___ ___ _,-' ,' `. `-._ _,-' / \ `-._ ,-' | |\ /| | `-. ,'______ \ | \__/ | / __ `. ,' | ___ \ `._ | | _,' \ | \ | |. / | |___) | / \~~--._____/_ __ \_____,--~~'/ /\ \ | \ | | \ / | ___ < / /\ \ |___ ___|| \ / | / /__\ \ | |\ \ | | \ / | |___) | / /__\ \ | | | \ / | / ______ \| | \ \| | \ | _,--'~~~--._| / ______ \ | | | |\ \ / /| | / / \_\,'-~`~~-'._ | |,' `./ \ \ | | | | \ \/ / | |/ / ,' `.| \ ___\_\ | | | | \ / | |_/__ / |,-' `-|_| | | \/ _,-' `-.| `-. | | ,-' `.| | ,' \ |/ A R K H A M \/ A S Y L U M ============================================================================== BATMAN: ARKHAM ASYLUM FAQ/Walkthrough Copyright (c)2009 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 08/28/09 Version: 1.0 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. 1] - Version History.................................. [0100] o 2] - Controls......................................... [0200] o 3] - Walkthrough...................................... [0300] * 3.01] Intensive Treatment...................... [0301] o 3.02] Arkham Island............................ [0302] o 3.03] Medical Facility......................... [0303] o 3.04] Arkham Island............................ [0304] o 3.05] Caves.................................... [0305] o 3.06] Arkham Island............................ [0306] o 3.07] Arkham Mansion........................... [0307] o 3.08] Arkham Island............................ [0308] o 3.09] Penitentiary............................. [0309] x 3.10] Arkham Island............................ [0310] x 3.11] Botanical Gardens........................ [0311] x 3.12] Arkham Island............................ [0312] x 3.13] Intensive Treatment...................... [0313] x 3.14] Caves.................................... [0314] x 3.15] Titan Ivy................................ [0315] x 3.16] Party Crasher............................ [0316] x 4] - Character Bios................................... [0400] * 5] - Challenge Mode................................... [0500] x 6] - The Riddler's Challenge.......................... [0600] * 6.01] Intensive Treatment...................... [0601] * 6.02] Arkham East.............................. [0602] * 6.03] Arkham North............................. [0603] * 6.04] Arkham West.............................. [0604] * 6.05] Medical Facility......................... [0605] * 6.06] Caves.................................... [0606] * 6.07] Arkham Mansion........................... [0607] * 6.08] Penitentiary............................. [0608] x 6.09] Botanical Gardens........................ [0609] x 7] - Upgrades......................................... [0700] x 8] - Achievements..................................... [0800] x 9] - Bestiary......................................... [0900] x 9.1] Enemies................................... [0910] x 9.2] Bosses.................................... [0920] x 10] - Thanks/Credits.................................. [1000] o o - completed * - incomplete x - have not started ______________________________________________________________________________ 1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #45 ------------------- Version 1.0 (08/28/09) - I wanted to get this thing onto the site before the weekend. The walkthrough is up to the Penitentiary. I move back to school on Sunday, meaning that I have a long week ahead of me. I wanted to get as much done before then because I'm not sure how much free time I will have then. Only time will tell. ______________________________________________________________________________ 2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | Select Gadget | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera, Zoom (Click) | |-----------------------------|----------------------------------------------| | Start | Pause | |-----------------------------|----------------------------------------------| | Back | WayneTech | |-----------------------------|----------------------------------------------| | X Button | Attack | |-----------------------------|----------------------------------------------| | Y Button | Counter | |-----------------------------|----------------------------------------------| | A Button | Run (Hold), Dodge (Double Tap) | |-----------------------------|----------------------------------------------| | B Button | Cape Stun | |-----------------------------|----------------------------------------------| | Right Trigger | Crouch, Use Gadget | |-----------------------------|----------------------------------------------| | Left Trigger | Aim Gadget | |-----------------------------|----------------------------------------------| | Right Bumper | Grapple | |-----------------------------|----------------------------------------------| | Left Bumper | Activate Detective Mode | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ 3] WALKTHROUGH [0300] ______________________________________________________________________________ NOTE: This walkthrough is based on the Normal difficulty. ============================================================================== 3.01] INTENSIVE TREATMENT [0301] ============================================================================== - Intensive Treatment Lobby -------------------------------------------------- The beginning serves as an interactive movie of sorts. As the opening credits roll, follow the prison guards as they wheel the Joker throughout Arkham Asylum's Intensive Treatment Center. Soak in the immersive, but chilling atmosphere and the incredible game script as you slowly move through the rooms leading to the Holding Cells. - Holding Cells -------------------------------------------------------------- As if anyone would actually be surprised with the outcome, The Joker breaks free thanks to Harley Quinn and sicks some thugs on Batman. This battle serves as a tutorial, as button prompts will appear onscreen to help guide you through the ambush. For the first wave of thugs, use X to strike with your fists of fury. Take note of the freeflow combat and how smooth it is to operate. Don't worry if you get cracked in the mouth a few times; just keep swinging. During the second wave of thugs, you can use Y to counter. When jagged lines appear above an enemy's head, press Y to counter the enemy's attack and send them reeling. With the foes defeated, the Joker opens the force field ahead of you. Tempting, I know. It's our only choice, so what else are we to do? Before leaving, there is a ventilation shaft we can enter back near the entrance of the Holding Cells. Pry open the gate and squeeze inside with the Right Trigger to find the RIDDLER TROPHY at the end. There are some Joker Teeth toys chattering inside the room past the now- defunct force field. Use the Left Trigger to aim and destroy the JOKER TEETH (3) with your Batarang. Enter the Processing Corridor. - Processing Corridor -------------------------------------------------------- There isn't much here aside from a few more Joker Teeth and a very noisy alarm system. Destroy the JOKER TEETH (4) directly in front of you and proceed forward towards the intersection. Two inmates jump you, looking for a fight. C'mon, you're freaking Batman! Show them who's boss, then look to your left. Smash the JOKER TEETH (5) and talk with Eddie Burlow. After totally shutting him down, go to the right as Batman contacts Oracle. Ughhh, it's like Gears of War all over again! Walk through the door. - Patient Pacification Chamber ----------------------------------------------- Speak with Zach Franklin to learn of the current situation. We'll have to use a bit of stealth to deal with Zsasz. Head up to the balcony and talk to the guards to form a game plan. You will now be allowed to use Detective Mode. Tap the Left Bumper for the screen to turn blue. All humans are viewed as a bright blue skeleton, allowing you to spot enemies and allies alike through walls and other obstacles. Interactive objects are colored orange, such as the gargoyles lining the upper wall. Grapple to the nearest one, then make your way to the back end of the room. Once positioned behind Zsasz, tap X to perform a Glide Kick. Zsasz is down, but not out: quickly hold the Right Trigger and press Y to perform a swift Ground Takedown to incapacitate the psycopath and free the guard. Harley Quinn radios in with a tiny message: the inmates are now running the asylum. With the exits sealed, enter Detective Mode to easily spot the two ventilation shafts in the room. The one near the entrance to the Patient Pacification Chamber holds a RIDDLER TROPHY, while the other is the way out of here. Go through the vent, coming across another RIDDLER TROPHY in a small nook, to reach the other end. Kick open the gate and drop down into the Processing Corridor. - Processing Corridor -------------------------------------------------------- Looks like Eddie Burlow opened the door just in time. Follow him through into Decontamination. - Decontamination ------------------------------------------------------------ First off, destroy the three JOKER TEETH (8) right under your nose. The two of you are sealed away from the main room by a large door, though it's probably for your own good as the room is filled with the Joker's toxin gas. Look above you as the Right Bumper appears onscreen, meaning you can grapple to an object on the ceiling. Do so to reach the top of the shaft. Open the air duct and go on through to reach the main section of the room. Rescue the guard in front of you that's clinging for his life. Jump across the gap to the next platform. Grapple up to the guard in distress and help Steve up. The guard informs Batman of a control panel needed in order to turn off the flow of toxic gas. Jump and glide (hold A) to the next ledge. An inmate is also hanging off the ledge here. Like I said before, you are Batman. He's one of those "softy crime fighters". Help up the thug, then bash his face in. Facing the thug's unconscious body, activate Detective Mode and look to the left to find the control panel in the office below. Aim and toss a Batarang at the panel to clear the room of the deadly gas. Drop down to the floor and search the area for a trio of JOKER TEETH (11). Before exiting the Decontamination room, comb the area's perimeter to find a grating on the floor that gives Batman access to a small air duct. Open it and drop in to locate another RIDDLER TROPHY. Leave via the southern exit. - Transfer Loop -------------------------------------------------------------- You will be greeted by two convicts soon after entering the Transfer Loop. Quickly dispatch them, then follow the green arrows lining the floor. Before reaching the far end of the corridor, destroy the two JOKER TEETH (13), because a cutscene will begin once you reach the entrance to the Secure Treatment Transfer. - Secure Treatment Transfer -------------------------------------------------- Time for a boss battle! Already? You bet! =-=-=-=-=-=-=-=-=-=- BOSS: Venom Henchman =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Venom Henchman is nothing but a simpleton. The big lug tends to think with his mutated fists and wants nothing more than to beat you into a bloody pulp. Fortunately for you, the Venom Henchman doesn't think before he acts which gives you a great advantage in this fight. The boss has three attacks. His most common and distinct is his charge attack. He will roar before kicking up his feet and running full-force at Batman. As the game notifies you at the start of the battle, double tap A to dodge from side to side. The Venom Henchman can also toss dead bodies at you (how pleasant) and create a shockwave which again, can both be avoided by dodging. In order to defeat this boss, you must first stun him with your Batarang. But not at any given moment: you have to incapacitate the Venom Henchman as he is bulldozing towards you. Right when you see him begin the charge attack, aim at his nasty mug and and toss your Batarang. Dodge the boss as he blindly charges you and he will slam into a wall. Strike the Venom Henchman several times before he regains his composure. All in all, you will have to bait the Venom Henchman into crashing into a wall four times. Once the fourth time comes 'round the boss will be good as done. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Joker escapes to Extreme Isolation, leaving Batman in the dust. A guard calls you into a small side room; before you follow him inside, enter an identical room on the opposite side of the Secure Treatment Transfer to find a RIDDLER TROPHY. Speak with the guard to jumpstart another scene. -> NEW PRIMARY OBJECTIVE Rescue Commissioner Gordon -> NEW OBJECTIVE Locate and analyze the Holding Cells for evidence Well, we've got some objectives here! There's nothing to do here, so backtrack to the Transfer Loop. - Transfer Loop -------------------------------------------------------------- The western end of the Transfer Loop is now accessible. There are no goodies to be found, so hurry back to the Holding Cells. Note that on your map, the objective is marked by a "!", making it a bit easier to figure out where to go throughout the game. There are two convicts guarding the door to the Holding Cells. Try using your Batarang to stun them before going in for the kill. - Holding Cells -------------------------------------------------------------- -> NEW OBJECTIVE Scan the crime scene area to isolate a forensic trail Enter the side room to find yourself at your very first crime scene. When in a crime scene, entering Detective Mode puts you in a first-person view of your surroundings. Important objects and clues will be highlighted and the crime scene itself will be encased in a bright orange border. Anything inside the lines is fair game. Search the ground to find a flask. Scan the crime scene area to isolate a forensic trail - COMPLETED -> NEW OBJECTIVE Track Gordon's movements by following Boles' whiskey trail With Detective Mode still on, step outside the office and head back to Transfer Loop. - Transfer Loop -------------------------------------------------------------- You should be able to spot faint clouds floating in the air - remnants of Boles' whiskey. Go south through the Transfer Loop while following the traces of alcohol. Before continuing through the door into Secure Transit, smash the JOKER TEETH (16) and listen to the phone call. - Secure Transit ------------------------------------------------------------- Walk forward for a scene. Talk to Henry Smith, then follow the left side of the room past the crashed elevator. Ascend the staircase to enter an office containing an INTERVIEW TAPE. Return to the asylum guard and grapple to the platform above him. Grapple once more above you, then jump across to the ledge. Shimmy across to the right and pull yourself up into the vent. Continue your climb as the Joker gives you a little audio feed to keep you entertained. Continue until you reach a low wall in which you can crouch underneath. Ignore the ventilation shaft on your left and move forward. Jump up to the ledge and shimmy all the way around. Walk forward, then to the left. Once at a seemingly dead end, look above to find a grapple point high in the air. This leads to a small corridor. When the game notifies you of an Environmental Scan, zoom in on the strange markings on the wall and hold down the Left Bumper to discover a CHRONICLE OF ARKHAM. Go to the right and grapple to an enemy-filled area. Defeat the small band of vigilantes and destroy the JOKER TEETH (17) chattering about. All the doors here are locked tight, so our only option is through the air duct. - Cell Block Transfer -------------------------------------------------------- The guards in this area are armed and deadly. Turn on Detective Mode. Notice how armed goons are now highlighted red instead of blue? It really helps differentiate between thugs with guns and thugs that are unarmed. Introducing yourself in front of convicts with guns may not be a great idea, so we are better off taking a different approach. Grapple up to the gargoyle above you, then continue along the chain of gargoyles until you are behind all three foes. Drop down silently by tapping A, then crouch behind the nearest thug. Execute a Silent Takedown on the unsuspecting punk, then do the same with the next. When it comes to the third, you can either finish him silently or chuck a Batarang at his noggin. Whatever works. Go south, then hug the right wall to find a staircase leading up to an office. Defeat the inmate speaking with the Joker and break into the vent. - Intensive Treatment Lobby -------------------------------------------------- There are three armed guards here. Lets see... what is the best way to take these chumps down? For