on top of the glass above the side room and perform a Takedown through there. Anyway, once you have taken out all of the thugs, return to the center office room and use the sequencer on the security box. It's booby trapped so again, be quick. The second upgrade for the sequencer will help if you're having trouble with these things. Drop down and take either of the two doors to go north. It doesn't matter which you pick. Intensive Treatment - Cell Block Transfer ----------------------------------------- Walk down the hall and you can see it's quiet. Too quiet, as they say, and that is never good. Keep moving and then something will happen. Wait a minute, what the hell? Is the game freezing? No, it's not. The screen will start bugging out and your first thought will be that your game/system is busted. This is supposed to happen so don't worry. I REPEAT, THIS STRANGE "GLITCH" LIKE FREEZING SCREEN BUGGING OUT THING IS SUPPOSED TO HAPPEN SO DON'T FREAK OUT. NOTHING IS WRONG WITH YOUR GAME OR SYSTEM. Once that is over, a scene plays, nearly identical to the opening game scene, but with some significant differences. You regain control, only... you're not playing as Batman. I won't spoil it so just move forward through this area until a scene plays. Almost looks like game over, but read the "retry" message carefully. Oh, very clever. Hit "Retry" and obviously, it's all a trick. You'll be brought to a very strange area. Only one person could be behind this... Go up the walkway and past all the strange visions of yourself. At the end you'll see another... eating a... rat? No, you can't punch yourself. Wait for the large wall to swing to the left and then use the Line Launcher to get across here. Once you do, the architect of all your greatest fears will reveal himself again. [BOSS FIGHT - SCARECROW] Wait for his gaze to go to the left and quickly jump the gap and hide behind the object here. When he moves to the left, climb up the ledge here. Scarecrow unleashes his minions, so just wait for them to come to you. Remember that you don't want to accidentally fight yourself into his gaze. There's a lot of them but they all go down without many hits. Once Scarecrow retreats, go down and climb up the wall here. Take cover and wait. When Scarecrow's vision goes from left to right, immediately run, climb up the wall, and hide behind the object again (some sort of tank?). When he passes over you to the left, bolt to the right. Jump to the next platform when he starts moving right. Move toward the camera and duck beside the stage where above you can see a vision of Zsasz zapping another Batman. Wait for him to pass over to the left, then run over and jump the next gap. Climb up the next ledge when it's safe and hide here. Wait for one of those sliding walls to come into view. When it gets close, step out in front of it. Use this as mobile cover to protect you and keep up with it so that you don't get caught. At this next gap, wait for him to move from left to right as usual. Jump the gap and climb up the wall. Find the low cover to crouch behind here. Move when it's safe from here to jump to a large platform that will drop on you. Stay down here if Scarecrow's gaze is passing by above. Wait and then grapple up to the other one. Up here, you can see the bat signal. To get to it, you need to wait for Scarecrow's gaze to move over to the right. When it does, make a run for it and try to use it. Unfortunately, Scarecrow will have none of this, and back in the world that doesn't run on LSD, you will see him trying to inject Batman with more of his toxin. Back in LSD world, you'll fall down to a lower area. You'll be attacked by more skeletal minions. They'll take a little more damage than before, but they still are not tough. Counter as necessary and keep up your attacks until they all go down. This activates the first of three bat signals. Next, a larger creature appears, almost like the skeletal version of a Titan. It has the same charge attack, so use the same strategy. Use Quick Batarang and dodge. This time, when it crashes into the wall, it explodes. That will activate the second one. In this final phase, you'll have to face both the large group of skeletons and one of the special creatures at once. Try to make your focus the big guy. Just watch for counters in the mean time. When he charges, use Quick Batarang. What direction and where you're aiming will not matter at all, just hit the button fast and dodge. He'll be down. Now just fend off the others normally until you activate the last signal and wake up from this infernal nightmare for good. Intensive Treatment - Cell Block Transfer ----------------------------------------- With that over, Scarecrow runs like the pansy we all know he is. Your goal is ahead of you, but take a look around first. [RIDDLE ME THIS: "Hook up with your relatives before you're transferred out of here."] This one gave me a little trouble because I thought the riddle was speaking explicitly to Batman, making me read into the "relatives" comment so I was looking for bats, haha. To figure this one out the correct way, go into the eastern corridor of the Cell Block Transfer area. In the bottom right corner is a staircase. Use the sequencer to get rid of the barrier first. In this small office, there doesn't seem to be anything of interest. Zoom in on the picture frame on the table though and you'll see a family picture with Aaron Cash and his family. Scan it to solve it. Go further up, again using the eastern corridor. Another barrier is in place for the top right staircase. You need the range upgrade for the sequencer to reach this one though. Crack it and go up inside to find an INTERVIEW TAPE for Harley. Pass through the north door and into the next area. Intensive Treatment - Secure Transit ------------------------------------ You'll see Scarecrow descending in the elevator. Looks like he wasn't kidding about his plan. The elevator shaft closes after he goes down, meaning you have to open it again to follow him. Start by turning to your right and destroying the single set of JOKER TEETH there. Take the staircase up near it. Go into this office and find the INTERVIEW TAPE on the table on your left. Now, approach the elevator shaft. Jump and glide to the far platform below. Turn left to pass by an old chronicle and then go down here and make your way into the vent. Take this to another area and drop down this ledge all the way down below. Go to the southwest corner and jump to the fissure so you can shimmy over to the right. Drop down when you can, then turn around. Crouch to get under this pipe and then turn right immediately. It's an old vent opening (the cover will still be there if curiosity didn't tempt you earlier). Go inside and there are two Explosive Gel walls. Open the one on the left to find an ARKHAM CHRONICLE. The right one has nothing, surprisingly. Drop down the rest of the way until you get to the bottom. I choose to do this for the next and last challenge in this room just for the sake of clarity. Begin climbing up again like before. You'll have to shimmy, climb up into a vent. Once you get out of the vent, grapple up twice. As soon as you do that, turn left (Detective Mode helps). Step onto this ledge and notice the vent cover on the wall. Use your Batclaw to open it, then carefully jump to the vent to lay claim to this RIDDLER TROPHY. Drop back down to the bottom again. Find the staircase in the corner leading to the above office. You can see three thugs waiting inside via Detective Mode. Use your Batclaw or your Batarangs if you want, just make sure you target the armed thug first. The tight space here makes fighting a bit uncomfortable, but you should manage. Turn your sights on the security box. It's booby trapped like a lot have been lately so you know what to do. When you crack it, the elevator shaft opens up again. Drop down and you land on the elevator's roof. Just near you will be a large group of Joker henchmen. Start things off with a triple Batarang if you want. When you drop down to their level, one or two of them may run off to grab guns from the gun lockers. Try to prevent this, but as always, watch out for other attacks. You can use the Batclaw to pull a thug away from the locker, but it takes a few seconds and leaves you vulnerable, so you'd be better off just attacking head on. Once they're all down you can explore a little bit. Go up the stairs next to the elevator (going north) and in the office, you