Batman: Arkham Asylum Walkthrough :
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Walkthrough - FAQ/WalkthroughBatman Arkham Asylum Created 8-25-2009 Version 0.99 ________________________________________________________________________________ TABLE OF CONTENTS ________________________________________________________________________________ Introduction..................................[INTD] Version History...............................[VSHY] Walkthrough...................................[WLKT] Intensive Treatment......................[WLK1] Batmobile................................[WLK2] Tracking Gordon..........................[WLK3] Medical Facility.........................[WLK4] Batcave..................................[WLK5] Arkham Mansion...........................[WLK6] Penitentiary.............................[WLK7] Botanical Gardens........................[WLK8] In Search of a Cure......................[WLK9] Avoid Poison.............................[WLK10] The Big Bang.............................[WLK11] WayneTech.....................................[WYTC] Riddler's Challenge...........................[RDCH] Arkham East..............................[RDAE] Arkham West..............................[RDAW] Arkham North.............................[RDAN] Medical Facility.........................[RDMF] Caves....................................[RDCV] Arkham Mansion...........................[RDAM] Penitentiary.............................[RDPN] Botanical Gardens........................[RDBG] Intensive Treatment......................[RDIT] Character Bios................................[CHBO] Character Trophies............................[CHTR] Challenge Maps................................[CHMP] Game Over Quotes..............................[GOQU] Trophies......................................[TRPH] Legalites.....................................[LGLS] ________________________________________________________________________________ I N T R O D U C T I O N [INTD] ________________________________________________________________________________ Welcome to Arkham Asylum. This document will guide you through the corridors of this famous insitituion for the criminally insane. ________________________________________________________________________________ V E R S I O N H I S T O R Y [VSHY] ________________________________________________________________________________ Version 0.99 -Submitted 9-6-2009 -Walkthrough complete -Riddler's Challenge (minus Joker Teeth location) -Waynetech descriptions -Character Bio started -PSN Trophies List ________________________________________________________________________________ W A L K T H R O U G H [WLKT] ________________________________________________________________________________ ================================================================================ Intensive Treatment ================================================================================ The introductory cinematic to Arkham Asylum (including the walk through the initial sections of the facility has some cool moments. Without revealing too much look for Croc and for the lights to go out on the elevator. Once Batman relinquishes custody of Joker to the staff of the Asylum, the prisoner escapes springing a trap we all knew was coming. Holding Cells At the holding cells Joker releases a few prisoners for Batman to practice his combat with. Use the Square button to attack and the right stick to direct the attacks at a particular enemy. Once the initial wave of three is unconscious, learn to use the counter action (triangle) in conjuction with the attack. The Joker is now running the Asylum and offers a cordial invitation to Batman. Batman is nothing if not polite and gleefully accepts the invitation. Before diving deeper into the Asylum, find the grate near the entrance to the holding cells. Rip the cover off the vent and enter to find a Riddler Trophy. Patient Pacification Use the ramp the Joker escaped on to enter the next hall. The tutorial part of the game will explain that running is accomplished by holding the X button. Defeat the two thugs at the end and turn left. Talk to the guard Eddie Burlow, then turnaround and move toward the troubled guards from the radio conversation. Batman will converse with Oracle after which the next door leads to the endangered guards. Zsasz has a guard contained with some serious voltage. Move up the stairs to reach the top level of the Patient Pacification Chamber. Talk to the guard at the top and activate Detective Mode. Batman can grapple up to the gargoyles and move to the rear of the room. From a position behind Zsasz glide down and strike. The initial hit will knock Zsasz down. Move to his fallen body and knock him unconscious with a ground takedown. Decontamination To the right just by Zach Franklin is a vent that can be used to leave the room, before doing so move to the front of the Patient Pacification Chamber and look for a vent cover on the left wall to find a Riddler Trophy. Enter the vent and grab the Riddler Trophy at the end. The guard that informed you of the trouble with Zsasz should open the door leading to the Decontamination Room about the same time Batman busts through the vent cover. The guards in the room are being gassed. Look up and grapple through the hole in the ceiling. Rip off the vent cover and enter. Upon exiting help the guard hanging off the edge of the platform. Run toward the next platform and Batman will jump to it. A guard is hanging from the ledge above, grapple up and rescue him. In the distance another person is in trouble. Run off the edge of the platform and hold X to glide below and rescue the stranded inmate. Throw a Batarang at the extractor control point below to activate the fans and remove the gas from the room. If you do not see the control point use the Detective Mode to find it. Once the gas is cleared drop below and move toward the front of the room. Use