starters, open the vent in front of you and wait for the thug to turn his back before creeping up and using a Silent Takedown on him. Enter Detective Mode to scout out the area. The second thug is on a catwalk nearby. Grapple up to a gargoyle above and wait for him to enter the building in the center. Once he does, drop down to the catwalk, follow him inside, and snuff him out. There are removable floorboards in this building that you can slip into if you get caught and have to escape a firefight. The third and final baddie is standing by his lonesome. Fly up to one of the gargoyles and use a Glide Kick to take him down. How tough was that? Not too bad, though Joker decides to sick another trio of (agitated) inmates on you. Quickly retreat to the ceiling and wait for the thugs to split up. Since they don't move in a set pattern and quite frankly, just move around a lot, your best bet is to isolate them and use Glide Kicks to knock them out. Glide Kick, Ground Takedown, grapple to safety, rinse and repeat. Make sure to pick up the INTERVIEW TAPE inside the central building before heading to where the last three goons came from. Climb the ladder and destroy the three JOKER TEETH (20), then move forward to discover the end of the whiskey trail. He got what he deserved. Track Gordon's movements by following Boles' whiskey trail - COMPLETED Batman's radio gets intercepted by The Riddler, who gives you the first of his many obnoxious riddles: "Don't cut yourself on this sharply observed portrait." Turn back towards the main section of the room and as you walk back towards the ladder, look to the left at the large portrait of Warden Sharp. Get it? Scan the picture to complete the riddle. There is another riddle here in the Intensive Treatment Lobby if you wish to put your detective skills to the test. However, from now on, I will only cover The Riddler's infamous riddles in Section 6. Talk to the nice guard who opens the door for Batman. -> NEW OBJECTIVE Escape from Intensive Treatment to the island surface Go down the stairs past the guard and open the big metal door. - Utility Corridor ----------------------------------------------------------- The room is empty and rather straightforward, so nothing of note here. There is a riddle you can solve here, as it pops up as soon as you enter the room. That will happen from now on every time you enter an area with a riddle inside. Go through the locker room and open the door at the end. Crawl through the vent until you reach a cave. Walk through and grapple over the high wall to reach Arkham Island. Escape from Intensive Treatment to the island surface - COMPLETED ============================================================================== 3.02] ARKHAM ISLAND [0302] ============================================================================== - Arkham East ---------------------------------------------------------------- Glide down the cliffside towards the arched gate below and talk to the two guards. Joker will radio in over the intercom system and orders the inmates to obliterate the Batmobile. There is a Riddler Trophy on the south end of Arkham East. To reach there, make a right at the arched gate past the statue of Warden Sharp. The RIDDLER TROPHY is lying on a dock overlooking the water. Return to the statue and speak with Louie Green at his post. Time to explore a bit! Grapple on top of the small building next to Green, then up to the guard tower. Oracle will radio you in and give you your objective. -> NEW OBJECTIVE Protect the Batmobile Despite our mission, there's no need to hurry. There are a few collectibles here that we can pick up before heading off to the Batmobile. There is an INTERVIEW TAPE on the desk here in the guard tower. Enter the cemetery to the right of the Botanical Gardens. There are two trophies here: one RIDDLER TROPHY is on the far north end in a tall patch of grass while the other is in the grave keeper's house in the dead center (no pun intended) of the cemetery. Pass by the Botanical Gardens entrance and grapple up to the watchtower nearby. From here, grapple onto the roof to find yet another RIDDLER TROPHY. Well, that's all for now. Walk to the west side and go through the door. There is an ambulance placed right in front of you, which turns out to be a good thing since there are two armed thugs on the other side. Go around the right side of the ambulance and grapple to the top of the wall. Drop down behind the thugs and execute a Silent Takedown to both of 'em. - Arkham North --------------------------------------------------------------- There is a handful of thugs literally punching and kicking your car. Since they aren't armed, sprint towards 'em and button mash like hell (like me) to finish off the crew. Protect the Batmobile - COMPLETED Take the Explosive Gel out from the trunk of your Batmobile (which is pretty dinged up, even though only like two of the thugs had bats and the rest were just foolin' around). We'll be testing this stuff out a bit later. -> NEW OBJECTIVE Scan the Batmobile crime scene area to isolate a forensic trail Enter Detective Mode and scan the area around the Batmobile. You will find Gordon's pipe near the car. Scan it for a few seconds to get a clue. Scan the Batmobile crime scene area to isolate a forensic trail - COMPLETED -> NEW OBJECTIVE Locate Gordon by tracking his discarded tobacco If you're a diligent collector, now would be a good time to put Gordon on hold and search Arkham North for some goodies. Gordon can wait! It's not like he's in any real danger... >_> First things first, grapple onto the Intensive Treatment roof to find a RIDDLER TROPHY. If you follow the tobacco trail west, you should find a section of the roof in which you can grapple onto. To the right of the Batmobile is a weakened piece of the ground that can be destroyed with your Explosive Gel. In order to use the gel, you must stand directly over the area you want to destroy. In this case, flip on Detective Mode and stand on the glowing area. Spray the gel, then back away. Hold the Left Trigger, then hit the Right Bumper to detonate it. Collect the RIDDLER TROPHY left in the wake of the explosion. Also check out the top of one of the guard posts. The roof can be bombed, allowing you to enter the building and grab the RIDDLER MAP, which pinpoints The Riddler's collectible items on your map. From your location, climb up the guard tower to find not only an INTERVIEW TAPE, but a dead officer as well! Oh, that should probably be the other way around. Ah well... Grapple onto the roof above you to find a RIDDLER TROPHY. From here, shoot over to the adjascent guard tower and pull yourself onto the roof. Look north and glide onto the plateau. The RIDDLER TROPHY is in the dead center. There is an abandoned building on the northwest end of Arkham North. Go inside and search the ground level to find a RIDDLER TROPHY in a corner. Not too hard to find. If you grapple up to a high ledge, you will also be able to find a CHRONICLE OF ARKHAM. There is a door on the second floor of the ruined building, but it serves no purpose now. Okey dokey, we have a couple more things to snag and then we'll be all set. Return to the entrance to Arkham North we went through. To the left of the entrance, up against the Intensive Treatment building, is a locked gate. However, we can bypass it by climbing over the stone wall. Once on the other side, proceed forward towards a cave entrance. Pass through and grapple up to the ledge. Scan the CHRONICLE OF ARKHAM nearby. You can continue further to reach a door which leads to a small cave. Go inside and when you reach a circular chamber, activate Detective Mode. Blast open the weakened wall with your Explosive Gel to discover a RIDDLER TROPHY. Exit the cave, then look above the cave entrance at the cliff wall. Grapple up to the grapple point and sidle along until you can pull yourself up. There is a RIDDLER TROPHY at the end up against some steel bars. You'll notice another trophy on the other side of the bars; it's so close, but we cannot reach it. Phew! Make your way back to the Batmobile and get back on track. Enter Detective Mode and begin following Gordon's tobacco. It leads straight to a locked door, though if you look to the right you can find a portion of the wall that can be destroyed using Explosive Gel. Open the door at the end. - Arkham West ---------------------------------------------------------------- Walk forward through the small passage to reach the bulk of Arkham West. As the doors open and close behind you, turn around towards the door. Grapple up to the ledge above the door to find a well-placed RIDDLER TROPHY. Fall down and walk forward towards the two goons near the entrance to the Penitentiary. Knock their socks off, then continue following the trail. It eventually leads to you the entrance to the Medical Facility, where six thugs are waiting for you. Test out the freeflow combat system a bit more (especially if you purchased any combat upgrades) on them. Destroy the JOKER TEETH (3) near the bodies. The tobacco trail leads inside the Medical Facility, but like before, there are some goods we can find here. Put Gordon on hold one more time. Grapple onto the roof of the Medical Facility and head to the right. Go around the far end (the south end when looking at your map) to find a RIDDLER TROPHY. Drop back down to the ground. Continue near the boathouse near the Medical Facility. Inside is an INTERVIEW TAPE while a RIDDLER TROPHY rests on the rooftop. Near the docks is an ambulance that certainly isn't in working condition anymore. There is a destructible wall near the ambulance which is easier to locate when standing on top of the downed vehicle. Grapple up to the wall, detonate it, and scan the CHRONICLE OF ARKHAM inside. Go underneath the watchtower to find a RIDDLER TROPHY inside a bush, then return to the entrance to Arkham West. Next to the door is a small waterfall. Drop down to the bottom of the waterfall to find a small grove, where another RIDDLER TROPHY lies. Alrighty, time to follow the tobacco trail once again. Enter the door leading to the Medical Foyer. - Medical Foyer -------------------------------------------------------------- Your journey is cut short almost instantly, as the foyer is blocked off by a security gate. After Harley is done mocking you, exit the building. - Arkham West ---------------------------------------------------------------- -> NEW OBJECTIVE Find an alternate route into the Medical Facility Once outside, grapple onto the rooftop once more. Go to the left and follow the roof's edge with Detective Mode on. Eventually you should find a weakened portion of the roof on the northern end of the facility. Use Explosive Gel to open up a passage for yourself. Find an alternate route into the Medical Facility - COMPLETED Open the door to enter the Medical Facility. ============================================================================== 3.03] MEDICAL FACILITY [0303] ============================================================================== - Maintenance Access --------------------------------------------------------- Climb over the fence and drop down on the other side. To the left is a Riddler Trophy behind a metal grate. We'll get to that in a second. Pry the gate off of the ventilation shaft and crawl through. When you eventually reach a fork, go right to reach the RIDDLER TROPHY. Return to the intersection and go the only other route. You will drop down a duct into a small passage. Enter the next ventilation shaft to the Sanatorium. - Sanatorium ----------------------------------------------------------------- As you move throughout the duct, Batman will hear the distant cries of a female doctor. You can go either right or left here, both ending up on either side of the Sanatorium. Since you will have to defeat the five armed baddies here, the choice is yours. There are many destructible walls down below which can not only be used to create shortcuts, but also incapacitate thugs if they are close enough to the blast. While some prefer the old "Glide Kick, then retreat" scenario, this method may turn out to be much more productive. Some of the enemies stand in a set location next to the weakened structures. One is on the right side of the room; from the vents, make a right and drop down into the side room. Spray the gel onto the wall, then grapple up to the gargoyle above you. Retreat to the safety of the vents and detonate the gel to take down one foe while keeping your location under wraps. One down, four to go. The remaining convicts will be sweating bullets and are alert now, meaning you will have to be very careful. There is a breakable ceiling in the northeast corner of the room if you wish to set another exploding trap, though the chances of a thug walking there are slim. Maneuver across the gargoyles and vents while you wait for the crew to split up. Using Glide Kicks may be tricky, since you would have to kick him, perform a Ground Takedown, and escape all before anyone else opens fire on you. It's best to perch on a gargoyle and tap A to silently drop down next to an unsuspecting enemy in order to use a Silent Takedown. Once the coast is clear, it's time to meet up with the doctors. -> NEW OBJECTIVE Locate and rescue Dr. Young -> NEW OBJECTIVE Locate and rescue Dr. Kellerman -> NEW OBJECTIVE Locate and rescue Dr. Chen Like always, finding cool items is way more important than saving lives, so we're going to explore the Sanatorium a lil' bit. Drop down to the bottom floor of the Sanitorium. After destroying the three JOKER TEETH (3), search the northeast cavity for a vent. On the far end is a RIDDLER TROPHY inside a small shaft. There's a tricky Chronicle of Arkham here in the Sanatorium. Drop to the bottom floor and head to the west end. You should find a prison filled with skeletons. Just past the prison are some floor panels you can open up. Do so, then go south. When you enter first-person mode, open the floor panels above you to enter a secret room containing the CHRONICLE OF ARKHAM. Finally, you can find an INTERVIEW TAPE in the northeast corner of the main floor. Bomb the ceiling with your Explosive Gel, swoop in, and snag it off of the table. Time for a little detour. Don't worry, it's for a good cause! On the main level, take the double doors at the south end. - Medical Foyer -------------------------------------------------------------- The foyer is pretty big, but all you need to do is proceed to the south end where Harley Quinn was residing earlier. Pick up the INTERVIEW TAPE from the table. With that finished, you can return to the Sanatorium. - Sanatorium ----------------------------------------------------------------- That's a wrap! Time to get back to work. On the ground level, exit through the northern door. - Upper Corridor ------------------------------------------------------------- As far as I know, it doesn't really matter whom you choose to save first, but I am going with Dr. Young since she is first listed. With that said, follow the yellow line on the floor to the X-Ray Room. When you pass the first plastic curtain, look up to the left to spot a vent. Grapple up to it and search the cavity to find a RIDDLER TROPHY. Exit and resume following the yellow trail. There are three unarmed hostiles near the entrance to the X-Ray Room. Before knocking them out, listen to their silly gossip. Finish the trio off, then continue into the X-Ray Room. - X-Ray Room ----------------------------------------------------------------- Dr. Young is cornered in a small room by five armed inmates. There is no way you can take them out head on without risking the doc's life. If a foe even spots you, he'll kill Young. There are two weak walls here surrounding the room that need to be sprayed with gel. Make sure that when you go around the room, duck underneath the room and subsequent window so you aren't spotted. Once the weakened walls are tagged with Explosive Gel, set 'em off to kill all five thugs. Locate and rescue Dr. Young - COMPLETED Speak with the doctor to fill her in on the situation. Don't forget to grab the RIDDLER TROPHY on the top of the room Young is in. - Upper Corridor ------------------------------------------------------------- A giant wrapped present will present itself (oh I'm a riot) in the Upper Corridor. Break it open with a Batarang, then destroy the JOKER TEETH (6) that emerge. Return to the entrance of the Upper Corridor and follow the blue path to Patient Observation. Dispose of the two thugs before going through the double doors. - Patient Observation -------------------------------------------------------- Two inmates are taunting Aaron Cash and Dr. Kellerman from