should find a Riddler SECRETS MAP. [RIDDLE ME THIS: "Dr. Jonathan Crane plans on elevating fear to new depths."] Next, return to the elevator and although you can't climb on top of it, look to the east part of the shaft wall. There should be a vent that you may or may not have opened earlier. Get inside and hang a right, to go down the red lit path. You'll pop out in a small little cave-like room with a bunch of pictures of Batman, graphs, and other things laying about. Scan this room and you'll solve the riddle. Now that you have the Secrets Map, this would be a great time to explore the rest of Intensive Treatment for goodies. You're here, so why not? If you'd much rather continue on though, by all means skip the next several paragraphs. If you want to explore, grapple your way out of the bottom floor and back up to the middle level (the dark blue room). One of the doors is locked, but the other is not. Take this back into... Intensive Treatment - Transfer Loop ----------------------------------- Go all the way down the corridor until you get to the loop. Turn right and then turn right again to go down this hall here. [RIDDLE ME THIS: "A top hat and tails is the only dress code for this party in the north."] Go through the red lighted hall going east from the loop area, then look for a low hanging gate that says "Emergency Shutdown" on your left. Crouch under here and then turn right. On the wall is a poster of the Penguin, advertising something. Scan it and solve the riddle. Go further east down the hallway and go all the way until you reach the exit that will take you into the north room. Don't go through yet though. Turn around and face the scene. To make sure you're in the right spot, you should see two corpses, a green painted arrow, and a portrait of the Warden. Right? Good. Now look up at the wall above all of this. You should see a vent cover. Use your Batclaw, then your grapple to get up there. Inside you'll find an ARKHAM CHRONICLE. Drop out and then go back east and take that door this time. Intensive Treatment - Decontamination ------------------------------------- Go north through this hall until you reach the near end. Look for the electric barrier on your left. Use your Cryptographic Sequencer on the security box (located to the right) and go inside. On your immediate left will be an INTERVIEW TAPE. This should be the last one for Harley. Climb the ladder and you'll also find a RIDDLER TROPHY. Now leave Decontamination to go west. Intensive Treatment - Processing Corridor ----------------------------------------- Use your sequencer on the security box to proceed further. Go all the way down the hallway and at the intersection, just go straight. Turn left at the corner and enter a familiar room. Intensive Treatment - Patient Pacification Chamber -------------------------------------------------- Start by going straight instead of turning left. Go through the doorway and up the stairs, just like you did at the waaaaay beginning of the game. As you reach the top, have Detective Mode on and look for the vent cover on the wall. You know what to do. When you get in there, snag the RIDDLER TROPHY. [RIDDLE ME THIS: "Even I was shocked when I saw how Maxie Zeus was treated!"] Now, go east into the main room where Zsasz once was. Go to the southeast corner of the room and use your Explosive Gel here. Inside you'll find a strange cell. Scan pretty much anywhere in here to solve the riddle. It gives you the Character Bio for Maxie Zeus. Leave the way you entered. Intensive Treatment - Processing Corridor ----------------------------------------- Return down this hall but make a left as soon as you are able. Follow this corridor all the way back to a very nostalgic room. Intensive Treatment - Holding Cells ----------------------------------- Use your sequencer to get rid of the annoying barrier in place. Go down the ramp and there is only one thing for you to find here. [RIDDLE ME THIS: "Where would you find my home sweet home?"] From the ramp, turn left. Investigate this cell in the northeast corner of the room. It should be a really obvious answer. Scan this cell to solve the riddle. Now go south and up the next ramp. Remove the barrier as you always do and go into the next room. Basically use your map if you get lost. We're done treasure hunting so make your way all the way back to Secure Transit. Intensive Treatment - Secure Transit ------------------------------------ Drop back down to the bottom area. From there, drop down the elevator shaft to where you were quite a while ago. We're done treasure hunting so it's time to move on. Take the south door out of here. Chapter 14 -------------------------- IN HIS REALM o----------------------o |Riddles: 0 | |Riddler Trophies: 1 | |Interview Tapes: 1 | |Joker Teeth: 0 | |Chronicles: 0 | o------------[aa14]----o Caves - Control Room Access --------------------------- Walk down here and take the INTERVIEW TAPE off the crate. Then, just take this path to the very next door. Caves - Croc's Lair ------------------- Step forward and a scene plays. After that, you're free to move on. At this opening, look toward the southeast. You should see a large tunnel opening with water coming out. Use your Line Launcher to land right next to this. There will be a RIDDLER TROPHY sitting there. It gives you the Survival Tactics Challenge Map. Go back across and this time, go west. Go as far as the walkway will take you. Use your Line Launcher at this point to get across and go further west. You'll soon see an opening on your right. Line Launcher toward this to gain entry. A loud roar billows out as you come to the entrance. Oh, that's comforting. There's no map schematic for this area, so you're going in blind. Even better. Luckily, Batman, being the clever thinker he is, comes up with a plan, a few actually. You can locate the spores using a trace signal that will measure your distance from each in meters, as shown on the left of your screen. Right next to it is an image of a vial that will display how much of the spores you have. Go forward and just walk full speed but don't run. Watch as the distance depletes on the left. It's easy to figure out which way to go. As long as the distance keeps decreasing, you're getting warmer. If it turns red and starts beeping, you're going the wrong way. You'll climb over two gates on your way through. The path is very linear in the beginning. Keep moving and as you reach a certain platform, notice the autosave kicking in. When you look left down this next corridor, you just get that feeling... Sure enough, as you proceed forward, Killer Croc pops up and starts running toward you. Oh shi-! You might be paralyzed with fear, but you need to act quickly. When he gets close enough, he'll drag you down under the water and then it's all over. When you see him pop up, prepare a Batarang by holding L1. Target him and you should see it lock on around his neck area. Throw it and it will hit the collar, knocking him over and into the water. This protects you... for now. Walk up to the intersection and you should be within 30 meters of the first spore. Walk forward and climb over the fence. Approach the next intersection and Croc may attack again. Prepare another Batarang (and remember that Quick Batarang will not do the trick) and let him have it. Turn right after this and find the first spore. To cut it down, throw your Batarang at it. Approach it and hit X to collect some. The vial fills, but not nearly enough. As if you didn't already guess, you need to find a lot more. Turn around and take a right. Go down to the next intersection and you should be about 50 meters away from the next one. Be prepared for Croc to attack at any time as I don't think all of his attacks are scripted for precise moments. If you can't see him, you'll know he is coming by the change in music and the loud splash. Prepare your Batarang and pan the camera around quickly. Look for the platforms that are causing the water to ripple and you can locate him before he gets you. Go forward and turn right. The next spore is behind the gate so climb up it. Croc may attack you from behind here so be careful. Hopefully he won't attack until you get the spore. Either way, wait for him to break open the gate, then throw your Batarang. Collect the second spore sample when ready and then get out of there. Go straight across from here and make a left. Croc will probably attack again at this point so be ready. At the intersection, go