the floor gate on the left just before the blocked off room to get a Riddler Trophy. If you continue to the front of the room all Batman finds is Eddie Burlow and a locked door. Return to the location of the extractor control point and exit the Decontamination Room. Secure Treatment Transfer Follow the green arrows on the floor defeating two thugs along the way. At the end of the path a cinematic reunites Batman and Joker. Joker though invites someone else to ruin the reunion. This large enemy is difficult to defeat. His attacks include a ground pound, standard punches, a charge attack, and ranged attacks (picks up dead bodies and hurls them at Batman). The best offense is a good defense. Use evade to dodge the attacks. After enough time has passed the Jokers transformation of this thug proves to much and the beast expires. Watch the cinematic. A guard has powered down the gates to the two rooms on either side of the area. The room to the right has a Riddler Trophy. After getting the trophy talk to the guard in the opposite room. Tracking Boles Exit through the door the guard reopens. Follow the signs back to the holding cells (use the map if necessary). Along the way Batman will encounter a couple of thugs standing over a guard. Quick tap L1 to throw a Batarang and knock one of the enemies down. Rush over and attack both until unconscious. Enter the room to the left and activate Detective Mode. The area enclosed in the yelow line is the crime scene. Find the flask in the corner and investigate it. Batman can follow traces of Boles whiskey to track down his location by keeping Detective mode active. Follow the trail to Secure Transit (just outside the goal you may here a phone ringing stick around to hear it answered). Once the cinematic has the elevator crashing down move to the left and climb the stairs to find a Patient Interview. Return to the broken elevator. The only path to take is up. Grapple up to a platform on the left side of the elevator shaft. Jump over to the ledge and shimmy across to the opening. Move through the confined space and break through the cover at the end. Grapple up twice more then jump across the gap. During the movement up we learn that holding X during the grapple up allows Batman to climb on to the platform in one motion. Climb over a few obstacles, then duck under the steel beams. (After the first beam there is a path to the left that currently has nothing an upgrade is needed before anything of use can be obtained). Shimmy across the wall and grapple up the to the high platform. Batman will then duck under another metal beam and enter a confined space. The enemies are closer now and can be seen by using Detective Mode. Just ahead there is a spider like symbol on the wall. Move to it and scan it to unlock a Message (the Spirit of Arkham). Grapple up to the final platform and take out the 5 thugs at the top using melee combat/counters. The path to Boles is blocked by a locked door. Break open the vent cover and follow it to Cell Block Transfer. This is Batman's first encounter inside Arkham Asylum with armed enemies. Rushing forward is ill advised to say the least. Grapple up to the gargoyle above then swing over the enemies. Once behind them silently drop down. Crouch to sneak up on the thugs then take them out silently (triangle when near). Climb the stairs on the right in the next room. Joker is discussing Batman with a thug at the top. Silently take out the enemy or listen to the conversation then take him out. Use the vent at the base of the wall to continue. Silently take out the first thug on the other side of the vent then enter Detective Mode to scan the area. There are two armed inmates in the immediate area. Grapple to the walkway ahead but do not cross over the barrier, instead hang there and perform a ledge takedown to defeat the thug. Alternatively, if the guard begins to move too fast Batman can use a silent take down by moving onto the walkway as the guard moves into the adjacent room. Now grapple to a gargoyle (or roof of the office) and take the final thug out with a glide kick and ground take down. Now the Joker releases a few more armed foes to apprehend Batman. Note the location of each enemy and take them out one by one. Batman does not fair very well against multiple enemies with fire arms. Use silent take downs and stealth to remove each threat. Once these three new enemies are taken out investigate the top floor for a new Patient Interview. Batman finds a "Dead End" ahead. Upon completion of the Tracking Boles objective, the Riddler hacks into Batman's communication system and offers a riddle: Don't cut yourself on this Sharply observed portrait. There is a picture of Warden Sharp hanging on the wall on the left if Batman heads away from Boles location. William North an Asylum guard opens a door and calls for Batman. Walk by him and enter the Utility Corridor. There is a door inside the locker room with a vent that will lead Batman to the outside. Scan the Radio in the locker room for a Riddler Solution. Grapple up to the ledge and witness an excellent view of the Asylum. ================================================================================ Batmobile ================================================================================ Investigate the area and talk to as many of the guards as you prefer, when ready head by the Botanical Gardens toward the Intensive Treatment Facility, where the Batmobile is located. Once through the door the first thing visible is an ambulance. There are two armed thugs behind a gate on the other side of the emergency vehicle. Grapple to the ledge above and drop behind them. Utilized two silent take downs and move through the door. Near the Batmobile are 6 thugs pounding on it. None of the enemies are armed so move forward and have some fun. Once they are down obtain the explosive gel from the Batmobile and activate Detective Mode for a clue as to where Quinn may