the other side of a glass panel. Use a Takedown on one, then finish the other one off. It's time to rescue the two friends from certain death. The door to the room is blocked, so grapple up to the vent above you and sneak inside. Walk on the right side of the grating once on the other side and turn around. Look below you with Detective Mode and hit the Extractor Control Point with your Batarang to filter the gas out of half the room. Continue across the platforms on the left side of the room. You'll see a thug hanging for his life on the rope. First, turn around to find another Extractor Control Point behind you. Fling a Batarang at it to activate the second fan. Cut the rope holding the prisoner up to send him crashing through a ceiling. Apparently that was the nice thing to do actually. Float over to the platform in the corner and hit the final switch to remove all toxins. Locate and rescue Dr. Kellerman - COMPLETED Talk to Cash, then enter the office to find an INTERVIEW TAPE. Take down the JOKER TEETH (9) moving about before exiting to the Upper Corridor. - Upper Corridor ------------------------------------------------------------- Again, a box containing JOKER TEETH (12) are found in the hallway. Continue down the red trail to Surgery Room. No thugs to deal with here! - Surgery Room --------------------------------------------------------------- Dr. Chen is strapped to an operating table ahead. No noise, no sign of enemies, no nothing. This is soooo a trap (of course, using Detective Mode would ruin the fun). Eight prisoners drop down from a balcony to attack. None of them have weapons, which makes this battle so much more fun. Pinball back and forth between enemies as you string combos together and counter their pathetic attempts to damage you. What fun! Rescue Dr. Chen. Locate and rescue Dr. Chen - COMPLETED -> NEW OBJECTIVE Return to the doctors in Sanatorium and pick up Gordon's tobacco trail - Upper Corridor ------------------------------------------------------------- A final present is left for Batman! Not only do three JOKER TEETH (15) pop out, but so does a knife-wielding psycho prisoner! You cannot counter high security prisoners; the lines that appear over their head are red. Prevent him from attacking by using a Cape Stun (B), then unleash a full assault on his ugly mug. Hurry back to Sanatorium. - Sanatorium ----------------------------------------------------------------- After the conversation with the docs, the elevator starts up. Perched on a gargoyle, Batman waits for the thugs to come inside. Stupidly, they all split up. Drape yourself down and silently drop to the ground. One of the guards stands in wait near the elevator, so executing a Silent Takedown doesn't present much trouble. As for the other two, they usually stay away from each other, so use whatever sneaky method you can think of. Glide Kicks usually work just fine. Destroy the JOKER TEETH (17) next to the elevator and ride it down. - Secure Access -------------------------------------------------------------- Ahhh, the Scarecrow -- one of my favorite Batman villians. After getting the disturbing images of the Joker in a thong out of your head *shivers*, detonate the weakened wall and search the passage. - Lower Corridor ------------------------------------------------------------- Oh boy, things get pretty trippy here. After the scene, go through the vent to find the Commissioner. -> NEW PRIMARY OBJECTIVE Hunt down Commissioner Gordon's killer What a drag. Follow the corridor to the Morgue. - Morgue --------------------------------------------------------------------- This is like something out of Resident Evil or Silent Hill, fo sho. Heed the warnings of the mysterious voices and exit the Morgue... only to re-enter it again. This time, there are three body bags in the middle. Open the body bags for a super fun scene! Yeah... this definitely isn't the Morgue anymore. Run and jump across two gaps to begin another cutscene and a... boss battle? I'm not even sure myself! =-=-=-=-=-=-=-= BOSS: Scarecrow =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A giant version of the Scarecrow stands in the center of this dark realm, spinning like a top. His eyes act as searchlights, and if Batman is spotted, you will be automatically killed. Use the rubble and walls as cover to avoid being slain. Start by running to the right and going around the bend. Pause momentarily when the Scarecrow moves past you and duck underneath the low walls to avoid being seen. Leap over the chasm to the other corner and swing around. Jump up to the ledge and wait for Scarecrow to pass before sidling to the right. Crouch at the rubble nearby, then glide across the gap. There is a wall right in front of you that you must destroy. When the coast is clear, run over and spray Explosive Gel on the wall before returning to the nearby wall. Detonate it to blow up the wall, attracting Scarecrow's attention. As he tries to peer around the wall, stay crouched and wait for the right time to move. Right as he moves to the left side of the wall, run through the destroyed obstacle and glide across. With Scarecrow still preoccupied as the explosion site, quickly run around the corner and make your way to the Bat Signal. Press A to shine the light on the Scarecrow to end the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- With the boss battle finished, the dream (more like a nightmare) sequence concludes. - Morgue --------------------------------------------------------------------- Now that Batman has regained his composure, exit the Morgue. - Lower Corridor ------------------------------------------------------------- Return to where you found Commissioner Gordon to discover that the dead body wasn't his! Looks like he's still alive (and missing). Follow the green arrows on the floor towards the door; it'll soon burst open, revealing three thugs. One of them wields knives, so you may want to take him down first. As you make your way to the Experimental Chamber, destroy the three remaining JOKER TEETH (20). The door leading to the chamber isn't too far away. - Experimental Chamber ------------------------------------------------------- In the room is a RIDDLER MAP on the table. Joker gives Batman another heads-up about Gordon: he is inside the Experimental Chamber, but if he is spotted, Gordon's good as dead. Time for a little stealth action! Yank off the grating from the nearby vent and go to town. Along the way, you can spy on a few of the grunts. Once at the end, remove the grating and sneak around the corner. Use a Silent Takedown on the solo thug, then walk towards the vent on the opposite side and slip in. The vent will lead you to another inmate with his back against you. Before you take him down, round the corner to find a RIDDLER TROPHY. The remaining two enemies follow a patrol route. One walks up and down the east end of the Experimental Chamber while the other moves in a circle on a lower level. Stay near where you choked out the first inmate and when thug #3 has his back turned to you and starts moving south again, sneak up behind him and execute a Silent Takedown. With only one foe left, you shouldn't have much trouble. He moves in a circle, so just creep up behind him and finish him off. Run to the south end of the chamber and go up the stairs. When you reach the security gate, grapple the ledge above and pick up the RIDDLER TROPHY. Step on the glass ceiling and hit Y to perform a Takedown, effectively neutralizing that skank Harley. The reunion is cut short as the two stumble upon Bane. This won't end well. - Boiler Room ---------------------------------------------------------------- Boss fight! =-=-=-=-=- BOSS: Bane =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Bummer. This fight is almost identical to the Venom Henchman fight. Bane only has four attacks. His most common is a ramming attack which is just like the Venom Henchman's. He also has a shockwave attack that is identical to the Venom Henchman's attack. And just like the Venom Henchman, Bane also throws stuff at you. Are you catching on yet? When Bane roars and begins to charge at you, toss a Batarang at his face. He will be dazed and collides into a wall. However, Bane will not be stunned and will attack Batman with a vicious punch if you get in too close. It usually takes two or three (the number increasing as the fight goes on) times until Bane is fully stunned. After the second time he crashes into a wall, begin attacking the boss. Batman will automatically jump on Bane's back and rip out one of the hose connected to his head. This is the only way to finish off Bane. Every time you remove a hose, the Joker will send in goons to attack you. It is best to make them your first priority, but also keep in mind that Bane will continue to attack, and he deals much more damage than any thug would. Listen for his sound effects or keep the boss in the corner of your eye when taking down thugs. After you yank the second hose out of Bane's head, the wave of enemies will be much bigger. Focus on countering and dodging attacks. Bane will most likely help you out by unintentionally trampling thugs or throwing boulders at them. Remove the third hose from Bane after he's incapacitated to end the fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the fun little fight comes a fun little cutscene. I'm not sure who to feel sorry for more: Bane or the Batmobile. ============================================================================== 3.04] ARKHAM ISLAND [0304] ============================================================================== - Arkham West ---------------------------------------------------------------- -> NEW PRIMARY OBJECTIVE Analyze Dr. Young's research in the Batcave -> NEW OBJECTIVE Locate cave entrance to Dead Man's Point in Arkham North Dr. Young is certainly looking pretty shady after certain remarks made by Bane. Time to do a little sleuthing! We've still done all we can do right now in Arkham West, so there is no need to waste time here. Follow the road to a small group of thugs and deal with them accordingly. There is one more batch of enemies near the entrance to the Penitentiary. There are three JOKER TEETH (6) in the corridor leading from Arkham West to Arkham North. They only appear after you complete the Medical Facility, so this is our first opportunity at breaking them. - Arkham North --------------------------------------------------------------- There is another group of henchman near the center of Arkham North. One wields knives, so use a Cape Stun on him before delivering the finishing blows. Deal with the other goons and go on your way. We've actually been inside the cave that leads to Dead Man's Point before -- that is -- if you have been following my walkthrough. The cave is on the southeast end, next to Intensive Treatment. The area is blocked off by a gate, but you can easily climb over the stone wall. Locate cave entrance to Dead Man's Point in Arkham North - COMPLETED -> NEW OBJECTIVE Follow the cave to Dead Man's Point This shouldn't be too difficult. The ladders here are broken, so grapple up the walls (past the Chronicle of Arkam we scanned earlier) and through the big metal door. Follow the cave passage to an open area. Look familiar? I hope so. Climb up the ledge and move towards the cliffside. Follow the cave to Dead Man's Point - COMPLETED ============================================================================== 3.05] CAVES [0305] ============================================================================== - The Batcave ---------------------------------------------------------------- It's the Batcave! Awesome. You'll soon come to a bridge leading across a beautiful waterfall. Wonderful water effects I might add. Once at the end, glide to the platform and ascend the stairs. Head over to the computer screen for a cutscene and a lot of answered questions. Analyze Dr. Young's research in the Batcave - COMPLETED There's no way we could stop at the Batcave without getting ourselves a new, nifty gadget? Batman picks up the Batclaw, which is a fun new attachment. Now when grappling, you can yank objects towards you, like an enemy or a grating right off of its hinges. -> NEW PRIMARY OBJECTIVE Locate Dr. Young -> NEW OBJECTIVE Return to the surface via sewer system Before proceeding forward, try out the Batclaw on the Arkham Security Containers lying around. Aim, then fire the Batclaw. Once it has attached itself to a surface, repeatedly tap A to pull it towards you. There is a platform on the north end of the Batcave, but you cannot grapple or glide to it due to the boxes in the way. Pull them off the platform and down into the darkness with your Batclaw, then jump across. Go through the door at the end. The game notifies you that the Batclaw can also be used to pull ventilation grates off of walls. Test it out on the grate high up on the wall. Once the grating is removed, you can grapple into the vent. - Old Sewer ------------------------------------------------------------------ Eavesdrop on the thug around the corner, then perform a Silent Takedown on him when the time is right. It's funny hearing the Joker's reaction once his conversation is abruptly cut off. Turn around and scan the CHRONICLE OF ARKHAM against the wall. You may also notice a trophy in the distance, but we cannot reach it yet. There are five or so prisoners around the corner. They will most likely grab some pipes as weapons, but you can trip them up with your Batclaw. Finish the group off and continue your journey through the sewer. There is an INTERVIEW TAPE on the ground next to the body of a doctor. Just above you is a grate with a RIDDLER TROPHY inside, which is now accessible now that you have the Batclaw. Right now you are at an intersection. Go to the right for a nice surprise, then head to the left afterwards. After getting off the phone with Oracle, destroy the JOKER TEETH (3) in the hallway. Go through the door at the end. - Main Sewer Junction -------------------------------------------------------- This place is HUGE and looks like it'd be a lot of fun to grapple around, but... we cannot grapple here. The place is falling apart and cannot support Batman's weight. Ughhh. First off, keep note of the column on your right. There is a small nook inside containing a Riddler Trophy; it is shown in a good view during the small scene when you first enter this area. We'll get to it later on. Walk to the right and climb up to the ledge. Glide over to the metal platform. To the left is a dead end containing a RIDDLER TROPHY. Snag it, then return here and go to the right. Jump to the stone ledge in front of you. The pillar on your left has an indentation in it, allowing you to sidle around to the other end. Do so to discover a hidden compartment in the pillar. Pick up the RIDDLER TROPHY on the ground and sidle back out. Leap across to find some JOKER TEETH (5) next to a collapsed pillar. Run across the makeshift bridge and jump inside another pillar. Leap towards the platform with the running water. Don't worry, the current is nowhere near being strong enough to whisk you away. Look across the gap to find another column with a hole in it. Hop inside and grab the RIDDLER TROPHY. Across from you to the east is the Riddler Trophy that I mentioned before. We still cannot reach it, however. Jump back to the stream and move up the next toppled pillar. Halfway across, look to your right at the column. It's possible to jump and glide into the alcove here and obtaining the RIDDLER TROPHY; it's really your best shot. If you fall, you can simply grapple back up and return to safety. It may take a few tries, but I found that this is the best angle to reach the trophy. Proceed to the second toppled pillar and climb all the way up. On your left is another area in which you can sidle across. Do so to reach another small nook and a RIDDLER TROPHY. Sidle back around and jump across the gap. Break the three JOKER TEETH (8) before going through the door at the end. Keen eyes may notice a Riddler Trophy across from the platform we are on, but unfortunately we cannot reach it. We'll collect it on a later visit. - Surface Access ------------------------------------------------------------- Pick up the INTERVIEW TAPE immediately after entering the area. Nothin' else in here but a flight of stairs and a wall blocking your way. Break it down and head through the door on the other side. Return to surface via sewer system - COMPLETED ============================================================================== 3.06] ARKHAM ISLAND [0306] ============================================================================== - Arkham North --------------------------------------------------------------- -> NEW OBJECTIVE Locate a route into the Arkham mansion Two snipers are patrolling the guard towers in this area. You can easily reach one of them from the abandoned building. Grapple up to the tower and hang on the ledge until the sniper has his back turned to you. Hoist yourself up and pull off a Silent Takedown. Now you can drop to the ground, grapple to the next tower, and finish off the second sniper. The remaining four henchman are as easy to take down, though one of them is equipped with a pair of daggers. When the coast is clear, hurry back to Arkham East. - Arkham East ---------------------------------------------------------------- There are five unarmed thugs here in the connecting tunnel. The worst part is that you cannot grapple up to the wall above them for a sneak attack! Your only option is to rush in and start throwing fists. As for the high security thugs, use a Cape Stun or your Batclaw. Like in Arkham North, there are four snipers housed in each of the guard towers. The first two snipers are easy to incapacitate. Both towers are right next to the entrance, so grapple up, take 'em down, and repeat with the second one. As for the last two, they are perched on a ledge above the mansion. Start your way towards the mansion. It's best to go through the cemetery leading towards the left end of the mansion. If you ever see the laser pointer floating at you, quickly duck behind something or dive roll out of the way. If you grapple to the northern end of the platform both are standing on, you can perform Silent Takedowns on both. How one doesn't notice you choking the other out four feet away is beyond me. Before entering the mansion, we should probably take a look around it. Aside from the JOKER TEETH (2) directly in front of the main doors, explore the north end with Detective Mode on to spot a weakened portion of the floor. Bomb it open with your Explosive Gel to locate a RIDDLER TROPHY. The courtyard is sealed off by a metal gate, but one could easily grapple over the wall. On the south end of the courtyard, in the center, is a CHRONICLE OF ARKHAM tucked away against the wall. Proceed to the far end of the courtyard and grapple up to the balcony. There is a RIDDLER TROPHY behind the support beam. Grapple up to the roof and you will find another RIDDLER TROPHY on the roof, right above where you found the previous one. From here, grapple up to the clocktower in the dead center of the mansion rooftop. If you walk around the perimeter of the ledge, you should be able to reach the ledge above you. Do so to find a RIDDLER TROPHY. From here, stand on the southwest corner of the ledge and face west. Drop directly down onto the portion of the roof and walk forward a step or two. If you look to the southwest, there should be a closed-off section of the roof below you. There is another RIDDLER TROPHY in the middle of this section. We're almost done! One last thing: enter the cemetery and inspect the western side of Botanical Gardens. There is a cracked wall underneath the stairs that can be bombed in order to reveal a CHRONICLE OF ARKHAM. Don't bother entering the main doors of the Arkham Mansion. Like the Medical Facility, a security gate blocks you from going any further. Grapple up to the ledge where the snipers were and yank the vent open with your Batclaw. Sneak inside the mansion. ============================================================================== 3.07] ARKHAM MANSION [0307] ============================================================================== - Mansion Entrance Hall ------------------------------------------------------ Locate a route into the Arkham mansion - COMPLETED There is one thug with a gun and two regular bumbling henchman. Since you have the high ground, Glide Kick the gunman and use a Ground Takedown before the other idiots even have time to react. Finish picking the bones and search the foyer. Walk towards the security gate blocking the front door and peek around the right side of the staircase to find a ventilation shaft. Open it and squeeze inside to find a RIDDLER TROPHY. The door at the north end of the Mansion Entrance Hall is blocked. Grapple up to the vents above the door. Look up towards the ceiling and pull off the grate. Zip inside to find a CHRONICLE OF ARKHAM behind a weakened wall and the passage out of here. - Main Hall ------------------------------------------------------------------ There are ten henchman below frantically searching for Dr. Young's notes (who has been captured by the Joker. Way to go). -> NEW OBJECTIVE Search Arkham Mansion to find Dr. Young's research notes before Joker Glide down and interrupt their search. Fighting ten thugs at once can be a chore, but if you opt to use Ground Takedowns and counter properly, things should go rather smoothly. Despite the size of this room, there aren't many items to find. There is one RIDDLER TROPHY inside the base of a Warden Sharp statue: pull the grating off and check inside. There are three JOKER TEETH (3) at the north end of the room, though one of them is inside a small booth only accessible by entering a hole in the corner. Check the other booth to the right to find an INTERVIEW TAPE. There is a very high balcony at the north end, above the statue of Warden Sharp. You may need to climb one of the booths to grapple up to it. You can find the second CHRONICLE OF ARKHAM here. To exit the Main Hall, take the eastern door. - South Corridor ------------------------------------------------------------- There is an air duct that you can grapple on top of near the middle of the South Corridor. Do so, then examine the breakable wall. Use your Explosive Gel on it, then scan the CHRONICLE OF ARKHAM on the other side. Drop down and break the three JOKER TEETH (6). Before you round the corner, use your Batarang to stun the armed henchman before rushing in and finishing him off. Take down the other inmate. Before leaving, open the ventilation shaft on the southwest end of the corridor to find a RIDDLER TROPHY. - Library -------------------------------------------------------------------- There are six prisoners inside the Library, with two of them wielding knives. What I like to do is walk forward like, four feet and spray Explosive Gel on the ground three times. Step back and bait some goons with a Batarang. When the army of enemies rush towards you, detonate the gel to knock the majority of them down to the ground. Finish off the remaining foes (high security thugs first!) to clear out the Library. Pry open the vent on the ground floor and collect the RIDDLER TROPHY on the other side. Go down the stairs (the only doorway that isn't blocked) and smash the JOKER TEETH (9) along the way to reach the bottom floor. There are several hostages trapped inside, and a security gate prevents you from reaching them. Joker sets a two-minute timer for you to rescue the civilians. -> NEW OBJECTIVE Rescue the hostages Once the two minutes are up, the hostages will succumb to the Joker's laughing gas. Sprint back up to the main floor and grapple to the top balcony. There is a vent here that you can maneuver through that empties out into a small shaft. Grapple to the vent and crawl through to reach another claustrophobic area. Continue grappling through the next duct to reach the very top of the library. If you enter Detective Mode while approaching the chandelier, it'll give off some choice clues. Use your Batarang to cut the rope holding the chandelier up; it will collapse through the glass floor. Fly down after it and disarm the present to free the two hostages. Rescue the hostages - COMPLETED Grapple up to the topmost balcony and enter the sealed vent to discover yet another RIDDLER TROPHY. Backtrack to the South Corridor. - South Corridor ------------------------------------------------------------- Hurry back to the Main Hall. - Main Hall ------------------------------------------------------------------ A pair of thugs have stumbled upon the mess you made earlier and want a little retribution. After making short work of them, head to the north end of the room and enter the West Wing Corridor. - West Wing Corridor --------------------------------------------------------- A single armed inmate is interrogating two guards, though his back is facing you. Either perform a Silent Takedown or knock him over with a Batarang. A scene describing suicide collars soon follows. Basically, it monitors the wearer's heart rate and once is dips too much, an alarm sounds. Normally prison guards would rush in to resucitate the victim, but since the inmates are running the asylum, the alarm would only attract more enemies. Take the northern door. - Arkham Records Room -------------------------------------------------------- Cash and some other random guard are being held captive in the center of the Arkham Records Room. There are six armed foes patrolling the area. While there are many vantage points surrounding the area, all enemies move along a set path and are prone to discovering bodies of their fallen comrades. Either work fast enough that no enemies stumble upon a body or deal with the aftermath (which may actually be easier). Use Inverted Takedowns on any thugs underneath one of the many gargoyles. Otherwise, wait for enemies to split up (they eventually do, even if they reach a panicked state) and use Glide Kicks or Silent Takedowns. If a thug spots you, immediately grapple up to a walkway or hide under the floorboards. Once the coast is clear, rescue Aaron Cash and have a talk with the senior officer. -> NEW OBJECTIVE Investigate Dr. Young's Office Head towards the southern end of the room to find a ventilation shaft. Open it with the Batclaw and follow it to a small side room containing an INTERVIEW TAPE. There is another vent on the west end of the room that leads you to a study. Take the RIDDLER TROPHY inside and exit to the North Corridor; it's at the north end of the Arkham Records Room. - North Corridor ------------------------------------------------------------- The race for the formula continues as the Joker taunts Batman from over the intercom. Walk up the stairs nearby and go inside the vent. You'll be dumped in a small booth containing two JOKER TEETH (11). Look on the ceiling to find an air duct and slip inside. You'll end up on the top floor of the North Corridor, which contains a RIDDLER TROPHY and another ventilation shaft. Crawl through to reach Dr. Young's Office. - Dr. Young's Office --------------------------------------------------------- Three of Joker's henchman have trouble opening the main entrance. Glide Kick the armed foe and proceed to dispose of the others. There is a vent near the morgue that can be ripped open with your Batclaw. Go straight at the fork and kick open the grating to reach the main portion of her office. -> NEW OBJECTIVE Isolate a forensic trail for Dr. Young Hey, we haven't done this in a while! Enter Detective Mode to scope out the crime scene. Scan the fingerprint on the safe. Isolate a forensic trail for Dr. Young - COMPLETED Investigate Dr. Young's Office - COMPLETED -> NEW OBJECTIVE Track Dr. Young's fingerprints Exit the office through the vent again. Right when your feet hit the ground, four inmates burst through a nearby door. Wipe the floor with them, then pick up the INTERVIEW TAPE off the table and take the door. - West Wing Corridor --------------------------------------------------------- The Joker leaves behind a present. Destroy the three JOKER TEETH (14) that pop out and continue following Dr. Young's fingerprints. - Main Hall ------------------------------------------------------------------ The fingerprint trail will take Batman to the South Corridor. - South Corridor ------------------------------------------------------------- Go to the Library. - Library -------------------------------------------------------------------- The trail takes you down to the bottom floor, ultimately leading Batman to a book. Search the book to find Dr. Young's formula. Success! Search Arkham Mansion to find Dr. Young's research notes before Joker - COMPLETED Of course, never count the Joker out. He's recruited Zsasz in order to make Young talk. -> NEW PRIMARY OBJECTIVE Rescue Dr. Young from Zsasz in the Warden's office Your mission will be cut short as mysterious gas enters the room. Open the door leading to the South Corridor. - Wayne Manor ---------------------------------------------------------------- Well, this is a little odd. Begin walking through "Wayne Manor" as violent flashbacks strike Batman like lightning. Continue down the long passage as you relive the death of your parents. Once you reach the end, go through the door to enter another nightmare realm like before. Looks like Scarecrow is up to his old tricks. =-=-=-=-=-=-=-= BOSS: Scarecrow =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The battle is similar to the last time the two came face-to-face, but there are subtle changes. Now, Scarecrow doesn't move in a circle, only side to side. Run forward, leaning against the two structures along the way. When you come to a box hanging on a high ledge, use the Batclaw to pull it down to the ground. Use it as cover, then do the same with the second box. Remember to use your brain when timing your jumps. Since you're walking to the right, you will only want to move when the Scarecrow goes from left to right. If you try and go when he moves from right to left, you won't have enough time to reach your destination. Once Scarecrow passes you to the left, run forward and around the corner. Walk forward as Batman changes forms back and forth (very cool). The Scarecrow will stand in one position and summon several skeletons. Defeat them without moving too far forward and stepping underneath his eyes; he'll retreat after the wave disappears. The Scarecrow will continue his regular tactics again. When the coast is clear, leap across the gap to cling onto a ledge. Quickly sidle around the edge of the platform before you are spotted. Next, jump up the two steps and wait. The next part can be tricky. Wait for Scarecrow to pass you to the left. Immediately after, hop over the gap and jump to the ledge above you. Sidle around the ledge to safety, but don't drop down. Wait here until Scarecrow passes, then inch to the other side and make a mad dash to the wall. More skeleton action here. Defeat them to make the Scarecrow leave before proceeding towards the house. Grapple up to the side of the roof and sidle your way towards another piece of rubble. When the Scarecrow moves from left to right, start running. Jump over the gap, then avoid the pendulum as you reach another wall. Another tricky part here. Since you are basically in the center of Scarecrow, it doesn't really matter if you move when he goes from right to left or left to right. Either way, right when his eyes pass over you, jump up and run down the long corridor. Round the corner and duck under the low wall. Next, run to the right and hide again. The Bat Signal is on the platform in front of you, so make a mad dash for it when the time is right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- We've escaped the nightmare for a second time. You end up in the Main Hall. - Main Hall ------------------------------------------------------------------ How did you get up in this bell tower? Anyways, we'll be out in a second. Cut down the rope holding the massive bell up for a loud crash. The entrance to the East Wing Corridor has been opened by the crash, so proceed through. - East Wing Corridor --------------------------------------------------------- Inmates will now occasionally wield stun batons. Not only do their attacks give you a nasty jolt, but you cannot even punch them without getting zapped. In order to cut one of these thugs down to size, Evade (press A and any direction) to jump over the enemy and leave him speechless. Search inside the bathroom to find a goon that can be dealt with using a Silent Takedown. There's something about knocking a man unconscious in a bathroom that is very unappealing... - Warden's Office ------------------------------------------------------------ Zsasz rounds the corner with Dr. Young in hand, threatening to end her if Batman gets too close. Crouch against the wall and use Corner Cover so you can get a view of Zsasz and Young. Aim your Batarang with the Left Trigger and hold it down; when Zsasz sticks his head to the side, your Batarang will be locked onto his forehead. Let it fly. Dr. Young gets totally PWNED like nine seconds after being rescued and Batman is knocked out. Once you regain your composure, deal with the stun baton thug and a few of his friends. -> NEW PRIMARY OBJECTIVE