straight. You'll very soon reach another one. Turn right here and climb the gate. Go straight and you should see meat and some other things hanging here. Turn left at this point and you should see Croc bust down a large gate in front of you and attack. Knock him out with another Batarang and then continue. Go past where he broke down the gate and cut down the third spore. Collect this sample and then keep your eye on the gate to the right. Prepare a Batarang and as soon as Croc busts it down, fire. Continue down this path now. You should be about 40 meters away at the next intersection. Go straight and there will be a left and right path. Turn left and the next spore is right there for you. When you approach the spore though, Croc destroys the platforms leading up to it, effectively cutting off your escape route. Going into the water would be suicide, Batman knows this. You'll need to find another way. Collect the spore sample. You only need one more, but it's far away and you have to get across the water. Use your Line Launcher to get across. You'll see Croc's hand grope through the air in an effort to stop you, but he should miss. Turn right and go forward until you see a sudden prompt to run. Croc starts destroying more platforms and if you don't hoof it out of there, you're done for. Run until it stops. You'll come to rest at an intersection. Turn left and climb over the gate. Immediately start running as more platforms start to be destroyed. Turn right and then continue on from here. Remember to just follow the gauge on the left if you get lost. The only way to go from here is left and that forces you into another left turn. Turn right here and Croc will probably come charging through a gate so be ready to take him down again. You should be within 100 meters as you pass through this gate. Start running straight as Croc destroys more platforms. You can go straight or turn right at this next intersection. Turn right and go forward. You can see the spore in the distance. Go this way but watch out for Croc. Go all the way down and get the last spore sample. You've got what you came for. The task is to escape now. Batman turns on the beacon he planted when he came in. It's over 500 meters away, giving you a good idea just how deep you are into Croc's territory. He may have the advantage here but he's still no match for the Dark Knight. You can just use the gauge to make your way out, but I feel like I'm not doing my job if I don't give directions. Go forward and hang a left. You come to a dead end. Wait for Croc to burst out from the gate on your right, then take him down. Go this way now (right) and prepare to run forward as Croc strikes again. You'll be stranded here as the path ahead is a dead end, and the paths on the left and right aren't fully connected. Use your Line Launcher and fire it to the left to make it across. Turn here and go down this next path. Run forward when Croc strikes and turn right. Turn right again and go down this next path. Croc might attack you from behind so be ready. Always look for where the water is disturbed if you can't immediately locate him. There will be a gap on your left. Use the Line Launcher again and turn left as Croc attacks from underneath yet again. You'll eventually come to a spore location and you should be under 300 meters away. Turn left from the spore and go all the way down and then make a right turn. As you approach this intersection, Croc might appear right in front of you so be fast. Go straight at the intersection, climbing the gate. Go right and then prepare for another Croc attack (if only the late, great Steve Irwin was here. RIP). Turn left at this intersection and then right. Go down this path and you're almost there. When you get to within 120 or so meters, something happens. Croc starts chasing you, destroying each platform underneath your feet. Start running. You'll have to run toward the camera, Crash Bandicoot style so it can be a little tricky at first. Keep going until you reach the tunnel. Croc emerges and will give chase. If you try to leave, the gate slams shut on you. Remember that Batman planted a trap though. Select your Explosive Gel and wait until Croc comes to the charge that he planted. Detonate it at this moment to send Croc falling to his demise. Chapter 15 -------------------------- A GROWING THREAT o----------------------o |Riddles: 0 | |Riddler Trophies: 10 | |Interview Tapes: 2 | |Joker Teeth: 12 | |Chronicles: 2 | o------------[aa15]----o The next thing to do is use the spores to create the antidote for Titan. The Batcave is therefore our next logical destination. Fortunately, it's nearby. From the mouth of the lair, go west. You should be able to Line Launcher your way over to the opening on that side. As you approach the door, destroy three sets of JOKER TEETH. Caves - Old Sewer ----------------- Go left and down this next corridor. As you near the next opening, you can hear the Joker henchmen around the corner talking. One of them is armed, so enter corner cover and hit him with a Batarang to stun him. You have two dagger enemies, but overall, there shouldn't be much to worry about here. Remember to stun them and try to take them out early with Combo Takedowns. Throw can also be effective here. You can use it to toss guys down to the lower level. When that's over, chat with Oracle for a moment. Go south and look for the large circular opening across a large gap here. Use the Line Launcher to get over there and snag the RIDDLER TROPHY here. This one is good for obtaining the character trophy for Killer Croc. Get back across then grapple up to the ledge on the west wall to exit. Drop down to the rocky bridge and go forward. Caves - The Batcave ------------------- Go down and jump to the central platform. From there, go up the stairs and a scene starts. After that, the Batcave is trashed. Son of a... The good news is you get a new gadget, or rather, an upgraded one. The Batclaw becomes the Ultra Batclaw! Schwing! It fires three hooks at once. This has a few uses. It can not only pry off vents with almost no effort, but it can pull on three thugs at once for Predator mode or even combat. More importantly however, it can destroy all of those high destructible walls you've seen, the ones that are too high to reach with your Explosive Gel. One such wall is behind you and this is your only way out. Use the Ultra Batclaw and fire it at the wall. Pull by tapping X repeatedly for a few seconds to break it down. Jump in here and grapple up to a ledge above. Walk out here and you can see there is a path, but it's a long one. Glide all the way down to the nearest cliff east of your location. When you land, be sure to collect the RIDDLER TROPHY on the lowest ledge of this cliff. Climb up to the top and use the Line Launcher to get across this large chasm to the cave opening across from you. Go through and then look for a spot to grapple up to. Grapple up once and just once and you can step to a ledge outside. Look to the northeast. There is a small ledge all the way down there. Glide to it and take the RIDDLER TROPHY here. This one gets you the Record Breaker (Extreme) Challenge Map. To get out of here, look to the east and use the Line Launcher. From there, you can grapple up to the ledge you jumped from. Enter the cave again and now grapple up again to a higher ledge, then one more time to the top. Use the Line Launcher here to go across to a cave. It takes you down a narrow tunnel which eventually comes to an opening overlooking the bridge leading away from the Batcave. Glide down to this bridge and go east, back into the Old Sewer. Caves - Old Sewer ----------------- Drop down, then before rushing up here, look at the ceiling for a weak structure (use Detective Mode if you have to) and use the Ultra Batclaw to open it up. Grapple up here and take the RIDDLER TROPHY. Now, go up the stairs. Ivy's plants have taken over here so destroy the pods you encounter. Get rid of the first one, then turn right down the next corridor. At the end, another pod is waiting. At this intersection, go right, not left. The door leading back to Croc's Lair should be here. Open it up. Caves - Croc's Lair ------------------- As soon as you enter, look up to the ceiling for a weak structure to use the Ultra Batclaw on. You'll find a RIDDLER TROPHY when you grapple up here. It unlocks Rumble In The Jungle (Extreme) for Challenge Mode. Return to the Old Sewer and take it the other way to the north