have taken Gordon. Locate and scan the Commissioner's pipe. He has left a trail in which to follow him. The trail leads to Arkham West but the doors are locked. ================================================================================ Tracking Gordon ================================================================================ A new entrance to Arkham West can be made by using the explosive gel on the wall to the right of the main entrance. Once in Arkham West use Detective Mode to find Gordon's trail again. A duo of thugs are doing some carpentry work just outside the entrance to the Visitor Center. Find the tobacco trail and follow it down the ramp then up the stairs ahead. Six unarmed thugs are standing over a dead guard. After teaching them some respect move into the Medical Facility. ================================================================================ Medical Facility ================================================================================ Harley sits inside but there is no way to move through the barrier. Exit and grapple to the roof. There is a structural weakness in the wall on the eastern side of the Medical Facility roof. Create an entrance using the explosive gel. Enter the Medical Facility through the Maintenance Access. Climb over the fencing and enter the vent on the right. This leads to a hall and another vent. Batman should see/hear a thug taking one of the Asylum's doctors away. There are 5 armed enemies in the Sanatorium. Two of the thugs patrol the area. Watch their movements and single them out first. The other three are stationary and should be easier to defeat. Grapple to the gargoyles and drop behind the weak wall where one of the thugs is standing. Place Explosive Gel on the wall and grapple back to the ceiling. Detonate the gel from the safety of a gargoyle and watch the other two thugs exit the area in front of the Morgue. Defeat the final two alerted thugs after they separate from investigating the explosion. When the room clears move to the doctor near the Morgue's door. She mentions that more doctors are in trouble. Dr. Young Move to the bottom floor of the Sanatorium and head toward the X-Ray room. Batman will find three unarmed thugs outside the doors to the X-Ray room. Inside their are five armed guards holding the doctor inside an interior room with no available entrance. There are two structurally weak areas in the walls of the room. One weakspot is at the front of the small room while the second is toward the rear. Place explosive gel on each of the weak spots, detonate the gel, and enter the room. Dr. Penny Young has been saved. Dr. Kellerman Exit the X-Ray room and head to the Patient Observation area. Just outside the Observation room stands two thugs discussing Killer Croc. Once by them two more enemies are standing at the end of the hall in the next room in front of a window observing a guard. Take them out and talk to the guard, Aaron Cash. The door is blocked. While standing in front of the door turnaround and look up. Grapple to the air ducts across from the door to find a vent cover. Once through the ventilation system move to the right and look below the vent just exited. There is a control point that can be hit by a Batarang to activate one of the fans. The second control point is located in the back left corner of the room. It can be targeted by jumping from the initial platform to the ones on the left wall until reaching a platform on the back wall. The last fan control is in the small room in the rear right corner of the Observation area. Throw a Batarang at the rope holding the thug above the room. He will crash through the roof creating an opening to target the control point. Grab the interview tape inside the room where Aaron Cash and the doctor were trapped. There is also a Riddle solution inside the room with the last control point. Exit the Patient Observation Room and move to the Surgery wing. Dr. Adrian Chen Inside the Surgery room notice the doctor strapped to the chair. Move to his location only to be told it was a trap. Several unarmed thugs enter from above defeat them all and release the doctor. Grapple to the balcony and solve a riddle then exit the surgery room. When the package ahead opens a special enemy appears. He must be stunned before attacks will work. Press circle to stun him then take him down. Reenter the Sanatorium to unlock a short cinematic. Morgue Three armed thugs will enter from the Morgue. Take them out with precision. Enter the elevator to the Morgue. After the cinematic place some explosive gel on the wall to the left and enter the new corridor. Follow it until Commissioner Gordon asks for help. Use the vent to the left to find the Commissioner just outside the Morgue. Find and enter the Morgue only to find it empty and a voice repeating "Get out of here". Listen to the voice and exit to the Morgue. Thats right using the door to exit puts you right back in the same room except this time there is no voice but three new body bags are located on the tables in the center. Open each one (I won't say what you find) and the room changes again. Leap across the gap and move forward until the cinematic reveals a giant size Scarecrow. He is simply spinning in the center scanning for Batman. Move around the outer path timing your moves to avoid Scarecrow's beam. Crouch to stay hidden by partial walls. Batman will arrive at a wall blocking his path. Quickly place explosive gel on the wall and return to hiding. Detonate the gel and Scarecrow's attention is immediately brought to the area. He will continue to look on both sides of the wall to locate Batman. When he begins his move from the side where the wall was to the left side of the screen move forward and jump the gap. Remain there until Scarecrow continues to spin and scan. Climb up and jump to the steps. When safe climb to the top of the steps and use the Bat Signal to end the nightmare. Back in the Morgue