Destroy the Titan Production Facility in the Botanical Gardens -> NEW OBJECTIVE Scan the Warden's Office to isolate a forensic trail First off, pick up the RIDDLER MAP from the desk to the right of the fireplace and enter Detective Mode. Scan the bloody tip of the cane that was used to whack Warden across the skull. Scan the Warden's Office to isolate a forensic trail - COMPLETED -> NEW OBJECTIVE Locate the Warden using his DNA trail Enter the nook across from the entrance to find a RIDDLER TROPHY on the desk. Before going through the door outta here, grapple to the balcony above to find a trio of JOKER TEETH (17). - East Wing Corridor --------------------------------------------------------- The final three JOKER TEETH (20) are in a gift box here. Break 'em, then continue following the trail of blood. - Main Hall ------------------------------------------------------------------ These three armed henchmen don't move around that much, if at all. They are also pretty close together, making it incredibly difficult to defeat just three foes. A good strategy is to use Explosive Gel and the Sonic Batarang combo. Plant Explosive Gel somewhere, then throw the Sonic Batarang at the gel to attract an inmate. When he's close enough, detonate the gel. If you do not have the Sonic Batarang, the Remote Batarang works nicely. If you don't have the Remote Batarang either... then what the heck have you been spending your upgrades on?! - Mansion Entrance Hall ------------------------------------------------------ Pass through to Arkham Island. ============================================================================== 3.08] ARKHAM ISLAND [0308] ============================================================================== - Arkham East ---------------------------------------------------------------- As you listen in on Warden Sharp agreeing to Joker's silly demands, follow the trail of blood. Unfortunately, it doesn't lead to the Botanical Gardens. Looks like we'll have to rescue the Warden before we enter the gardens. - Abandoned Tunnel ----------------------------------------------------------- "Batman's not getting through here." LOL Grapple to the high ledge above the closed gate and float over towards the group of inmates. Use your Remote Batarang on the two armed thugs, then leap down and confront the gang. The two armed foes should have dropped their weapons. If you see one try to pick up a gun, rush over and take them down. Otherwise they will just try to (unsuccessfully) knock your lights out. There is a metal gate near the ambush point with a RIDDLER TROPHY behind it. Grapple to the top of the grate and blast a hole through the weakened roof with your Explosive Gel to reach the trophy. - Arkham West ---------------------------------------------------------------- There is a sniper patrolling the watchtower. Sneak through the bushes until you can grapple to the tower, then pull off a Silent Takedown. Smash the JOKER TEETH (8) and approach the Penitentiary gate. Dispose of the six henchman here and approach the Cell Block entrance. Enter the vent next to the Cell Block door to find a RIDDLER TROPHY inside. Continue inside the Cell Block. ============================================================================== 3.09] PENITENTIARY [0309] ============================================================================== - Cells Acess ---------------------------------------------------------------- To be continued... ______________________________________________________________________________ 4] CHARACTER BIOS [0400] ______________________________________________________________________________ ============================================================================== BATMAN ============================================================================== ----- Facts ----- -> REAL NAME Bruce Wayne -> OCCUPATION CEO/Philanthropist -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Black -> HEIGHT 6ft 2in -> WEIGHT 210lbs -> FIRST APPEARANCE Detective Comics #27 (May, 1939) ---------- Attributes ---------- -> Trained to physical and mental peak -> Arsenal of gadgets, vehicles, and advanced technology -> Inventor, detective, genius-level intelligence -> Expert in most known forms of martial arts -> Trained in all aspects of criminology -> Mastery of the physical sciences -> Computer expert -> Master of disguise -> Photographic memory -> Trained in stealth and espionage techniques -> Expert escape artist ----- Story ----- When his parents were gunned down in front of him, young Bruce Wayne resolved to rid Gotham City of the criminal element that took their lives. He trained extensively to achieve mental and physical perfection, in addition to mastering martial arts, detective techniques, and criminal psychology. Dressing as a bat to prety on criminals' freas, Batman fights crime with the aid of specialized gadgets and vehicles, operating out of his secret Batcave below Wayne Manor. -> HOW TO OBTAIN Default ============================================================================== BRUCE WAYNE ============================================================================== ----- Facts ----- -> REAL NAME Bruce Wayne -> OCCUPATION CEO/Philanthropist -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Black -> HEIGHT 6ft 2in -> WEIGHT 210lbs -> FIRST APPEARANCE Detective Comics #27 (May, 1939) ---------- Attributes ---------- -> Trained to physical and mental peak -> Arsenal of gadgets, vehicles, and advanced technology -> Inventor, detective, genius-level intelligence -> Expert in most known forms of martial arts -> Trained in all aspects of criminology -> Mastery of the physical sciences -> Computer expert -> Master of disguise -> Photographic memory -> Trained in stealth and espionage techniques -> Expert escape artist ----- Story ----- Born into the wealthy Wayne family, Bruce Wayne had an idyllic childhood, although he was given a strong sense of justice by his moralistic and philanthropic parents, Thomas and Martha. After their violent murder at the hands of a mugger, Bruce dedicated his life to battling the criminal element that took their lives. He left Gotham for many years to train his mental and physical abilities across teh globe, finally returning to take up the mantle of the Dark Knight. -> HOW TO OBTAIN Solve the riddle "Gotham's greatest family towers over the city." ============================================================================== ??? ============================================================================== ============================================================================== THE JOKER ============================================================================== ----- Facts ----- -> REAL NAME Unknown -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Green -> HAIR Green -> HEIGHT 6ft -> WEIGHT 160lbs -> FIRST APPEARANCE Batman #1 (Spring, 1940) ---------- Attributes ---------- -> Unrepentant homicidal maniac, albeit without a precise psychological diagnosis -> Surprisingly strong hand-to-hand combatant -> His past is unknown; conflicting, unconfirmed reports state that he was a failed comedian, a petty thief, and a broken family man -> Employs various deadly weapons, often based on party-gag items -> Frequently uses a toxin that stretches victim's face into a Joker-like grin and causes death ----- Story ----- An insanely homicidal super-villain, the Joker's white skin, green hair, and blood-red lips belie the chaotic nature underlying his cartoonish appearance. The self-styled Clown Prince of Crime has no superpowers beyond a capacity for incredible violence and a skill at creating deadly mayhem. He frequently concocts elaborate schemes to entrap his arch nemesis, Batman. -> HOW TO OBTAIN Default ============================================================================== ORACLE ============================================================================== ----- Facts ----- -> REAL NAME Barbara Gordon -> OCCUPATION Information Broker -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Red -> HEIGHT 5ft 11in -> WEIGHT 126lbs -> FIRST APPEARANCE Detective Comics #359 (January, 1967) ---------- Attributes ---------- -> Eidetic memory - almost total recall of everything she sees and reads -> Extensive headquarters in Gotham City's Clock Tower, filled with information archives -> High-level hacking and computer skills ----- Story ----- The daughter of Gotham City's Polic Commissioner James W. Gordon, Barbara Gordon was forbidden by her overprotective father from joining the GCPD. Instead, she took on the identity of Batgirl and was a crime-fighting partner of Batman for years. But that all ended when the Joker shot her through the spine. Paralyzed from the waist down and confined to a wheelchair, Barbara adopted the new identity of Oracle, and now aids the Dark Knight with her computer expertise, providing Batman with a constant stream of information in the field to aid his battle against crime. -> HOW TO OBTAIN Processing Corridor. After Oracle contacts you for the first time. ============================================================================== ALFRED PENNYWORTH ============================================================================== ----- Facts ----- -> REAL NAME Alfred Pennyworth -> OCCUPATION Valet -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Black -> HEIGHT 6ft -> WEIGHT 160lbs -> FIRST APPEARANCE Batman #16 (April-May, 1943) ---------- Attributes ---------- -> Skilled actor -> Trained in emergency medical techniques -> Proficiency with mechanical and computer systems -> Expert in domestic sciences -> Unflappable manner -> Unlike Batman, Alfred is willing to wield firearms in times of crisis ----- Story ----- Alfred Pennyworth, after a varied career, was employed as the Wayne family's butler when Bruce Wayne's parents were killed. Alfred raised the young orphan and reluctantly aided him in his quest to become the Batman. His many skills - ranging from cooking to medicine - make him Batman's staunchest ally, along with a formal demeanor that grounds the Dark Knight and deflects those who might otherwise suspect Bruce Wayne's true identity. -> HOW TO OBTAIN Solve the riddle "Is the generosity of our benefactors on the Wayne?" ============================================================================== WARDEN SHARP ============================================================================== ----- Facts ----- -> REAL NAME Quincy Sharp -> OCCUPATION Warden of Arkham Asylum -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Gray -> HEIGHT 5ft 8in -> WEIGHT 190lbs -> FIRST APPEARANCE Batman: Arkham Asylum (Summer, 2009) ---------- Attributes ---------- -> Intense dedication to "cleaning up" Arkham -> Pompous and old-fashioned in demeanor, with a focus on his own political aspirations -> Contempt for Arkham inmates and disinterest in the specifics of their treatment masks a cowardly nature ----- Story ----- Quincy Sharp has been running Arkham Asylum for the past three years and has dedicated his life to restoring to sanity the so-called super-villians that plague Gotham City. He is currently campaigning to become the next mayor of Gotham; to facilitate this campaign, he has instigated stringent new security and experimental research policies at Arkham. -> HOW TO OBTAIN Default ============================================================================== COMMISSIONER GORDON ============================================================================== ----- Facts ----- -> REAL NAME James W. Gordon -> OCCUPATION Police Commissioner -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR White (formerly brown) -> HEIGHT 6ft -> WEIGHT 180lbs -> FIRST APPEARANCE Detective Comics #27 (May, 1939) ---------- Attributes ---------- -> Experienced police officer -> Trained criminologist -> Proficient in hand-to-hand fighting techniques -> Expert marksman ----- Story ----- Police Commissioner James W. Gordon dedicated his career to cleaning up the corruption in the Gotham City Police Department, a goal he has come a long way towards accomplishing. He has been equally tough on crime, and in the pursuit of making Gotham City safe for all its citizens, Gordon has forged an uneasy alliance with Gotham's other top crime fighter, the mysterious vigilante known as Batman. -> HOW TO OBTAIN Holding Cells. After the tutorial battle. ============================================================================== AARON CASH ============================================================================== ----- Facts ----- -> REAL NAME Aaron Cash -> OCCUPATION Arkham Asylum Guard -> BASE OF OPERATIONS Gotham City -> EYES Brown -> HAIR Black -> HEIGHT 6ft -> WEIGHT 185lbs -> FIRST APPEARANCE Arkham Asylum: Living Hell #1 (July, 2003) ---------- Attributes ---------- -> Great physical strength, excellent reflexes -> One of the most experiences guards at Arkham -> Lasting enmity with Killer Croc ----- Story ----- One of the most senior and respected guards at Arkham, Cash is only afraid of one inmate - Killer Croc, who severely wounded Cash once during a riot at the asylum. Cash remains determined, however, to keep the asylum's inmates under control - and to conquer his fears of Croc. -> HOW TO OBTAIN Patient Observation. Rescue Cash and Dr. Kellerman ============================================================================== FRANK BOLES ============================================================================== ----- Facts ----- -> REAL NAME Frank Boles -> OCCUPATION Arkham Asylum Guard -> BASE OF OPERATIONS Gotham City -> EYES Brown -> HAIR Black -> HEIGHT 6ft -> WEIGHT 185lbs -> FIRST APPEARANCE Batman: Arkham Asylum (Summer, 2009) ---------- Attributes ---------- -> Arrogant belief that he is the best guard in Arkham Asylum -> Uses sarcasm to cover up insecurities and failures -> Violent temper has resulted in many injuries to patients ----- Story ----- Frank has been working in Arkham for eight years. He has twice been suspended for drinking on the job and regularly holds poker evenings in the guard rooms. Frank is desperate to be top dog at Arkham; he fails to recognize that he is considered untrustworthy and generally disliked. -> HOW TO OBTAIN Secure Treatment Transfer. After your conversation with Oracle. ============================================================================== DR. PENELOPE YOUNG ============================================================================== ----- Facts ----- -> REAL NAME Penelope Young -> OCCUPATION Head of Research -> BASE OF OPERATIONS Arkham Asylum -> EYES Blue -> HAIR Brunette -> HEIGHT 5ft 6in -> WEIGHT 121lbs -> FIRST APPEARANCE Batman: Arkham Asylum (Summer, 2009) ---------- Attributes ---------- -> Graduated from Gotham University with top honors -> Dedicated to the pursuit of a psychiatric cure for various forms of criminal insanity -> Highly focused on career ambitions -> Intolerant of people who get in the way of her work ----- Story ----- Penny Young was always a brilliant student who was prepared to do anything to advance professionally. She has built up a reputation for being a cold, calculating woman, focused only on the project at hand. She was hired at Arkham Asylum by Warden Quincy Sharp to head up the Asylum's Research Department, and to finally restore to sanity the more deranged of Gotham City's super-villians. -> HOW TO OBTAIN The Batcave. Analyze Dr. Young's research. ============================================================================== MR. ZSASZ ============================================================================== ----- Facts ----- -> REAL NAME Victor Zsasz -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Blond -> HEIGHT 5ft 8in -> WEIGHT 150lbs -> FIRST APPEARANCE Batman: Shadow of the Bat #1 (June, 1992) ---------- Attributes ---------- -> Sociopath with no regard for human life -> No pattern of killing, making him difficult to track -> Compulsive need to kill others ----- Story ----- A true sociopath, Zsasz grew up in a life of ease but nontheless became a serial killer. Indiscriminate in his prey, body count is the only thing that matters to Zsasz. He takes pleasure in arranging the corpses of his victims in life-like poses before carving a mark for each of his victims into his own body. He is saving a special spot for Batman. -> HOW TO OBTAIN Patient Pacification Chamber. Speak with the guards on the floor and the balcony after learning that Zsasz has taken one hostage. ============================================================================== KILLER CROC ============================================================================== ----- Facts ----- -> REAL NAME Waylon Jones -> OCCUPATION Alligator Wrestler, Gangster, Murderer -> BASE OF OPERATIONS Mobile -> EYES Yellow -> HAIR None -> HEIGHT 11ft -> WEIGHT 580lbs -> FIRST APPEARANCE Batman #357 (January, 1984) ---------- Attributes ---------- -> Killer Croc has incredibly thick, tough skin and razor-sharp teeth and claws -> An expert wrestler, his strength and stamina are at a near-superhuman level -> Heightened senses and extremely fast reflexes -> Able to survive in water for extended periods of time -> An intense hatred of humanity ----- Story ----- Born with a rare mutation that made his skin green and scaly and grew his body to grotesque proportions, Waylon Jones was raised by an alcoholic aunt and bullied relentlessly for his appearance. He briefly worked as a carnival freak under the name Killer Croc, but his misanthropy grew as did his bestial nature, pushing him to a life of crime. As his physical condition and mental state deteriorate, Killer Croc becomes a more bestial foe, increasingly detached from humanity. -> HOW TO OBTAIN Solve the riddle "TICK! TOCK! News flash! Someone is not getting out of here alive." ============================================================================== THE RIDDLER ============================================================================== ----- Facts ----- -> REAL NAME Eddie Nashton (aka Edward Nigma) -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Brown -> HEIGHT 6ft 1in -> WEIGHT 183lb -> FIRST APPEARANCE Detective Comics #140 (October, 1948) ---------- Attributes ---------- -> Genius intellect -> Driven by a need to test his wits against law enforcement by leaving clues to his planned crimes -> Compulsive need for attention ----- Story ----- With an obsessive-compulsive need for attention, Edward Nigma is determined to be the most outlandish of Gotham City's criminals, concocting elaborate series of clues and riddles around his crimes. Batman has proven a worthy opponent, capable of deducing the Riddler's plans, but Nigma is dedicated to creating a mystery the Dark Knight will not be able to solve in time. -> HOW TO OBTAIN After finding the first Riddler Trophy. ============================================================================== ??? ============================================================================== ============================================================================== HARLEY QUINN ============================================================================== ----- Facts ----- -> REAL NAME Dr. Harleen Quinzel -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Blonde -> HEIGHT 5ft 7in -> WEIGHT 140lbs -> FIRST APPEARANCE Batman: Harley Quinn #1 (October, 1999) ---------- Attributes ---------- -> Surprising strength and stamina -> Superior gymnastic skills -> Total disregard for human life -> Like the Joker, she is a homicidal psychotic who escapes easy classification ----- Story ----- An Arkham Asylum psychiatrist assigned to treat the Joker, Dr. Harleen Quinzel instead became obsessively fixated on her patient, believing herself to be in love with him. She helped him escape confinement and took on her own criminal identity as Harley Quinn. Quinn is a violent and unpredictable felon whose only motivation, beyond general mayhem, is achieving the Joker's approval. Because of his cruel and mercurial nature, this in some ways makes her just another of his victims, albeit a very dangerous one. -> HOW TO OBTAIN Patient Pacification Chamber. Incapacitate Zsasz to encounter a cutscene featuring Harley Quinn. ============================================================================== CATWOMAN ============================================================================== ----- Facts ----- -> REAL NAME Selina Kyle -> OCCUPATION Professional Thief -> BASE OF OPERATIONS Gotham City -> EYES Green -> HAIR Black -> HEIGHT 5ft 7in -> WEIGHT 125lbs -> FIRST APPEARANCE Batman #1 (Spring, 1940) ---------- Attributes ---------- -> Trained gymnast and athlete -> Expert hand-to-hand combatant -> Highly skilled with her specialized whip, a cat-o'-nine-tails -> Capable of astonishing stealth -> Obsessed with (and adept at) stealing famous and well-protected items -> Drawn to cat motifs ----- Story ----- An orphan who learned to survive on Gotham City's streets, Selina Kyle took to thievery to survive... but determined to do it in style, she learned martial arts and trained extensively to perfect her skills at cat burglary. Her criminal activities are often tempered by a reluctant altruism, making her an inconstant villain and occasional hero. She regularly eludes capture by the Dark Knight, and maintains a complicated, adversarial relationship with Batman that frequently turns flirtatious and occasionally legitimately romantic. -> HOW TO OBTAIN Solve the riddle "A game of Cat and mouse can be painful." ============================================================================== ??? ============================================================================== ============================================================================== THE PENGUIN ============================================================================== ----- Facts ----- -> REAL NAME Oswald Chesterfield Cobblepot -> OCCUPATION Restaurateur/Racketeer -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Brown -> HEIGHT 5ft 2in -> WEIGHT 175lbs -> FIRST APPEARANCE Detective Comics #58 (December, 1941) ---------- Attributes ---------- -> Criminal and financial mastermind -> Expert hand-to-hand combatant -> Driven by a need to prove himself in spite of his comical appearance -> Employs various weapons, many based on umbrellas and birds ----- Story ----- The Penguin, one of Batman's oldest foes, is an eccentric criminal mastermind, known as much for his love of ornithology and trick umbrellas as for his shady business dealings. Gotham's popular Icebery Lounge serves as Cobblepot's front for a number of illegal financial activities that fund much of the city's underworld. Despite his short stature, the Penguin is a wily foe whose umbrellas conceal a variety of deadly weapons and gadgets. -> HOW TO OBTAIN Solve the riddle "What does a bird need in the rain?" ============================================================================== BANE ============================================================================== ----- Facts ----- -> REAL NAME Unknown -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Brown (when on Venom: Green) -> HAIR Brown -> HEIGHT 5ft 6in (when on Venom: 6ft 8in) -> WEIGHT 140lbs (when on Venom: 350lbs) -> FIRST APPEARANCE Batman: Vengeance of Bane #1 (January, 1993) ---------- Attributes ---------- -> Master strategist -> Intense focus -> Abnormally strong reaction to Venom, giving him incredibly enhanced physical abilities -> Determined to best Batman, and all others who challenge him ----- Story ----- Imprisoned from birth to serve his dead father's sentence, Bane was raised inside the horrific environs of a Santa Prisca prison; his only friend in the hellhole was a teddy bear he named Osito. Finding solace in smuggled books and meditation, he developed incredible powers of concentration. When he was subjected to military experiments using a steroid codenamed Venom, his iron- forged will helped him survive when other test subjects had died, and he managed to escape. Determined to prove his worth, he sought out Batman and broke the Dark Knight's spine. But Batman recovered and managed to best Bane, cutting off the precious Venom supply that transforms Bane into a superhuman. -> HOW TO OBTAIN Solve the riddle "Is this bear the Bane of his life?" ============================================================================== THE SCARECROW ============================================================================== ----- Facts ----- -> REAL NAME Jonathan Crane -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Brown -> HEIGHT 6ft -> WEIGHT 140lbs -> FIRST APPEARANCE World's Finest Comics #3 (Fall, 1941) ---------- Attributes ---------- -> Master of psychology and chemistry -> Creator of fear-inducing gas -> Motivated by an obsessive need to create fear in others ----- Story ----- Taunted and humiliated as a youth, Jonathan Crane vowed to overcome his fears through the study of psychology and biochemistry. Kicked out of his university for experimenting on human subjects, Crane then adopted the identity of the Scarecrow and armed himself with a specialized fear-inducing gas that makes a person's deepest phobias become frighteningly real. His ongoing criminal reign of terror makes him one of Batman's most psychologically dangerous foes. -> HOW TO OBTAIN Morgue. Defeat Scarecrow for the first time. ============================================================================== ??? ============================================================================== ============================================================================== JACK RYDER ============================================================================== ----- Facts ----- -> REAL NAME Jack Ryder -> OCCUPATION Investigative Reporter -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Black -> HEIGHT 6ft -> WEIGHT 194lbs -> FIRST APPEARANCE Showcase #73 (March, 1968) ---------- Attributes ---------- -> Determined reporter -> Known for his aggressive pursuit of stories -> Famous for his controversial talk show -> Secret identity as his alter ego, the Creeper ----- Story ----- Jack Ryder is an investigative reporter turned controversial talk show host, well-known for his aggressive manner and his determination to get to the truth. What his viewers don't realize is that he's also the Creeper, a garishly-colored vigilante who Ryder can, with effort, turn into at will - although at that point the Creeper's manic personality takes over. The Creeper is usually on the side of good, and just barely on the side of sanity. -> HOW TO OBTAIN Solve the riddle "You don't know Jack about Gotham. Tune in to find out." ============================================================================== SCARFACE ============================================================================== ----- Facts ----- -> REAL NAME Scarface -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Black -> HAIR Black -> HEIGHT 2ft 6in -> WEIGHT 15lbs -> FIRST APPEARANCE Detective Comics #583 (February, 1988) ---------- Attributes ---------- -> Puppet animated with eerie verisimilitude by the Ventriloquist -> Frequently wields under-sized but lethal weaponry -> When teamed with the Ventriloquist, acts as an old-style mob boss, with a sociopathic disregard for human life ----- Story ----- Gotham's Blackgate Penitentiary once had a Gallows Tree which 313 criminals with death sentences were hanged. The wodd from that tree was whittled by an inmate into the puppet Scarface, and that inmate was murdered by Arnold Wesker, a man who soon fell under Scarface's influence. While most believe that Scarface is simply a tool through which Wesker, as the criminal mastermind the Ventriloquist, acts out a dark side to his personality, Wesker himself believes that Scarface is possessed by the souls who died beneath the Gallows Tree, and the puppet actually motivates him to commit the duo's many crimes. -> HOW TO OBTAIN Solve the riddle "Isn't the Warden too old for a puppet show?" ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== HUSH ============================================================================== ----- Facts ----- -> REAL NAME Thomas "Tommy" Elliot -> OCCUPATION Surgeon -> BASE OF OPERATIONS Gotham City -> EYES Brown -> HAIR Reddish-brown -> HEIGHT 6ft 3in -> WEIGHT 225bs -> FIRST APPEARANCE Batman #609 (January, 2003) ---------- Attributes ---------- -> Great physical strength, augmented by a hatred of Bruce Wayne -> World-class surgeon, capable of extraordinary medical breakthroughs -> Master of disguise -> Determined to destroy Bruce Wayne ----- Story ----- Tommy Elliot and Bruce Wayne were childhood friends and, unknown to Bruce, dark reflections of each other. A childhood sociopath, Elliot tried to kill his parents so he could inherit their fortune. When his plan failed partly due to the surgical skills of Thomas Wayne, Bruce's father, Elliot blamed Bruce. An incredibly skilled surgeon as an adult, Elliot planned an elaborate revenge scheme on the Batman. He disguised himself as the villain Hush, his face covered in bandages, but he was in the end defeated and unmasked by the Dark Knight. Hush still plots revenge against Batman, generating complicated schemes with surgical precision. -> HOW TO OBTAIN Solve the riddle "Shhhhsshh! Rumors persist that Tommy Elliot operates in Arkham. Can it be true?" ============================================================================== THE GREAT WHITE SHARK ============================================================================== ----- Facts ----- -> REAL NAME Warren White -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Brown -> HAIR None -> HEIGHT 5ft 11in -> WEIGHT 180bs -> FIRST APPEARANCE Arkham Asylum: Living Hell #1 (July, 2003) ---------- Attributes ---------- -> Brilliant financial skills, which he uses for a variety of criminal purposes -> Scarred visage that makes him resemble a shark -> Teeth sharpened to points ----- Story ----- A crooked financier who stole millions of dollars, Warren White though he'd scored a legal victory when his insanity plea went through. But when he got to Arkham Asylum, he realized his mistake; driven insane by the other inmates, he was also disfigured by an encounter with Mr. Freeze that left him without hair, a nose, ears, or lips. Calling himself the Great White Shark, he filed his teeth into fangs to more perfectly resemble his new namesake. Putting his financial skills to use, he has become a major player in Gotham's underground crime scene, running a number of rackets from his cell in Arkham. -> HOW TO OBTAIN Solve the riddle "What silent killer of the oceans can be found in a tiny jar?" ============================================================================== RA'S AL GHUL ============================================================================== ----- Facts ----- -> REAL NAME Unknown -> OCCUPATION International Terrorist -> BASE OF OPERATIONS Mobile -> EYES Green -> HAIR Grey with white streaks -> HEIGHT 6ft 3in -> WEIGHT 210lbs -> FIRST APPEARANCE Batman #232 (June, 1971) ---------- Attributes ---------- -> Genius intellect and strategist -> Superior strength and stamina -> Superb hand-to-hand combatant, trained over millennia -> Nearly immortal thanks to his Lazarus Pits -> Commands a legion of followers dedicated to bringing his vision of an Earthly paradise to fruition ----- Story ----- Little is known of the early years of the nearly immortal Ra's al Ghul, whose name means "the demon's head", but it is known that he has lived for many centuries due to Lazarus Pits, mystical and alchemical brews that restore his youth. A brilliant master of strategy and organization, Ra's al Ghul's goal is to save the Earth from ecologial devastation by destroying most of its population. He recognizes Batman as both a worthy foe and a possible ally - except that Batman cannot accept his dystopic worldview. Batman also shares a love-hate relationship with Ra's' daughter, the beautiful Talia. -> HOW TO OBTAIN Solve the riddle "It'll be a cold day in Hell when this Ghul rises again." ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== ??? ============================================================================== ============================================================================== BLACK MASK ============================================================================== ----- Facts ----- -> REAL NAME Roman Sionis -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Brown -> HAIR None -> HEIGHT 6ft 1in -> WEIGHT 195bs -> FIRST APPEARANCE Batman #386 (August, 1985) ---------- Attributes ---------- -> Obsessed with masks -> Harbors a hatred of Batman and Bruce Wayne -> Face resembles a black skull -> Feared and powerful mob boss -> Skilled marksman, known for his double handguns ----- Story ----- Following the suspicious death of his multi-millionair parents in a fire, Roman Sionis inherited their fortune and then went on to bankrupt their company. Saved by a buyout by Bruce Wayne, Sionis came to resent and hate Wayne. Fixated on the concept of masks, Sionis carved one from his father's black coffin and sought revenge; his ensuing battle with the Dark Knight caused the mask to be burnt into his skin, remaking him as the Black Mask. Sionis is now a feared gang leader and one of the most powerful mob bosses in Gotham, with a burning hatred of the Batman. -> HOW TO OBTAIN Solve the riddle "How do you mask your feelings without losing control?" ============================================================================== FIREFLY ============================================================================== ----- Facts ----- -> REAL NAME Garfield Lynns -> OCCUPATION Professional Criminal -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR White with black temples -> HEIGHT 5ft 11in -> WEIGHT 165bs -> FIRST APPEARANCE Detective Comics #184 (June, 1952) ---------- Attributes ---------- -> Thorough knowledge of flammable agents -> Extensive arsenal of fire-creating weapons -> Scarred over 90% of his body -> Sociopath with intense pyromania ----- Story ----- A pyromaniac, Garfield Lynns began as a petty criminal but shoon graduated to major crimes centering around arson, torching huge parts of Gotham in the process. But his fires soon raged out of his control, leaving him horribly scarred by one of his own blazes. His body is almost fully covered with burns, and he now wears a full-body flame-retardant suit when he's out pursuing his criminal interests between bouts of incarceration in Blackgate. -> HOW TO OBTAIN Solve the riddle "Was this fire fly too hot off the press?" ============================================================================== TWEEDLEDUM AND TWEEDLEDEE ============================================================================== ----- Facts ----- -> REAL NAME Deever and Dumfree Tweed -> OCCUPATION Professional Criminals -> BASE OF OPERATIONS Gotham City -> EYES Brown -> HAIR Brown -> HEIGHT 5ft 9in -> WEIGHT 175bs -> FIRST APPEARANCE Detective Comics #74 (April, 1943) ---------- Attributes ---------- -> Obsession with Alice in Wonderland -> Skilled criminal masterminds -> Despite being cousins, could pass as identical twins ----- Story ----- Cousins with an uncanny resemblance to each other, Deever and Dumfree Tweed both shared criminal leanings and a fixation on Lewis Carroll's Alice in Wonderland. Teaming up, they've modeled themselves after Tweedledum and Tweedledee from that book, planning often outrageous, absurdist schemes to trap the Batman. -> HOW TO OBTAIN Solve the riddle "Tweedledum and Tweedledee SAW it, can you SEE it?" ============================================================================== ??? ============================================================================== ============================================================================== AMADEUS ARKHAM ============================================================================== ----- Facts ----- -> REAL NAME Amadeus Arkham -> OCCUPATION Psychiatrist -> BASE OF OPERATIONS Gotham City -> EYES Blue -> HAIR Brown -> HEIGHT 5ft 11in -> WEIGHT 175bs -> FIRST APPEARANCE Batman #258 (October, 1974) ---------- Attributes ---------- -> Highly respected psychiatrist, until his fall to insanity -> Heir to the Arkham land and fortune -> Delusional schizophrenic ----- Story ----- Amadeus Arkham founded the Elizabeth Arkham Asylum for the Criminally Insane, naming it after his mother, whom he euthanized as treatment for her dementia. Building it on the old grounds of his family's historic mansion on the outskirts of Gotham, Amadeus personally treated its first patient - Martin "Mad Dog" Hawkins, who had killed Amadeus's wife and daughter. After administering fatal electro-shock treatments to Hawkins, Amadeus lost all grip on his sanity and was admitted to his own institution. -> HOW TO OBTAIN Solve the riddle "The legacy of this island has been well and truly buried." ============================================================================== THE SPIRIT OF ARKHAM ============================================================================== ----- Facts ----- -> REAL NAME Unknown -> OCCUPATION N/A -> BASE OF OPERATIONS Arkham Island -> EYES N/A -> HAIR N/A -> HEIGHT N/A -> WEIGHT N/A -> FIRST APPEARANCE Batman: Arkham Asylum (Summer, 2009) ---------- Attributes ---------- -> N/A ----- Story ----- Strange writings and symbols that have been found around Arkham Island and deciphered by Batman. These must have been left for a reason. What story do they tell? -> HOW TO OBTAIN After finding the first Chronicle of Arkham ______________________________________________________________________________ 5] CHALLENGE MODE [0500] ______________________________________________________________________________ ______________________________________________________________________________ 6] THE RIDDLER'S CHALLENGE [0600] ______________________________________________________________________________ This section basically combines all collectibles in a neat and organized fashion. The Riddler leaves behind various items meant for Batman to search and locate, though some of his riddles must be solved by completing puzzles or destroying Joker Teeth toys. ============================================================================== 6.01] INTENSIVE TREATMENT [0601] ============================================================================== ---------------- Riddler Trophies ---------------- 1. Holding Cells. Just after the tutorial fight, ignore The Joker's beckons and locate the ventilation shaft to the left of the balcony where Commissioner Gordon lies. Open the vent and crawl through the duct to find your first Riddler Trophy. 2. Patient Pacification Chamber. Near the entrance of the room, facing the electric chair, look to the right to spot a vent. Open it to discover another Riddler Trophy. Remember, Detective Mode makes finding interactive objects such as ventilation shafts a cinch. 3. Patient Pacification Chamber. Enter the second of two vents in this room. Follow the straightforward path and you will come across the trophy; it's impossible to miss. 4. Decontamination. Inside an air duct accessed by a removable floorboard on the eastern side of the room. 5. Secure Treatment Transfer. Inside the booth opposite the guard, after you defeat the Venom Henchman. --------------- Interview Tapes --------------- -> Harley Quinn (Employee Orientation, March 3rd) Secure Transit. After the elevator scene, go up the stairs on the left side of the room to enter a small office. The Interview Tape is lying on a desk. -> Harley Quinn (Patient Interview, March 3rd) Intensive Treatment Lobby. Inside the central building, on a desk. Best if found after dispatching of the six enemies. -------------------- Chronicles of Arkham -------------------- 1. Secure Transit. At the top of the elevator shaft, in the small passage just before fighting a group of thugs. It is pretty hard to miss if you know what you're looking for. ----------- Joker Teeth ----------- There are 20 Joker Teeth in total. -> 3 in Holding Cells -> 2 in Processing Corridor -> 6 in Decontamination -> 2 in Transfer Loop -> 3 in Transfer Loop -> 1 in Secure Transit -> 3 in Intensive Treatment Lobby ------- Mystery ------- ------- Riddles ------- -> "Don't cut yourself on this sharple observed portrait." Intensive Treatment Lobby. The easiest riddle in the game, which makes sense considering you need to solve it in order to progress any further. From Officer Boles' corpse, turn around and start walking towards the ladder you climbed up earlier. To the left is a portrait of Warden Sharp on the wall. Hold down the Left Bumper to scan it and solve the riddle. -> "A puzzle has many sides, but only some are visible." Intensive Treatment Lobby. From the air duct in which you used to initially enter this area, climb up the stairs and enter the central building from the right side. Enter Detective Mode. On the window to your right should be a question mark sprayed onto the window, but there is no dot on the bottom. There is a dot painted on the far wall of the area, underneath a circular vent. It's lined up parallel with the question mark on the window, so if you stand back and move the camera around, you can match the two together perfectly. Once they are aligned, use your Environmental Scan to solve the riddle. -> "You don't know Jack about Gotham. Tune in to find out." Utility Corridor. Hmm, since "Jack" is capitalized, you know right off the bat that that has something to do with the riddle. Upon entering the corridor, go north down the hall; you should hear the nifty tune of the radio as you approach a turn. Take the first left and there will be a radio lying on a bench in the men's locker room. Zoom in on the radio and scan the name "Jack Ryder". ============================================================================== 6.02] ARKHAM EAST [0602] ============================================================================== ---------------- Riddler Trophies ---------------- 1. On the south end. Facing the statue of Warden Sharp, walk past it towards the small dock overlooking the water. The trophy is in plain sight. 2. Inside the cemetery, on the far north end. It's hidden by a patch of tall weeds, so Detective Mode may be needed in order to spot it with ease. 3. Go inside the shack in the middle of the cemetery to find the trophy lying on a table. 4. On top of a guard tower to the left of the Botanical Gardens entrance. When I say the top, I mean the roof of the tower. Grapple to the tower, then proceed across the walkway. Turn around to get a good shot of the roof and grapple up to it. 5. There is a breakable portion of the floor on the northern end of Arkham Mansion, in front of the courtyard. Blast it open and collect your prize. 6. Grapple over the wall to enter Arkham Mansion's courtyard. On the far east end is a balcony which you can reach by grappling. Explore behind the support beam here to find the Riddler Trophy. 7. Directly above the previous trophy, on the roof, is another Riddler Trophy. Grapple to the side of the roof and walk around to reach it. 8. Found on the clocktower in the dead center of Arkham Mansion's roof. From the north end of the roof, grapple to one of the tower's lower ledges. You can access the upper ledge by walking to the eastern end of the tower, then grappling upwards. The Riddler Trophy is on the uppermost ledge of the tower. 9. Stand on the southwest tip of the uppermost ledge of the clocktower. Look straight down (facing west) and fall to this section of the roof. Once you land, look southwest below you to find a Riddler Trophy in a small section of the roof. Tricky to spot, just as hard to give directions. 10. Abandoned Tunnel. I guess this is technicall Arkham East, I dunno. After defeating the ambush party, grapple above the metal grating that's blocking you from your prize. Destroy the ceiling with some Explosive Gel and slip inside to get the Riddler Trophy. --------------- Interview Tapes --------------- -> The Joker (Patient Interview #1, June 16th) Inside a watchtower near Louie Green's post. The easiest way to reach it is to grapple on top of the building next to Green, then grapple to the top of the tower. It's lying on a desk near a mopey guard. -------------------- Chronicles of Arkham -------------------- 1. In Arkham Mansion's courtyard. Explore the southern end of the courtyard to find it up against the wall. 2. There is a breakable wall underneath the staircase leading to the Botanical Gardens. To access it, go through the cemetery to find the weakened wall on the west side. Blow it open and scan the Chronicle of Arkham. ----------- Joker Teeth ----------- There are 10 Joker Teeth in total. They appear periodically over the course of the game, so you won't be able to find all of them on your first trip to this area. -> 2 in front of the Arkham Mansion entrance ------- Mystery ------- ------- Riddles ------- -> "The legacy of this island has been well and truly buried." Easy. Go inside the cemetery and scan Amadeus Arkham's headstone. -> "My challenges appear to those with the correct position in life." Climb up to the very top of the Arkham Mansion clocktower (where you found the eighth Riddler Trophy). On the southeast end is a dot on the ground. If you look down below to the southeast corner of the roof, you should (hopefully) notice a humongous question mark on the roof. Line the tiny dot up with the giant question mark and use your Environmental Analysis. -> "Gotham's greatest family towers over the city." Well The Riddler is obviously talking about Bruce Wayne, duh! Climb onto the roof of the Arkham Mansion above the courtyard (more specifically, where you found the seventh Riddler Trophy). There should be a gap in the fence against the rooftop. Stand there and zoom towards the skyline. The building you are looking for is on the left side. Zoom in on the "W" and scan it. ============================================================================== 6.03] ARKHAM NORTH [0603] ============================================================================== ---------------- Riddler Trophies ---------------- 1. You'll be able to test out your new gadget right after obtaining it. Next to the Batmobile is a weakened piece of the ground in which you can destroy with Explosive Gel. Enter Detective Mode, spray the highlighted area, then blast is to smithereens. The Riddler Trophy is left behind in a ditch. 2. You can grapple onto a section of the roof of the Intensive Treatment Building. If you pass Gordon's pipe and follow the tobacco trail, you should find a grapple point. Walk alongside the roof to find the Riddler Trophy. 3. Search the northwest guard tower to find the trophy. It is on the roof. 4. Climb up to the very top of the northeast guard tower. From here, position yourself north. Glide over to the plateau to find a Riddler Trophy. 5. There is a Riddler Trophy on the floor inside the abandoned building. It's not that difficult to spot. 6. Head to the east side of Arkham North, where you originally entered this area. To the left of the eastern entrance is a locked gate, however you can climb over the stone wall to the other side. When you reach an opening to a small cave, look above you and grapple to the cliff wall. Sidle along until you can pull yourself up and walk forward to find a Riddler Trophy. 7. Go inside the cave where you found the second Chronicle of Arkham and you will reach a door. Go through and continue in the cave to find a big chamber. Use Detective Mode to spot a destructible wall, then break it open to find the Riddler Trophy. --------------- Interview Tapes --------------- -> The Joker (Patient Interview #17, July 27th) This tape is inside a guard tower near your Batmobile. Climb up the stairs to the top of the tower, where the tape is safely lying on a table. -------------------- Chronicles of Arkham -------------------- 1. From inside the half-destroyed building, grapple up to the high wall to the right of where the Riddler Trophy was (not the second floor, but the ledge directly underneath the second floor). You will find the stone structure that you must scan in order to collect it. 2. From the eastern entrance to Arkham North, go south and climb over the stone wall. Walk into the cave entrance and grapple up to the nearest ledge. You will find the Chronicle of Arkham right up here. ----------- Joker Teeth ----------- There are 10 Joker Teeth in total. They appear periodically over the course of the game, so you won't be able to find all of them on your first trip to this area. -> 3 in front of the entrance leading from Arkham North to Arkham East ------- Mystery ------- There are two guard posts next to your Batmobile. One of them has a weakened roof in which you can destroy with your Explosive Gel. Blow open the roof and slip inside. The Riddler Map is spread out on the middle table. ------- Riddles ------- -> "Tweedledum and Tweedledee SAW it, can you SEE it?" Again, the hints are in caps. There is a see-saw on the north end up against a gate. Scan it to solve the riddle. -> Now I see it, now you don't!" Search the stone arch entranceway of the abandoned building. There is a question mark on the top of the arch, with a dot on a wall not too far away. Like before, align the two up (this one is much more tricky) and use your Environmental Scan once the two are next to each other. ============================================================================== 6.04] ARKHAM WEST [0604] ============================================================================== ---------------- Riddler Trophies ---------------- 1. The first Riddler Trophy is above the doorway leading into Arkham West. 2. To the right of the entrance (facing the door) is a waterfall. Drop down to the base of the waterfall to find a small grassy area. Enter Detective Mode to find the trophy. In order to get out of here, grapple to one of the two stone structures. 3. This Riddler Trophy is on top of the fishing cabin; on the southwest side of Arkham West. 4. Search underneath the central watchtower to find the Riddler Trophy hidden in a bush. Again, Detective Mode may be needed. 