door. Caves - Main Sewer Junction --------------------------- The pods are here too and if you took damage earlier, you're best off avoiding them. You can use the Line Launcher to just zip to the platforms ahead of you and avoid a few of them. Make your way to the northeast corner where the toppled pillar is. Go up this to the next level. Make your way to the aqueduct where it is now flowing with the bright green Titan. Don't go up the next toppled pillar just yet. Turn to the south. You should see the large hollowed out pillar structure. Jump to it and turn left. You'll see another platform in the distance with a RIDDLER TROPHY. Use your Line Launcher to go over there and get it, then use it again to get back. That one bestows upon you the character trophy for Scarecrow. Go up from the aqueduct and from there, to the top. You've obviously got a new problem on your hands with Titan, and it's something we need to deal with now. Ivy will have to wait. At the top, jump to the platform with the plant pod and destroy it. The east exit is blocked, so turn around. There's that impassable gap from before. Now however, you got the Line Launcher. Use it to get across here. Pick up the RIDDLER TROPHY here and get the Rumble In the Jungle Challenge Map. Ignore the plant pod if you are low on health and just run to the north end of this platform. Climb up this ledge then another on the left. Turn around and hop these gaps. Climb up a few more ledges and make your way to the very highest point in the back here. Turn around and use the Line Launcher to zip back toward the other end and you can climb up from here. Climb up the structure from here and walk up a small slope. Walk to the very east end. Turn right here and use the camera to spot a lower ledge below you. Try to drop down here and take the RIDDLER TROPHY. Climb back up and then find a spot to climb back onto the slope again. Turn around and turn Detective Mode on. There's a weak wall here and three enemies on the other side. Use the Ultra Batclaw to remove the wall. The thugs come to check it out. Try out the gadget on them next for some fun. Walk down a bit and then grapple up here. Caves - Pump Control Room ------------------------- There will be one more thug, so just beat his brains in. After that, take a quick look around. To the right from where you entered there is a Riddler SECRETS MAP so definitely take that. Go down the corridor and right before you turn left to get to the door, look for the INTERVIEW TAPE sitting on the drum barrel. Caves - Pressure Control Junction --------------------------------- Go up the stairs and you'll see two enemies. Go with multi-Batarangs or your new Ultra Batclaw, or handle it straight on if you wish. Once they're down you can go left or right. Let's go left first. Look for one JOKER TEETH after the first staircase. After the second staircase is another JOKER TEETH. Right above it is a weak wall. Use the Ultra Batclaw on it and climb up here for a RIDDLER TROPHY. The third set of JOKER TEETH is just a few steps away from the door. Caves - Pump Room ----------------- Start by using the Line Launcher to get across the room to the small platform in the southwest corner. It's occupied by a lot of drum barrels and more importantly, an INTERVIEW TAPE. This should be the last for Killer Croc. Now, use Detective Mode and identify your enemies. One is armed, one has daggers, and one has a stun baton. These are your most important targets. Aside from that, other thugs will try to pull metal bins off the walls and throw them at you. Your special moves do wonders here, but so do your gadgets. Combo Batarang and the new Ultra Batclaw can help you temporarily take some enemies out of the fight as you deal with others. When you've taken them all out, look for the two security boxes on the wall. Use your Cryptographic Sequencer on both to shut down the first two pumps. Grapple up to the ledge and use the exit. Caves - Pressure Control Junction --------------------------------- There shouldn't be anything hindering you as you make your way across the room to the east corridor. Look for three more sets of JOKER TEETH along the way. Caves - Control Room -------------------- As the other room was a combat one, this is a Predator room. There are a whole lot of enemies in here too. Step toward the exit and look for a gargoyle above. Zip up to it and use this plan your attack. You can begin by grappling to the gargoyle that is above the southwest walkway. A thug will pass underneath it really soon so try not to miss the window for an Inverted Takedown. That starts things off, so get out of there and plan your next move. You can drop down to the lower level. Some thugs will patrol down here so Corner Takedowns are possible, but watch out for groups. In these cases, you can hide in a grate and see if maybe you can spring out and perform a Silent Takedown on one, then hide again, and get the other by surprise. Ledge Takedowns are also quite possible, but it can be difficult when there are a lot of thugs in the beginning. One strategy to try is to use a Sonic Batarang and plant it on the southwest walkway or another walkway where there is a railing. Have a thug investigate and either detonate the Batarang or take him out a different way. When the others come to investigate, get into position where you can use the Ultra Batclaw and pull all three of them over the railing. Sweet! There are also two enemies holed up in the control room in the east. They are easy to take out. Using the lower area, find a vent cover to use. Take the vent to a little area sitting right below the control room. The floor is weak there so use the Ultra Batclaw to pull it out from under them, taking them both down at once. Flee before the others investigate. Choose how to deal with the remainders--it shouldn't be tough by now. After the room is clear, go to the southwest wall and pull it down with the Batclaw (use Detective Mode to find it). Climb inside and scan the ARKHAM CHRONICLE here. Do the same for the northwest wall. This one has a RIDDLER TROPHY inside. Go to the east now and on the left wall inside the control room, there is a security box. It's of the Joker variety so remember you're timed and have to disable three "locks". Once it's shut down, the third pump is also shut down. That takes care of that threat. As you make your way back to the door, two thugs try to stop you. Easy. Clobber them and then use the door. Caves - Pressure Control Junction --------------------------------- Go back down this corridor. Before you reach the center room, a gift box will explode, launching three JOKER TEETH. Destroy them, then proceed. In the center room, you'll be trapped. Joker then sends down a Titan to deal with you. You've handled these guys before, so it shouldn't be too much of a problem. He'll charge you from the start, so Quick Batarang and evade, then hit him a few times and back away. After this, Joker's other thugs enter the fray. Now you have to deal with these guys while also watching the Titan. Counter any incoming attacks from them but remain focused on the Titan. When he charges again, activate another Quick Batarang and get out of there. Run to him and attack, countering other enemy attacks in the process. When he kneels, attack again to get on his back. Now, use the Titan and attack the other thugs until you get thrown off. Hopefully, by the time you're finished, the next batch of thugs will emerge. This is where things can get difficult. Don't engage the other enemies near the Titan because he will smash you to death. Put some distance between you and the Titan and lure the others to you. Counter their attacks and just wait for another charge. Batarang, evade, and then attack. Keep this as your general strategy. Never get too close to the Titan before it charges. Also watch for it to throw bodies and such. Use the Titan again to help you defeat some of the henchmen. The third and by far largest group shows up. Try to take some of them down as well before you get thrown off again. Again, avoid the Titan and then wait for it to charge and attack it until you finish it off. After this, you have only the large group of henchmen to deal with. This can be a tough fight overall so having at least Armor Upgrade V2 will help. Counter and use your special moves until the last thug has gone down. After that, give yourself a small pat on the back. Go through the north doorway where the Titan burst through. Look up