scan the jar on the cart next to the sink for a riddle solution then exit. Finding the Commissioner Follow the green arrows to the next door and defeat the three enemies (one of which has to be stunned). The green arrows continue through a door that leads to Gordon held captive by Harley. The new objective is to make it to and rescue Gordon without being seen. Scan the teddy bear to solve a riddle then grab the Secrets Map. Tear off the vent cover and enter opening. Exit the vent and silently take out the guard. Enter the opening on the other side. Exit the ventilation system again near the Riddler Trophy and take out a second guard. The other two guards circle the area. Their pattern is easy to recognize. Get to the depression in the center of the area and follow the guard that circles this area and take him out. That leaves one (other than Harley) that should not be a problem. Find the stairs under where Gordon and Harley are located and climb them. When above Harley's position press triangle to perform a takedown freeing Gordon. The following cinematic reveals Dr. Young was experimenting on Bane. Bane Bane has a regular attack set. He will bull rush Batman, can toss large portions of block, and has a radial ground pound. Do not try to attack Bane one on one with hand to hand combat, Batman will fail miserablely. Instead use the Batarang to quick target his head when he rushes and avoid his charge. Bane will become dazed and crash into the wall reducing his health. When one-third of Bane's health is depleted use melee attacks after Bane has hit the wall to initiate a scene where Batman will jump on Bane's back and release one of the venom tubes. Bane will then perform a ground pound radial attack so move away quickly. After the first tube is broken Joker has some thugs join the battle. Defeat them while keeping an eye on Bane to avoid his attacks. The boulder is very devastating. The evade move works wonders for escaping damage. The thugs are a secondary concern, be sure to avoid Bane. When appropriate defeat the thugs then when its just Batman and Bane continue the Batarang pattern. The third tube break is a charm. Batman can get some extra damage in when Bane is dazed but be sure to attack him quickly (only when dazed) or he will recover and hit Batman with a good amount of damage. A three hit combo then evade should be enough. If Batman does not break the venom tubes quick enough Bane can regenerate some of his health. ================================================================================ Batcave ================================================================================ A Bat Cave on the Asylum grounds, pure genius. Batman has a branch office of his cave located at Dead Man's Point in Arkham North. Defeat any enemies found on the way to the cave for some free experience points. Climb over the wall to the left of Intensive Treatment and enter the tunnel. While moving to Dead Man's Point Batman will find a Chronicle of Arkham and a Riddler Trophy. After the cinematic in which Batman jumps from Dead Man's Point, follow the path to the cave. Upon analysis of Dr. Young's research, she has created a formula similar but more powerful than the one that makes Bane the beast that he is. Use the newly acquired Batclaw to remove the three boxes blocking the path. Jump to the distant platform and continue forward. Use the Claw to remove the vent cover above and grapple to the opening. Sewers On the other side of the vent Batman will find himself in the sewers. An enemy is below talking to Joker via a radio. Take him out then get the Chronicle of Arkham that is nearby. Greet the thugs ahead with a few fists and the path forks. Before deciding which way to go pick up the Interview Tape on the ground and get the Riddler Trophy above. Take the right path and open the door for a surprise. Since that way is blocked return and follow the left path exiting at the end. (Along the way just after Oracle speaks is a breakable wall hiding a Riddler Trophy). Climb up to the opening in the column to the right and jump to the platform. Move to the left side of the screen to get a Riddler Trophy then return. Move up the brick columns to the top (the path should not be too difficult to navigate). Enter the hall at the top and move through the door. Pick up the Interview Tape and go up the stairs. Destroy the wall and jump across the gap. Exit through this final door to reach the surface. ================================================================================ Arkham Mansion ================================================================================ The exit point to the surface leaves Batman in Arkham North. Defeat the two armed enemies in the guard towers then attack the group in the center of the area. Once finished move to Arkham East and a quick battle at the start. Move by the ambulance and be prepared for some armed thugs. There are four snipers in Arkham East now: one in each guard tower and two above the door to Arkham Mansion. Once the guard tower snipers are out move to the side of the Mansion and grapple to the ledge the snipers are stadning (Batman should be hanging from the side). One sniper paces back and forth while the other is stationary. Wait for a sniper to approach then perform a ledge takedown. Batman can climb up and fight the final sniper or shimmy over for another ledge takedown. Enter through the main doors only to be stopped by a forcefield and ridiculed by a couple of good for nothing thugs. Exit and look above where the snipers were. Use the Bat Claw to pull of the cover and enter the mansion. Leave the initial room. Glide kick the thug with the gun then break the bones of the remaining two. The door at the top of the stairs is blocked. Instead grapple up to the platform above the door and use the Bat Claw to remove the cover on the ceiling. Explosive gel will open the path. The next room contains several thugs (10 to be exact) but