5. Grapple to the Medical Facility rooftop; the trophy is on the south end. 6. Next to the door leading to the Cell Block is a ventilation shaft. Yank it open with your Batclaw and grapple inside to find the Riddler Trophy. --------------- Interview Tapes --------------- -> The Joker (Patient Interview #20, August 1st) Inside the fishing cabin on the southwest side of the area. -------------------- Chronicles of Arkham -------------------- 1. There is a crashed ambulance on the west end of the area, near the docks. Stand on top of the ambulance and face the Penitentiary with Detective Mode on to find a large breakable wall. Grapple to the wall and blow it down to find the Chronicle of Arkham on the other side. ----------- Joker Teeth ----------- There are 10 Joker Teeth in total. They appear periodically over the course of the game, so you won't be able to find all of them on your first trip to this area. -> 3 in front of the Medical Facility entrance -> 3 in the hallway leading from Arkham West to Arkham North -> 2 in central watchtower ------- Mystery ------- ------- Riddles ------- -> "Do you see what I can see? No? Then maybe I am in a stranger position." Approach the entrance to the Penitentiary (near the Cell Block entrance). If you look on the floor in front of the doorway, you will find a green question mark. However, like before, the dot is in a location elsewhere. Grapple to the balcony above you and position yourself in the center, looking down at the question mark. The dot is on the middle of the railing, so move the camera around until they're lined up before scanning it. ============================================================================== 6.05] MEDICAL FACILITY [0605] ============================================================================== ---------------- Riddler Trophies ---------------- 1. Maintenance Access. Make your way through the ventilation shaft near the entrance. When you come to an intersection, turn right to reach a dead end and the Riddler Trophy. 2. Sanatorium. In the northeast corner of the bottom floor there should be a vent. Pry it off its hinges, then squeeze on through. You will come to a small shaft which eventually takes you to the Riddler Trophy. 3. Upper Corridor. Follow the yellow line just past the first plastic curtain. Peer to the left to spot a vent you can grapple up to. Inside this vent lies another Riddler Trophy. 4. X-Ray Room. After freeing Dr. Young, grapple to the top of the room to find the trophy. 5. Experimental Chamber. Inside a vent on the northwest end of the room. 6. Experimental Chamber. On the roof where Harley Quinn has Commissioner Gordon held captive. Impossible to miss since you pass it when rescuing the Commissioner. --------------- Interview Tapes --------------- -> The Riddler (Patient Interview #21, May 27th) Sanatorium. In the northeast corner of the main floor. Accessed by destroying the ceiling via Explosive Gel. Go inside the room and pick up the disc on the table. -> The Riddler (Patient Interview #39, July 29th) Medical Foyer. From the Sanatorium, exit through the southern double doors to return to the foyer. Now that we are on the other side of the security gate and have full access, make your way to where Harley Quinn was sitting to find the Interview Tape. -> The Riddler (Patient Interview #44, August 27th) Patient Observation. After clearing the room of the Joker's toxin gas, enter the office where Aaron Cash and Dr. Kellman where held prisoner to find the disc on the table. -------------------- Chronicles of Arkham -------------------- 1. Sanatorium. Drop to the bottom level and approach the prison filled with skeletons. Enter the floor panels and walk south. When the screen enters first- person mode, proceed south a teeny bit and open one of the floor panels. You should end up in a secret alcove with the stone slab. ----------- Joker Teeth ----------- There are 20 Joker Teeth in total. -> 3 in Sanatorium -> 3 in Upper Corridor -> 3 in Patient Observation -> 3 in Upper Corridor -> 3 in Upper Corridor -> 2 in Sanitorium -> 3 in Lower Corridor ------- Mystery ------- Experimental Chamber. On the table as soon as you enter the room. ------- Riddles ------- -> "TICK! TOCK! News flash! Someone is not getting out of here alive." Sanatorium. In the bottom level, explore the western side. You should find a prison cell busted open. However, it seems that the prisoners could not escape as two skeletons is lying in the corner. Use your Environmental Scan on the pile o' bones to solve the riddle. -> "A question can only be answered from a new perspective. Don't you agree?" Sanatorium. On the main level (where the docs are), head to the west side and enter Detective Mode. Blast the weakend floor panels with your Explosive Gel to find a question mark. On the floor below is the dot. Line 'em up, then scan it for the answer. -> "Is the generosity of our benefactors on the Wayne?" Medical Foyer. Near the desk where you found the Interview Tape is a plaque stating that the Medical Facility was founded by Bruce Wayne. My, what a nice fellow! Scan the plaque to complete the riddle. -> "Was this fire fly too hot off the press?" Patient Observation. Enter the room where you sent the thug crashing through. There are newspaper clippings pinned to an open locker in which you can scan to solve the riddle. -> "Shhhhsshh! Rumors persist that Tommy Elliot operates in Arkham. Can it be true?" Surgery Room. After defeating the army of goons and rescuing Dr. Chen, grapple up to the balcony. Scan the night shift on the whiteboard. -> "What silent killer of the oceans can be found in a tiny jar?" Morgue. After your tango with the Scarecrow, search the Morgue. There is a small table with a selection of jars on it. Zoom in on the one labeled "Great White Shark" and scan it. -> "Is this bear the Bane of his life?" Experimental Chamber. Well, there's a plush bear in the room right next to the Riddler Map as soon as you enter the Experimental Chamber, sooooo... that was an easy one. ^_^ ============================================================================== 6.06] CAVES [0606] ============================================================================== ---------------- Riddler Trophies ---------------- 1. Old Sewer. Right next to the first Interview Tape. It's inside a vent above the disc. Pull the grating off the wall with your Batclaw, then grapple up into the ventilation shaft to collect your prize. 2. Old Sewer. Walk north after finding the first one with Detective Mode on. You will discover a weakened wall with the trophy on the other side. 3. Main Sewer Junction. From the entrance, walk to the right and climb up onto the ledge, then hop over to the metal platform. There are two ways to go: head left to reach a dead end and the trophy. 4. Main Sewer Junction. From the previous Riddler Trophy, return to the metal platform and go right this time. Jump onto a stone platform. Sidle alongside the pillar next to you to reach a small alcove containing the Riddler Trophy. 5. Main Sewer Junction. From the previous Riddler Trophy, hop across to the toppled pillar and walk across. Jump through the next column to reach a small stream. Across the stream is another broken pillar with the Riddler Trophy resting inside. 6. Main Sewer Junction. From the previous Riddler Trophy, look across the gap to the east to spot an almost identical alcove, also housing a trophy. It is too long of a gap to glide over to, however. Jump back to the stream and begin walking up the collapsed pillar. About halfway across, face the alcove and glide over to it. This is the best angle in terms of reaching the trophy; if you fall you can simply hoist yourself back up. 7. Main Sewer Junction. From the second toppled pillar (where you made your leap of faith), climb up and inspect the column on your left. You should spot a small crack where you can sidle. Sidle around the pillar to find a small gap you can climb up in. You will find the trophy here. --------------- Interview Tapes --------------- -> Killer Croc (Patient Interview #1, February 12th) Old Sewer. In plain sight not too far from the entrance, next to the dead body of a doctor. -> Killer Croc (Patient Interview #2, February 17th) Surface Access. Lying on a crate, directly after entering the area from the Main Sewer Junction. -------------------- Chronicles of Arkham -------------------- 1. Old Sewer. From the entrance, drop down and incapacitate the henchman to your left. The Chronicle of Arkham is against the wall on your right. ----------- Joker Teeth ----------- There are 20 Joker Teeth in total. -> 3 in Old Sewer -> 5 in Main Sewer Junction ------- Mystery ------- ------- Riddles ------- -> "A puzzle has many sides, but only some are visible." From where you found the sixth Riddler Trophy, look up underneath the bridge to spot the question mark. The dot is on the wall directly in front of you inside the pillar. Line them both up, then scan the completed figure. ============================================================================== 6.07] ARKHAM MANSION [0607] ============================================================================== ---------------- Riddler Trophies ---------------- 1. Mansion Entrance Hall. From the security gate blocking the front door, look to the right of the staircase to spot a ventilation shaft. Open the grating and duck inside to find a trophy. 2. Main Hall. Pull the grate off of the base of the Warden Sharp statue, then grapple inside to find the Riddler Trophy. 3. South Corridor. Yank open the ventilation shaft in the southwest corner after disposing of the inmates. The Riddler Trophy is inside. 4. Libarary. After defeating the thugs, open the vent on the first floor to discover the trophy. 5. Library. Inside a ventilation shaft on the very top balcony. Only obtainable after freeing the hostages. 6. Arkham Records Room. After cleaning house and rescuing Cash, enter the vent on the west end of the room. It takes you to a closed-off room containing a Riddler Trophy. 7. North Corridor. Found in a corner on the upper floor, which is accessed by a vent. 8. Warden's Office. After dealing with Zsasz, enter the study across from the entrance and approach the desk to find the trophy. --------------- Interview Tapes --------------- -> The Scarecrow (Patient Interview #1, January 7th) Main Hall. At the north end is a small office only accessible by entering a hole in the corner. Yank the grating off its hinges, then go inside the office to find the disc. -> The Scarecrow (Patient Interview #6, January 22nd) Arkham Records Room. After cleaning house and rescuing Cash, enter the vent on the south end of the room. It takes you to a closed-off room. Search the large table for an Interview Tape. -> The Scarecrow (Patient Interview #9, January 29th) Dr. Young's Office. After discovering a forensic trail and returning to the morgue portion, four thugs will come through a closed door. Defeat them, then enter the opened door to find the tape on a desk. -------------------- Chronicles of Arkham -------------------- 1. Mansion Entrance Hall. Enter the vent above the blocked door to discover a passage leading to the next area. Destroy the descructible wall here to find the Chronicle of Arkham. 2. Main Hall. At the very north end is a balcony up near the ceiling. Jump onto one of the offices to find a good grapple point, then grapple up to the balcony to find it. 3. South Corridor. Grapple up to the air duct near the center of the hallway and blast the cracked wall with Explosive Gel. Scan the Chronicle of Arkham on the other side. ----------- Joker Teeth ----------- There are 20 Joker Teeth in total. -> 3 in Main Hall -> 3 in South Corridor -> 3 in Library -> 2 in North Corridor -> 3 in West Wing Corridor -> 3 in Warden's Office -> 3 in East Wing Corridor ------- Mystery ------- Warden's Office. After rescuing Dr. Young from Zsasz (lol...) and defeating the enemies thrown in front of you, search the desk to the right of the fireplace to find the Riddler Map. ------- Riddles ------- -> "Who is the main man in the main hall?" Main Hall. Next to the door leading to the South Corridor is a framed photo of Commissioner Gordon. Zoom in on the picture and scan it to solve the riddle. -> "What does a bird need in the rain?" South Corridor. There is a display case featuring a top hat and several bundled up umbrellas right underneath the air duct leading to the Chronicle of Arkham. Scan the display case to solve the riddle. -> "This fiendish puzzle literally appears out of thin air." South Corridor. Stay positioned on the air duct that led to the Chronicle of Arkham. On the adjacent wall is a question mark; the dot is painted on the edge of the air duct. Once the two are aligned, scan it to solve the riddle. -> "Did Amadeus go mad or was he just dizzy?" North Corridor. After crawling through the ventilation shaft, enter the prison cell to the left and scan the circular inscriptions on the wall to solve the riddle. -> "It'll be a cold day in Hell when this Ghul rises again." Dr. Young's Office. Approach the open drawer in the morgue and scan the body of Ra's al Ghul. A familiar face! -> "How do you mask your feelings without losing control?" Dr. Young's Office. Inside her actual office is a black mask hanging on the wall. Scan it. -> "A game of Cat and mouse can be painful." East Wing Corridor. Defeat the stun baton thug first, then inspect the display case on the south end. Scan Catwoman's mask and gloves inside the case to find the answer to the riddle. -> "Isn't the Warden too old for a puppet show?" Warden's Office. Once you actually get a chance to explore this place, use your Environmental Analysis on the puppet inside the glass display case. ______________________________________________________________________________ 7] UPGRADES [0700] ______________________________________________________________________________ ______________________________________________________________________________ 8] ACHIEVEMENTS [0800] ______________________________________________________________________________ ______________________________________________________________________________ 9] BESTIARY [0900] ______________________________________________________________________________ ______________________________________________________________________________ 10] THANKS/CREDITS [1000] ______________________________________________________________________________ Of course, this guide couldn't have been made without some extra help. Here is a shoutout to everyone who made this FAQ possible: CJayC: For being an awesome host of an awesome site. Eternal Czar Smapdi: For being the best co-author anyone could have, and for being yourself. Bradygames Official Guide: Mainly just for the Riddles as I tried to complete as much of the game on my own as I can. The maps of the various locations served as templates for maps that I may or may not make (it's still up in the air). FESBians: Because you're cool. You: For reading this FAQ. ------------------------------------------------------------------------------ LEGAL ------------------------------------------------------------------------------ This document is copyright (c) DomZ Ninja 2009. This document may be found on the following sites: * GameFAQs - http://www.gamefaqs.com * GameSpot - http://www.gamespot.com * IGN - http://faqs.ign.com * Super Cheats - http://www.supercheats.com * Neoseeker - http://www.neoseeker.com * HonestGamers - http://www.honestgamers.com The latest update of this document can always be found on GameFAQs. Other sites may use this document, but only with my permission. If you see this document on a website not listed above, please email me. Do not edit or alter this document in any way. Do not steal anything from this document. Do not host or distribute this document for profit. That is plagiarism, and it is against the law. If you have any questions, comments, or anything that you would like to add to this guide, then feel free to email me. My email address is found at the top of this guide. However, if you do email me, please include the name of the game in the title. Lastly, thanks for reading and using this FAQ. If you like this FAQ, then please recommend it to others by clicking the "recommend" button at the top of the guide. :] http://www.gamefaqs.com/features/recognition/52173.html "Lisztomania, think less but see it grow. Like a riot, like a riot, Oh! I'm not easily offended, it's not hard to let it go. From a mess to the masses." - Phoenix ______________________________________________________________________________ END OF DOCUMENT