and find the wall that you can use your Ultra Batclaw on. Pull it down and then grapple up to this ledge. Inside is an ARKHAM CHRONICLE. From here, turn around and pull down another wall above. Grapple up here and then turn around and jump on this little platform. Plant Explosive Gel in the center, then jump back to the previous platform. Detonate the gel and the elevator above crashes down. You can now escape by pulling down the next wall above you and grappling to it. Follow the hall down to a door. Arkham Island - Arkham West --------------------------- Destroy the wall in front of you with Explosive Gel and your location will soon become a bit more clear. As you can observe here, Ivy's influence has expanded to the whole island. Her plants and more of those lunatics are roaming about. There's also a sniper in the tower to watch out for. You can do some nearby goodie hunting but I'm still saving a small section before the end of the game for that. We're gonna try to just get the ones that are sort of along the way for now. That being said, you need to get to Arkham East, right? Go southeast, but not toward the tunnel just yet. Instead go to the Medical Facility building and climb to the roof. On the roof, go to the northeast corner (you can also just grapple directly up to that part of the roof) and have Batman face north. You should see a cliff on the far side with RIDDLER TROPHY. Use the Line Launcher to get over there and grab it. This gives you the Character Trophy for the Batwing. Go down to where the tunnel entrance to Arkham East is, but again, don't go through it. [RIDDLE ME THIS: "Does Scarecrow's gas break down barriers as it drives you insane?"] Standing in front of the gateway, look for the two overhanging platform/pillar things. Grapple up to the one closest to the door and then with Detective Mode on, examine the rock wall on your left. There is a structurally weak wall here. Use the Ultra Batclaw first, then grapple up to it. Within this nook are a few canisters of what we assume is Scarecrow's fear toxin. Scan it to solve this riddle. Drop down and now and proceed east, passing just under the sign that says "ARKHAM EAST" but yet again, do not pass through the door. Stand right in front of the door and look straight up. Detective Mode reveals another weak wall. Use the Batclaw again, then zip up here to find a sneaky RIDDLER TROPHY. Yes, you can proceed through the door, finally. Arkham Island - Abandoned Tunnel -------------------------------- Not much here except more of Ivy's plant pods and her voice channeling, reaching your ears from deep within the Botanical Gardens. Keep your eyes out for two sets of JOKER TEETH near the exit. Arkham Island - Arkham East --------------------------- You'll have to fight your way through more mutated plants as you tread toward the Botanical Gardens building. God only knows what's waiting there. Of more importance in this area are the two snipers, one in each tower. Get the two sets of JOKER TEETH near the Warden's statue, then go up after the first sniper in the south tower and perform a Ledge Takedown. Two additional sets of JOKER TEETH in this tower. When the other sniper isn't looking, Line Launcher yourself over to him and take him down too. After that, drop down from here and make your way over to the staircase leading to the gardens. Up the first small flight, you'll encounter another plant pod and right next to it, what should be the last two JOKER TEETH for Arkham East. Go around the tree and enter the Botanical Gardens yet again. Botanical Gardens - Glasshouse Entrance --------------------------------------- You need to take the detour to get around the large roots again. Slip inside the opening on your left and just go all the way through until you can grapple up through the open grate. More plant pods are strewn about. Destroy them and Ivy becomes understandably upset. Proceed north and through the doors. Botanical Gardens - Botanical Glasshouse ---------------------------------------- More plant pods. Remember to sneak up on them and destroy them. Simply fight your way through to the top level and the doors up there. Botanical Gardens - Flooded Corridor ------------------------------------ A giant vine clears the main corridor of the debris that Joker once created a while back with his explosion. On your right are three JOKER TEETH, the last three for this area hopefully. Get them before moving on. The water is still electrified so use your Line Launcher to get over there. Go through the corridor and chase the vine as it leads you to the center room. In here, two Arkham guards, under Ivy's influence, will attack you. Don't hold back because they're good guys. Smash them to the ground. Now, if you've been following this guide to a T, you'll see on your map there should only be two nagging Riddler Challenges left. They're just a little bit out of the way. We should get them now though because after we're done here, Batman automatically leaves the gardens and Arkham East entirely. Might as well get them now and avoid a return trip. So, from the center room where you just clobbered those two guards, find the vent on the wall and slip inside. Take this down to the doorway and go through. Botanical Gardens - Abandoned Chamber ------------------------------------- Turn right and try to jump to this platform. Again, it can be a little tricky sometimes. You can also jump to the one across from the door and then Line Launcher over. Go around, and shimmy up to the waterfall ledge. Jump across from here and follow this ledge down to the catwalk you should have cut down earlier from the ceiling. Take the catwalk down to the near end and stop. Look up on the east wall for a weak spot. Use the Ultra Batclaw. From here, you can try to jump up to it (you need to hug the wall and jump from the nearest platform) or drop down and grapple up to it. Inside is a RIDDLER TROPHY. Exit this room and go back to the Flooded Corridor. From the center room again, go east this time to reach the Aviary. Go up to the secret doorway you found earlier on your first visit. Use this to get back to... Botanical Gardens - Titan Production Facility --------------------------------------------- Use the Line Launcher to get into the big room. Turn around immediately and at that doorway, have Batman face northeast. Use the Ultra Batclaw to remove the wall here. Use the Line Launcher to reach the ARKHAM CHRONICLE here. Now go all the way back to the Flooded Corridor again. Botanical Gardens - Flooded Corridor ------------------------------------ Peer down the west corridor and the vine is simply waiting for you. Fire up the Line Launcher to get there. Proceed down this short passage to arrive at the doors and the site of the impending fight. Botanical Gardens - Elizabeth Arkham Glasshouse ----------------------------------------------- A scene plays. Giant plant monster? Should've seen that one coming... [BOSS FIGHT - POISON IVY] Ivy, with the power of Titan, has conjured up this behemoth beast of a plant. It's a formidable opponent. Try to have at least Armor Upgrade V3 for this fight. The creature's outer vines pierce the platform you're on and cause many other smaller vines to appear. Each vine patch covers one third of the platform at a time and if you don't get away in time, they'll ensnare you and drain your health until you free yourself by tapping X. This is a really easy thing to avoid though for the most part. For the next stage, Ivy has her plant attack with the two inner vines. These ones shoot spores directly at you. Left or right movement is the key. After a few shots, the main core of the plant opens up to expose Ivy. This is your window of opportunity to attack. Use a Quick Batarang and you should hit her for a small amount of damage. This is your strategy. Problem is, the window is somewhat small and you have to try to focus on not taking damage from the spore shots. The first idea is to evade from these by double tapping X. I don't prefer this strategy though. I find it a lot better to just run left to right by holding X. Evading makes it hard to prepare a Batarang right after and sometimes when you try to go Quick Batarang + Evade in quick succession, you'll still get hit by that last spore. Running makes it easy to avoid the spores and also set yourself for a Quick Batarang before Ivy protects herself again. Also, one important thing to keep in mind is that you should keep throwing Batarangs when