all are unarmed. The only adjoining hall (it leads to the South Wing) to this one contains a riddle answer. Go up the stairs by the large statue and enter the West Wing. A thug is threatening some Asylum staff. Sneak up on him or throw a Batarang to disable him. Now that those two are safe move into the Records Rooom to help officer Cash. The suidice collars will now go off for the enemies you defeat alerting every thug in the are to Batman's presence. Records Room Inside the Records room are 6 armed thugs. Use Detective Mode to locate their positions. If you have the Inverted Takedown upgrade its fun and efffective to use when they are walking beneath the gargoyles. Be patient and take out the enemies as you see fit (the possibilities are immense). Once the first thug is down the rest scatter and move about. Free Cash and the other guard when all the thugs are unconscious. Cash tells Batman that Dr. Young is in her office. Use the stairs opposite the Restricted Files room and enter the North Corridor. The corridor ends at a door that leads to Dr. Young's office but it is blocked. Look to the left and remove the vent cover. Follow the path to a holding cell for a Riddle Solution then look high on the wall to enter the ventilation system. Batman is now walking above the metal mesh ceiling of the Northern Corridor (Riddler Trophy near door to Records Room). The next vent takes Batman to the entrance to Dr. Young's office. Dr. Young's Office Three of Joker's henchmen are trying to get into the office. Glide kick the one with the gun then knock all of them unconscious. The door is securely closed, of course it is, Batman can never simply open a door to enter a room. Go up the stairs then use the Bat Claw to remove the cover above the sinks. Use the ventilation duct to enter Dr. Young's office. Someone has already taken the notes from the safe. The genius that he is, Batman was able to deduce that Dr. Young is in possesion of the notes and hiding them from the Joker. Search and scan the safe for a fingerprint on the safe to track Dr. Young. Scan the Black Mask on the wall for a Riddle Solution. Dr. Young's fingerprints leads directly to the door ahead, behind which is a group of enemies waiting for cracked skulls. Follow the prints to the Main Hall and defeat the two thugs. Continue into the South Corridor to face a couple more enemies. The trail leads to the Library. Take down the thugs inside and move down the stairs ahead to find some Asylum staff members tied to chairs. Joker says the room will fill with gas in two minutes so Batman better be quick to the rescue. Unfortunately the easy path is blocked by a security gate. Return to the entry to the library and grapple up to the third level. Use the vent to find a way to the top of the library. Throw a Batarang at the rope holding the chandelier. It will come crashing down through the glass below. Jump down and disarm the package. In case you didn't know Batman doesn't have to be in any hurry Joker never planned on filling the library with gas. The countdown was fake. The Joker's thugs have taken Dr. Young hostage. Enter Detective Mode to find the doctor's fingerprints on a book. The formula is inside the book and the Joker's plans have been spoiled. The notes for the formula are with Batman and the world is safe again. Remembering the Past What's that? The Joker still has Dr. Young hostage and is trying to encourage her to reveal the formula? Thats good because this ending would be a little anti-climactic. Exit the Library toward the South Corridor only to catch a bit of a cold near the door. Once in the South Corridor it mysteriously begins to rain. Exit the door at the end of the alley. Through this door is a giant Scarecrow again. I guess that cough at the exit to the library was really Scarecrow's fear gas. Huh, thats kind of cool. Watch for Scarecrow's gaze and avoid it. When you make it to the next large column use the Bat Claw to pull the crate down. Use the crate for cover then repeat with the next crate. Climb the ledge and move down beside the file cabinets. Scarecrow will create a group of skeletons for Batman to fight. Next when the giant villain is looking away jump to the ledge and shimmy around for protection from his gaze. Climb the next two platforms and be prepared to jump to the next one when Scarecrow's sight is directed to the left of the screen. Now climb up to the ledge and shimmy around quickly to hide. Continue forward and prepare for another skeleton fight. Grapple to the high platform then jump/shimmy to the next. Scarecrow's gaze is close to the Bat Signal. Wait for him to look your way then jump to the next platform. There is plenty of time to be patient and avoid the pendulum. Crouch here until it is safe then climb up and run to the right to crouch behind a small wall. Jump the railing ahead and wait for Scarecrow to begin moving his sight to the left of the screen. When he does climb up, jump to the platform with the Bat Signal, and use it to hit Scarecrow. Warden's Office Batman ends up in the clock tower. The trap door is locked and there is no way out. That is with the exception of using a Batarang to cut the rope holding the bell. Jump down and enter the East Wing. The new enemy ahead has a stun gun. Any kind of frontal attack will result in damage to Batman. Use the double tap evade to jump over the thug and attack him from behind. Enter the door the thug was standing in front of. Zsasz has Dr. Young hostage. He says do not come any closer or the doctor dies. Move to the doorway Zsasz backed through and crouch for cover. Aim the Batarang near Dr. Young and wait for Zsasz to show his face. Hit him with the Batarang and enjoy the following cinematic. When Batman gets up he is attacked by four thugs. One of which has a stun rod. Use the evade move to get behind the armed enemy and disarm him. Now its just a normal fight. Locate the Warden's broken cane to find a forensic trail. After scanning it Batman can track Harley and the Warden. Before leaving the office get the map and solve a Riddle. The next set of enemies along the DNA trail is located in the Main Hall. Three enemies are guarding the hall. Two are hiding behind columns near the stairs while the third is guarding the exit. Grapple to the gargoyles and move to the platform above the door. Drop behind the thug at the exit. Place some Explosive Gel at the base of the steps (maybe even some on the steps).Take the nearby thug out silently then return to the ceiling. The remaining enemies become aware of their missing teammate and will both guard the door. While waiting on the gargoyle detonated the Explosive Gel. This should (if placed well) knock both thugs to the ground. Drop down quickly and perform ground take downs on the fallen foes. Alternatively this could be a good spot to use the Sonic Batarang if the upgrade has been unlocked. Exit the Mansion following the blood trail to an abandoned tunnel. Grapple over the gates to find 6 enemies two of which are armed. Glide down and hit one of the armed thugs then focus on the other quickly. Once the guns are dropped the fight is easy (I didn't really see a clever way of handling this situation the two Batarangs may be useful but had not been purchased yet). Be careful though because any of the thugs can pick up a dropped gun at any time. Move through the door and activate Detective Mode. There is a sniper in the guard tower. Grapple up and use a ledge takedown. Find the blood trail up the stairs and fend of the thugs (one of which has a stun rod). Enter the Penitentiary. ================================================================================ Penitentiary ================================================================================ Three enemies stand in front of Batman. One is armed. Sneak up on the armed guard and perform a takedown, then easily take the other two out. The DNA trail leads to a locked gate take a detour around the gate via the shower room. The Men's and Women's Restrooms have a Trophy and Riddle Solution. Continue to the Main Cell Block and activate Detective Mode to see numerous bodies behind the next door. They are all locked away in cells but seem crazy. The trail leads to Poison Ivy in the Green Mile. After the cinematic exit to the Security Control Room. The Warden is located in the guard tower tied up. Before moving up the stairs though investigate Officer Cash in the cell for a Riddler Solution. When Batman arrives at the Warden a cinematic shows some prisoners being released. Untie the Warden and he gives you a security card. This action unlocks the Cryptographic Sequencer used to bypass security systems. Use the new device on the WayneTech box at the top of the stairs to disable the security gate. Move to exit the Security Control Room but first climb the stairs near the door for a Riddler Trophy. Back at the Green Mile and there is no Ivy. Grab the Riddler Trophy in a cell to the left. At the exit an inmate will attack. Upon arrival back in the Main Cell Block Harley electrifies the floor. The current will not kill Batman instantly, instead it slowly drains his health. Grapple up to the platform with the thugs and Harley. Two of the enemies are going for guns in the cabinets on opposite side of the platform. Always attack the enemy with the gun first. Try to hit the thug going for the gun on the right first to prevent a weapon from entering the fight. Then move to the opposite corner and attack the other thug going for a gun (which he may have). If the guns are already out focus on those enemies first an attack will cause them to drop the weapon and make the rest of the fight easier. Also listen/watch for another thug picking up a dropped weapon and disarm them. There are two waves of thugs to demolish then Harley escapes. There is a box on the left of this top floor that will deactivate the electric floor. Grab the Inteview Tape, solve 2 Riddles, and get a Riddler Trophy before exiting the Main Cell Block (1 of the Riddles and the trophy are in the side room located on the west side of Main Cell Block when looking at the map). Passing through the room side room leads to the Guard Room. Harley has two guards hostage over electrified water. Batman must use the Crypographic Sequencer to override the power controls then cut down both guard before time runs out. Once the first control is down (next to the window Harley is behind) find the other on the left side of the room in the water. Once the guards are down unlock the security gate and exit. Follow them into the next area of the Guard Room for an interview tape. Exit back to the Main Cell Block and follow Harley's voice into Controlled Access. She even deactivates the security gate for you. A Riddle is solved in one of the open cells on the right. At the end of the Controlled Access corridor is a security gate dead end. Use the Bat Claw to open the ceileing vent, defeat the inmate that falls, and grapple into the next room. Deactivate the security box to lower the gate, then grab the Interview Tape. Return to the ground floor, move through the now open gate and enter Extreme Incarceration. This room has numerous waves of thugs some of which will have stun rods. This may sound like an easy fight (and it isn't too difficult), but the trick is Harley controls an electric current on the floor. Batman will have to move from platform to platform fighting the enemies and avoiding shock. Counters and the evade move will see you through. After winning the fight scan the icy cell for a Riddle Solution. Move up to the control tower via one of the two side doors. Grab the Interview Tape and deactivate the Control Point for Cell 5. Cell 5 contains a Trophy and Chronicle. Below the control room in the tower is the map. In cell 5 the door will close (Harley has trapped Batman) but once you find the Chronicle look up for a way out. Exit Extreme