possible. Even when she's protected you'll still deal a very small sliver of damage. After you get a direct hit, the two vines unleash a bunch of spores at once so consider evading for this or just run all the way to the left or right to avoid all of them. This will be the basic flow of the fight for the first half. Stay away from the vine attacks and then dodge her spores by running and use Quick Batarang when she is open to attack. It seems pretty simple once you get the hang of it. Deplete her health and the plant falls to the platform, begging you to run up to it. Select your Explosive Gel and spray a charge on her protective capsule. He automatically detonates it, but unfortunately, it's not enough. We need to do this again. Now it gets a lot harder though. Your health is automatically restored and this marks a checkpoint in the fight. Ivy adjusts her strategy slightly. Now, while you have to worry about her vine attacks, she sends controlled guards after you. The difficulty here is dealing with and countering their attacks all the while watching for the vines to come to your area. When they do, use Redirect quickly and just get out of there, fleeing to safety. Also, don't let a combo attack carry your momentum towards the vines. Once you defeat them, the shooting phase starts. Again, try to run instead of dodge. She fires them a lot faster now so try to stay on the move and find a quick moment to use Quick Batarang. She usually opens the capsule after the first shot. The fight will continue like this. You want to try to avoid losing any health in the first phase with the guards. It gets tough because Ivy shifts the vines around a lot. You can try to knock the guards off the cliff though and that makes it a lot easier. Once you bring her health down again, plant the Explosive Gel for a scene and the end to this fight. Chapter 16 -------------------------- TREASURE HUNTING o----------------------o |Riddles: 3 | |Riddler Trophies: 9 | |Interview Tapes: 5 | |Joker Teeth: 4 | |Chronicles: 2 | o------------[aa16]----o Arkham Island - Arkham North ---------------------------- The first thing you'll likely notice is that there are fireworks. No, that's not the speakers on your TV crackling; it's fireworks. They're directing you over to the Penitentiary in Arkham West where the "party" is being held. By all means feel free to run off there if you're in a hurry to finish the game. You can still collect goodies afterwards. I put this chapter in to just finish them all off before the final fight. This will be assuming you've followed this guide to the letter up to this point. If you need extra help, seek out the Secrets Maps in each area. We begin in Arkham North where there a few things we still need. For starters, over near the east exit (leading back to Arkham East) there are two JOKER TEETH on the ground. Next, go over to the west side and grapple up to the west guard tower. Up here are the last two JOKER TEETH. These should be all of them in the game too. Standing up here on the tower, look to the west wall. Fire the Line Launcher in this direction to reach a distant platform with a RIDDLER TROPHY upon it. Drop down now and then turn around. There's a weak wall high up, a little bit under that platform, again on the west side. Use the Ultra Batclaw, then grapple up to find a RIDDLER TROPHY. This one gives you the Henchman on Titan Character Trophy. Next, go into the west corridor leading back to Arkham West. Grapple up to the vent above you. Turn around and look for a weak spot on the wall here. Ultra Batclaw it like always and then grapple up to find this RIDDLER TROPHY. This one is good for the Invisible Predator Challenge Map. Go right back out to Arkham North. You need to go to the Intensive Treatment Building. The only way in is the upper level again so climb the guard tower and use the Line Launcher again. Once inside, make your way through until you reach Intensive Treatment Lobby Intensive Treatment - Intensive Treatment Lobby ----------------------------------------------- In this very familiar room, you'll want to drop down to the bottom floor and go to your left (west side). There is a doorway down here a guard opened for you a long time ago. It was covered by Ivy's roots last time we were here so the passage beyond it was off limits. Now you can go through. Intensive Treatment - Utility Corridor -------------------------------------- Go down the stairs and look for the Explosive Gel wall here. Detonate it and go inside to take this RIDDLER TROPHY. Instead of going back, just follow this corridor all the way to the exit. It eventually takes you to that cliff overlooking.... Arkham Island - Arkham East --------------------------- We're back here again. Drop down to the main area below. We have pressing business in Arkham Mansion so head over there, dealing with any maniacs along the way. You can enter through the front door this time. Go through the first room and then hang a right in the Main Hall to get to the South Corridor. Take this all the way down and enter... Arkham Mansion - Library ------------------------ Turn left immediately upon entering and in this passage there is an electric barrier in place. Use your Cryptographic Sequencer to disable it. On the other side is an INTERVIEW TAPE sitting on the desk. As you get closer to getting all 240 challenges, The Riddler becomes increasingly frustrated. Return to the Main Hall and take it all the way up to the north end. Go east, past the giant crashed bell and through this doorway. Arkham Mansion - East Wing Corridor ----------------------------------- This one will be quick and easy. Enter and turn left. Look for the structural weakness on the west wall. Pull it down with the Ultra Batclaw, climb up, Merry Christmas. This RIDDLER TROPHY gives you Survival Tactics (Extreme) in Challenge Mode. Return to the Main Hall again and just go straight across, to the west wing this time. Arkham Mansion - West Wing Corridor ----------------------------------- Go down and then up the stairs to the location of one of Joker's gift boxes which has long been open. Turn left and look for the structural weakness on the wall to use your Ultra Batclaw on. This one drops you down to an area with an INTERVIEW TAPE. Proceed further west now. Arkham Mansion - Arkham Records Room ------------------------------------ There should be only one thing left in this room. [RIDDLE ME THIS: "Our records show that a Strange transfer request was made in this room."] Go down and then turn left when you reach the center of the room. Go up this staircase and it requires the sequencer. The floor in this narrow corridor is electrified. You'll need to use the Line Launcher. Inside this room, look for the pile of red books on your right with papers saying "STRANGE FILES". Zoom in and scan this for the riddle solution and a Character Bio for Hugo Strange. Technically, you can get this as soon as you obtain the sequencer. You just need at least Armor Upgrade V2 or V3 (not sure exactly) and you can roll down the corridor by tapping X to make it through with little damage. You're done for Arkham Mansion. Return to Arkham North. Arkham Island - Arkham North ---------------------------- Go to the side passage near the Intensive Treatment facility. It's on the east side of the building on your map. You should remember it from earlier in the game. You might have to meander a bit to get around the giant roots blocking the entrance, but you should be able to squeeze in. Grapple up to a ledge here. Turn right from the chronicle here (that you should already have) and then grapple up to the next ledge. Turn around immediately and use your Ultra Batclaw on the wall here. Jump in here to find that RIDDLER TROPHY that taunted you so long ago. This one is redeemable for the Character Trophy for Joker. That should finish off the Arkham North page. The majority of your remaining Riddler Challenges should be in the Medical Facility. Go to Arkham West and make your way to the building. Medical Facility - Medical Foyer -------------------------------- Walk right up to the table and take the INTERVIEW TAPE. [RIDDLE ME THIS: "Is the generosity of our benefactors on the Wayne?"] From the entrance, turn right and just go about two steps. Face the north wall and look for the gold plaque. Zoom in on it to see the name Bruce Wayne. Scan to solve. You'll get the Character Bio for Alfred. Go around to the north exit. Stand at the staircase leading up to the door