Incarceration and leave the Penitentiary. Head to Arkham East and the Botanical Gardens. Before leaving Arkham West though I'd recommend a quick stop at the Visitor Center. ================================================================================ Botanical Gardens ================================================================================ Enter the Gardens and pick up on Harley's trail. At the base of the stairs there will be two armed thugs. Toss a couple Batarangs from corner cover then take them out. An Interview Tape is on a bench opposite the path Harley took. Disable the security door and enter the Glasshouse. There are 6 armed thugs in the room. Move through the trap door in the floor and wait for the guard moving up the stairs to the left to come back down. Spring out and silently take him down. Grapple up to a gargoyle and watch how the others react and take them out one by one with the method of your choosing. Pick up the print trail again. It will lead Batman to a cinematic in the Flooded Corridor. Exit the corridor. Follow the electrical wires back into the Glasshouse and then into the Statue Corridor. The wiring leads to a fight in the Generator Room. The fight much like the others is just against the same thugs we've beaten before. Release the mainentance worker, Carl Todd. Use the Cryptographic Sequencer to disable the power supply to the generator that was blocking the path in the Flooded Corridor. Joker has booby trapped some of the security control boxes from this point on. Batman will have to disable the control points three times quickly in order to avoid the trap. Now that the water in the Flooded Corridor can be walked through head there and remove the vent cover next to the blocked doorway and enter. There is a Riddle Solution and Trophy in this portion of the ventilation system. At the other end of the vent is a wall that needs some Explosive Gel. Use the following door to enter the Abandoned Chamber (some Riddler Challenge objectives are located in this room but we can wait for them for now). The exit to the chamber is in the back right corner. Climb a couple walls and grapple to a vent. Two thugs are tormenting a janitor, take them out and head to the Aviary. Solve a couple of Riddles and pick up an Interview in the portion of the Flooded Chamber just outside the Aviary. Inside the Aviary are four armed guards and a couple of workers hanging in bird cages from the ceiling. The goal is to take out the henchmen without being detected. The key is to take out the operator first. There is a floor gate to the right of the screen. When safe move to it and enter. The path exits at the bottom floor of the area. Grapple to the ledge with the higher henchmen but do not climb over the railing. Shimmy to the right and drop near the vent cover. Enter the ventilation system. Grapple to the top then drop below and silently take out the henchmen that can drop the Asylum Staff. Upon defeat of the remaining henchmen the Asylum staff are gently placed on the ground. Their landing spot has a Interview Tape on a bench. Find Harley's prints and remove the metal covering from the control point. Use the Sequencer to deactivate the gate and a rock wall will move. Enter the Secret Lab The Joker has created a duo of monsters. The fight is much like the one against Bane. Use quick evade to dodge their bull rush, body toss, and ground pound. Quick toss Batarangs at the rushing beasts to daze them. When dazed attack. At times they will drop to a knee and have stars spinning their heads. If Batman attacks at this time he will ride their back and inflict damage on the other monster. When they are both defeated Batman talks with Oracle. Use the Sequencer on the security gate control point and exit the same way you entered The gap is too wide for Batman to jump. He, as always, has a solution use the Line Launcher to make it to the door. Begin the search for Poison Ivy. Batman will know he is getting closer because the % meter in Detective Mode will increase when he is on the right path. Upon returning to the Flooded Corridor use the Line Launcher to cross the cavern. The next room leads to a cinematic where Ivy helps Batman by telling him where to find the flower needed for an antidote, Croc's Lair. ================================================================================ In Search of a Cure ================================================================================ Exit the meeting with Poison Ivy and use the Line Launcher to get closer to the enemy. Defeat them all then enter the vent. Go through the Abandoned Chamber and into the Flooded Corridor. Two henchmen have electrified the water again thinking that they have trapped Batman. Use the Line Launcher to teach them otherwise. The Glasshouse is also now full of 5 armed henchmen. Silently take out the one in front of Batman, then the others individually as you see fit. Exit into the Glasshouse entrance only to have Ivy block Batman's path. Drop under the floor near where the plant busted through the wall to find the way out. Ivy's plants are taking over the Asylum grounds. In order to take out the plants approach them with a Batarang ready. Hit the spore it releases with the Batarang then move to the plant and press X. Head to the Mansion and enter through the vent above the door. Once inside the decor has changed since last visit. Use the Line Launcher to traverse over the red gas and grapple into the ceiling vent. Officer Cash is at the far end of the Main Hall. Batman can drop onto the balcony to the right then Line Launch to the opposite side of the room. When arriving at the end of the left side balcony jump to the floor below and Cash is just ahead. Killer Croc is kept in the sewers of Intensive Treatment. I guess we will just have to find out if what Croc said at the beginning of the game is true. Behind the door to Arkham North is a group of 8 unarmed thugs posing as members of security. Take them out but watch for the guy with the stun rod. Oracle states Intensive Treatment is locked up tight. Batman sees a sniper on the roof and plans to investigate. Climb the guard tower and Line Launch over to the sniper. If you watch the Sniper's movements Batman can make it to the platform undetected while the Sniper is walking or scanning the ground. Take him out and enter the building. Return to Intensive Treatment Move to the back left corner of the Maintenance Access to enter a vent that leads to the Intensive Treatment Lobby and 7 armed henchmen. It seems they have also planted bombs on the gargoyles in the room. So if Batman grapples to one it will explode and come crashing down. This time the room has to be cleared by observing the movements of the henchmen and silently taking each down. This sounds tricky but it really isn't. Careful movement and patience will have each of the enemies unconscious without a shot fired. The first one is easy simply wait for him to start pacing away then drop below and attack. The rest will vary depending on their movements. Corner cover takedowns are very useful. The doors to Cell Block Transfer area are blocked by a security gate. Enter the office in the Lobby to find the Control Point that will deactivate the gates. Enter Cell Block Transfer only to be gassed by Scarecrow again. I don't want to spoil anything but this time the gas takes you back to the beginning of the game (well sort of). Once the cinematic is done and Batman is back. Use the Line Launcher to move past the rat eating Batman. Scarecrow appears just as he has the past two times. Jump the first gap and crouch behind the metal canister. When Scarecrow moves to the left climb the wall ahead. Fight off the skeleton crew and move forward. When Scarecrow is looking close to Batman run to the wall (basically following his vision) and climb. Get behind the canister and crouch. Continue when his vision passes by to the left. Next you will see Batman in a chair with Scarecrow behind him. When safe jump to the pedestal they are on and move to the front of it crouching. Next use the sliding piece of medal to block Scarecrow's gaze. Jump across the small gap and climb the wall. Just ahead is a place with a TV for Batman to crouch behind for cover. Once Scarecrow looks away move to the elevator and it lower. Grapple up to the elevator that rises and move to the light. Once Batman reaches the light he does not shine it directly on Scarecrow. Instead this time we have to fight a series of skeletons. Including two large Bane-like skeletons that are destroyed by stunning them while they charge and avoiding the hit. Once out of the control of the fear gas exit to see Crane taking the elevator down. Jump into the elevator shaft on the left and Batman will land on the one Harley destroyed at the beginning. Climb the stairs to the left and take out the three henchmen (one has to be stunned before punched). Throwing three Batarangs (if you have the upgrade) may knock a couple of them to the ground for quick takedowns. Hack the security console the Joker has booby trapped and the floor of the other elevator shaft opens. The open gate leads to a group of unarmed henchmen. Be careful though there are cabinets with firearms nearby that the enemies will seek out. If you here the buzzing alarm attack the thug at the cabinet. Once the thugs are defeated go up the stairs for the Riddler map then exit to Control Room Access through the door. Grab the Interview Tape and move around to the other door realizing you are currently in the caves (having left the Intensive Treatment building). Killer Crocs Lair Batman has now entered Croc's Lair. The cinematic has some interesting interaction between two of Batman's villains. Look to the left and see the Riddler Trophy. Also take note that Batman can not swim so if he falls in the water he climbs up at the starting spot/last checkpoint. Use the Line Launcher to work your way between the sides of the lair until you reach the Danger entry point. Batman will set a homing device of sorts at the entry point and spray some Explosive Gel on the ground. He also tunes his equipment to find the required spores. A new meter appears on screen that measures the distance away from the spores. Move further into the lair to find them. The boards act as a make shift bridge to cross the water. Batman mentions that they will hold his weight but quick movements will give his position away. Crouch (not really necessary) and move across the board-bridge slowly. (I'd recommend running just one time only to see Croc attack well I was curious). When you get to the gates climb over them then continue the slow walk. Also do not be afraid of running off the boards and into the water during the "run" sequences, I don't believe its possible (with the exception of falling from the Line Launcher). Watch for a message on screen that states "select Batarang" around the same time the system Autosaves. Croc is about to unleash a surprise attack. Throw Batarangs until he is knocked back into the water. Croc can and will attack a few times. Once Batman finds a spore (it will be hanging from the ceiling and bright green) hit it with a Batarang and collect a sample. One is not enough, so move to find another one. At the second sample Croc quickly attacks Batman from behind so turn and fire. Do not be surprised from this point on if Croc does not always attack from straight ahead. When Batman has enough spores to create the antidote he activates a sonar beacon to guide the way back. Use the same strategies to get to the spores as you leave the lair: Keep the Batarang handy, use the Line Launcher as required and run when asked to. The main difference this time is Croc seems to attack from a closer position. When Batman nears |
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Another Batman: Arkham Asylum Walkthrough :
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