and turn around. On the wall here is an Ultra Batclaw weak spot. Pull it down and grapple up here to scan an ARKHAM CHRONICLE. Go north to the next area now. Medical Facility - Sanatorium ------------------------------ Make your way to the northeast corner immediately. Look for the vent cover and pull it off with the Ultra Batclaw (which takes no effort at all). Grapple up here and drop into a small room to collect another RIDDLER TROPHY. Go down to the first floor of this room and take the north door out. Medical Facility - Upper Corridor --------------------------------- You need to reach each of the three rooms that this corridor leads to. Start with the east room, the X-Ray Room. Medical Facility - X-Ray Room ----------------------------- Enter this room and immediately grapple up to the top of the central structure, the same that Dr. Young was once held in. Turn around and use the Ultra Batclaw on this wall. Drop down before grappling up to this ledge. Inside is another ARKHAM CHRONICLE. Return to the Upper Corridor and take it to the north room. Medical Facility - Surgery Room ------------------------------- On your immediate left will be a security box. Use the sequencer and once cracked, you'll open a doorway. Go up these stairs and find a RIDDLER TROPHY on a small shelf. Again return to the corridor and take it to the west room this time. Medical Facility - Patient Observation -------------------------------------- Grapple to the vents above to get over the debris that blocks your path. Drop down and turn right to go through the door. Immediately turn right and look for the vent cover on the east wall. Pull it down and then climb up to eventually claim the RIDDLER TROPHY within. You're done up here. Return all the way back to the Sanatorium. Medical Facility - Sanatorium ----------------------------- Go to the elevator on the east wall. It's not working, so you need to find another way to reach the lower levels. Just to the side and above the elevator doors there is a vent cover. Pull it down and grapple up to it. Follow this vent for a while and then at the intersection, turn right. Medical Facility - Secure Access -------------------------------- [RIDDLE ME THIS: "Are you going to take your hat off to Harley, Bats?"] From the vent, turn right and drop down into this secret room. It's quite obvious who it belongs to. Zoom in on the mannequin head with Harley's old hat on it and scan it to solve this riddle. Climb back out and enter the vent again. Go the other way now and kick out the other vent cover. Go forward and make a quick right. Look in Detective Mode for a weak wall to your left, above. Pull it down with the Ultra Batclaw and enter. Take the RIDDLER TROPHY off the medical table here. It unlocks the Challenge Map, Shock and Awe (Extreme). Either use the sequencer to get out of here or climb out the way you entered. Either way, you need to disable the next electric barrier so you might as well climb out and find the security box which is right across from it on the opposite wall. It's one of the tougher ones to crack (less so with the sequencer upgrade). Enter the small office now once the barrier is down. On your immediate right is an INTERVIEW TAPE. Take it and we're done in here. Go back out into the corridor and go through that path you had to blow open with Explosive Gel your first time here. It'll take you southwest to... Medical Facility - Lower Corridor --------------------------------- Go forward and make a right through the open doorway. Follow the green arrows up the stairs, into the small room and through the door. Medical Facility - Experimental Chamber --------------------------------------- You'll have to tediously make your way through the vents to the ground area below. Then walk around to the south side and you'll find Bane's old cell. Enter it and take the INTERVIEW TAPE off the table. This is the last one for Riddler. You should also be done with Medical Facility. The burden is on you to make the long trip out of here. Our last destination is the Penitentiary, so head to Arkham West. There's a reason I chose this as our last destination and you'll see soon enough. Make sure when you enter, you choose the main old entrance, not the one that the thugs are all crowded around at. Penitentiary - Guard Room ------------------------- This is where you rescued the guards from Harley earlier. The room is still flooded with Joker Toxin, but now we have the means to do something about that. Go left from the entrance into the area where the guards actually are. Grapple up to the vent above and find the wall to use Explosive Gel on. Once you detonate it, you can get a look at the room. The toxin prevents you from landing anywhere. Look in Detective Mode and you can see the security box for the fan is behind another weak wall. Use your Ultra Batclaw from here and it will reach. Pull down the wall and then aim a Batarang at the box to destroy it and make the room safe again. Start by using the Line Launcher to go across to where the security box is. Go through the door and turn right to find a RIDDLER TROPHY. This unlocks Invisible Predator (Extreme) for Challenge Mode. Walk back inside now and stay on this ledge. [RIDDLE ME THIS: "When is something right in front of your eyes but still hidden from view?"] From the north ledge, look back toward the south one with Detective Mode on. You should see both parts of the question mark. Just align them correctly (use zoom if you have to) and scan to solve this riddle. [RIDDLE ME THIS: "Prometheus, Arkham guard's most wanted and most hated."] With that, next drop down to the room below. If you drop down and turn left to explore the northeast corner, you can find some papers on a bulletin board on the wall. Zoom in on the wanted poster and scan it to get this riddle solution and the Character Bio for Prometheus. That should complete all of the Character Bios! Schwing! As you near the last few challenges, you'll notice Batman finally has the means (somehow) to track The Riddler's location and he forwards this information to the Gotham police. We need just a few more though. In the main toxin-free room again, walk over to the south side. There is the water in front of a weak wall. Use your Explosive Gel here to reveal a nook with an ARKHAM CHRONICLE inside. You're done here. You only have one more. Return to the Main Cell Block. Penitentiary - Main Cell Block ------------------------------ Run through the cells area and into the main room with the deactivated electric floor. Turn right and find the south doorway. Enter and immediately turn left. You should see that wall you blew up a while back. There is the ledge on the far, far side. Use the Line Launcher to get to it. Turn right from the box though and find the ARKHAM CHRONICLE here. Scan it and pay close attention to this message. Read the story page too and if you've paid attention to these messages, you can deduce that the spirit of Amadeus has possessed someone now. The question is who? I'll allow you to figure it out, but the answer is probably as obvious as you think it is. If you're not sure, read on. More importantly perhaps is that you solved every riddle and defeated The Riddler. Listen to his last transmission and pat yourself on the back. You will earn the "Crack The E Nigma" Trophy/Achievement for this. You can't zip back across with the Line Launcher for whatever reason, so use the sequencer on the security box to remove the electric charge from the water. Return to the main corridor and turn left. Pass through the doorway, going south to the next chamber. Pass through The Green Mile and into the final chamber. Penitentiary - Security Control Room ------------------------------------ Go up the stairs to the small room above where Warden Sharp once was. He's gone now. Look on the floor though and you see "BATMAN" written about a dozen or more times. Scan this for the final ARKHAM CHRONICLE and the secret to be revealed. It awards you with the "World's Greatest Detective" Trophy or Achievement. That's everything! Everything except the final battle that is. Ditch this dank place. Chapter 17 -------------------------- LAST LAUGHS o----------------------o |Riddles: 0 | |Riddler Trophies: 0 | |Interview Tapes: 0 | |Joker Teeth: 0 | |Chronicles: 0 | o------------[aa17]----o Go right next door, going left (east) from the exit of the Penitentiary to another entrance into the building. Right outside, there is a welcoming party for Batman. They don't attack, and instead, surprisingly, they welcome you. If you open the door, there is a whole horde of them also ready to cheer you in. It's up to you, but you can defeat all of these guys first for a Trophy. Just note that you need to defeat the first four thugs outside first before you go in (the door locks after you go in). Then when they're down, go inside and take care of all the others. There's enough space and they're not super aggressive, so it's an easy fight. Defeat them all, outside and inside for the "Party Pooper" Trophy. Go through the door now, on to the final confrontation. Visitor Center - Visitor Room ----------------------------- The game takes on a first person view for now. Walk toward the glass window and Joker appears. Listen on and then Joker hints at a bomb. No matter how far away you try to get, the result is the same. After the explosion, go through the glass where Joker was and turn right. A scene starts up. Visitor Center - Throne Room ---------------------------- After the scene, you're pitted in a fight against two Titans and a bunch of thugs! Yeah, it can be tough. By now you should have all of your upgrades so that's a good start. The titans are your biggest priority obviously. Whenever you're fending off attacks from the thugs, always keep your distance from them and wait for them to charge. When they do, tap L1 for Quick Batarang and then get out of the way as always. When attacking a stunned Titan, you always need to watch for thugs and of course the other Titan. Your goal is to ride one of them so you can whack the thugs and the other Titan around. The thugs will just keep coming, so you should focus on the Titans. Always keep your distance and use your multi-Batarangs to keep thugs down. Focus on countering at the least and not so much attacking, this way you can avoid damage from the lowlifes. When they charge again, do the same and attack. It's good to put yourself in a position where one Titan that charges knocks the other one down in the process, giving you a chance to hit both of them. It might take a few tries but eventually you should be able to overcome this assault. Two scenes play so sit tight before the finale unfolds. [BOSS FIGHT - TITAN JOKER] He's not like any Titan creature you've faced. He's a bit more dangerous actually, but he doesn't make up much of the fight. At the beginning, he'll flail away at you with his claws, coming closer with each strike. Try to run around the perimeter of this arena to evade him. After that, Joker jumps up to the high ledge and sends his goons after you. It's a big group so mind what you have learned, young padawan, save you it can. *Ahem* Hopefully by now you're pretty proficient at Freeflow Combat. The camera here can be a tiny bit annoying but it shouldn't pose a significant threat. Also all the thugs are normal ones, no stun baton or dagger guys. Build up for your special moves and use them. Watch out for Joker to drop weapons and a small moving trap that follows you around and blows up. Wait until it gets to you and then evade to get away from it. Once you've smote each thug, turn your eyes to Joker. He'll have his back turned to you. Use your Ultra Batclaw and aim it at him. You can hook on to him and pull him down. Do so and he'll be stuck in the floor temporarily. Use this opportunity to strike him and knock off a large chunk of his health. Good, now you just need to repeat this two more times. Joker will start striking again. Get away and let him chase you around the arena, running and evading as you go. You should be able to make it without getting hit this way. When he retreats, you have more thugs to deal with. Watch out for the traps again and use Combo Takedown and Throw to help you out. The outer walls are electrified so you can use those to help you a little. In this batch should be two dagger guys and identifying them with this camera can be a little tough. Try to save your Combo Takedowns for them. After that, pull Joker down again and attack. Thus begins the last leg of this fight. After dodging him, the last batch of thugs is not much harder than the last. One will try to go for a gun so beware of that. Try to build up for Throw and use it to toss a lot of the thugs into the electric walls. Once you've beaten them all, use the Ultra Batclaw on Joker one more time. This will promptly end the fight. Watch the scene that plays and that will do it. Congratulations! You've beaten Batman: Arkham Asylum! |\/| /`._ | | _.'\ ====/ \============================================================ / 4 \ The Riddler's Riddles [rd00] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ In this section, we will go through all of the Riddler Challenges in the game. They will be listed by type first (Trophy, Riddle, Teeth, etc), and then by the area they are found in. Further information will also be available like gadgets necessary to get them, and so on. For now, this section hasn't been worked on yet. All of this information can be found in the walkthrough though, so stick with that until I get this up. |\/| /`._ | | _.'\ ====/ \============================================================ / 5 \ Challenge Mode [cl00] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ COMING SOON |\/| /`._ | | _.'\ ====/ \============================================================ / 6 \ Extras [ex00] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ COMING SOON |\/| /`._ | | _.'\ ====/ \============================================================ / 7 \ Miscellaneous [mi00] ==/ .-. .-. \========================================================== |/ \.-. .-./ \| \/ Frequently Asked Questions [fak4u] -------------------------- 1) How do you perform the Inverted Takedown like in the demo? A) You have to buy an upgrade first with your XP 2) What are the tiles on the Riddler's Challenge pages that show a bunch of tiny question marks? It says an "item of great value"? What is it? A) These are the Riddler's Secrets Maps in each area. Get them to show the locations of other challenges. 3) How do I get past those annoying electric barriers? A) Keep playing. 4) What's the best way to improve XP gain in combat? A) Maintain a very long combo and try to mix in Ground Takedowns. 5) Aggghhh! I entered the Intensive Treatment building again later in the game and my game froze. I think something is wrong with my system. HELP ME! A) Nothing's wrong. Just watch and it'll all become clear. 6) Is there a New Game+ feature after I beat the game? A) No. 7) So what can I do after beating the game? A) Explore for Riddler's Challenges and one other secret. 8) What's required for 100% completion? A) Aside from beating the game with all 240 Riddler Challenges completed, you also need to beat all of the Challenges and obtain all the medals therein. 9) Is it possible to permanently miss the chance to get any Riddler Challenges? A) No. If you miss some, there will always be a way to get back later. 10) So I have the PS3 version, but... how do I play as The Joker? A) You have to download the add-on from the PSN Store. It's free. 11) How can I get the Dem Bones or Crime Alley Challenge Maps? A) If you preordered at Gamestop, it will depend on which edition you ordered. Dem Bones came with the normal edition and from what I understand the CE came with Crime Alley. 12) What other DLC is coming out? A) Not sure. We'll find out soon I would surmise. Credits/Special Thanks ---------------------- -GameFAQs as usual -ARACHNAE00 for his mini-guide on the message board; helped get the only riddle I couldn't figure out on my own Contact Info ------------ Should you need to contact me for whatever reason, my e-mail is listed below. If you have questions or comments, feel free to drop me a line. If you have something you are interested in contributed however, I ask that you first read my guidelines in the next paragraph. First off, my biggest rule is that when you e-mail me a contribution that is significant (could be an important tip or a full blow strategy) that you drop your username or other alias that you go by. NEVER leave me with just your real name and e-mail address because I refuse to disclose either of those. If you forget, I will try to get back to you within a few days. If you fail to reply to me after that, I will not use your submission. I do not credit for typo or other small information fixes of that nature. 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Goodnight folks! TO THE BATCAVE!