Batman: Arkham Asylum Walkthrough :
This walkthrough for Batman: Arkham Asylum [Playstation 3] has been posted at 11 May 2010 by curtis sucks and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up curtis sucks and share this with your freinds. And most important we have 7 other walkthroughs for Batman: Arkham Asylum, read them all!
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Walkthrough - FAQ/Walkthrough____ _ _____ __ __ _ _ _ | __ ) / \ |_ _| | \/ | / \ | \ | | | _ \ / _ \ | | | |\/| | / _ \ | \| | | |_) | / ___ \ | | | | | | / ___ \ | |\ | |____/ /_/ \ \ | | | | | | / / \ \ |_| \_| \ \ | | | | | |/ / \ \ | | | | \ \ | | _==/ | | \==_ /XX/ |\___/| \XX\ /XXXX\ |XXXXX| /XXXX\ |XXXXXX\_ _XXXXXXX_ _/XXXXXX| XXXXXXXXXXXxxxxxxxXXXXXXXXXXXxxxxxxxXXXXXXXXXXX |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| XXXXXX/^^^^"\XXXXXXXXXXXXXXXXXXXXX/^^^^^\XXXXXX |XXX| \XXX/^^\XXXXX/^^\XXX/ |XXX| \XX\ \X/ \XXX/ \X/ /XX/ "\ " \X/ " /" ____ _____ __ __ _ _ ____ __ __ / () \ | () )| |/ /| |_| | / () \ | \/ | /__/\__\|_|\_\|__|\__\|_| |_|/__/\__\|_|\/|_| -------------------- ____ ____ __ __ _ __ __ __ __ ------------------- / () \ (_ (_`\ \/ /| |__| | || \/ | /__/\__\.__)__) |__| |____|\___/ |_|\/|_| _________________________________ | Batman: Arkham Asylum Guide | | Created by: Axel7174 | | FAQ and Walkthrough | | Copyright 2009 Ryne Gardner | |_________________________________| Version History --------------- Version .75 - 8/26/09 - 9/04/09 --First sample of the guide up. A lot to be covered and worked on but I'll be trying to get it all in soon. I had hoped to have the first completed version up already, but it wasn't to be. I just transferred to a new university and I've already been thrust into the work therein so I'm trying to balance college, work, and other things such as this guide. So the walkthrough isn't complete yet and the guide is still missing some sections but I'll be hoping to at least finish the walkthrough over the weekend. Version 1.00 - 9/05/09 --Huzzah! The first completed version is up. In addition to finishing the walkthrough, I made one or two small fixes to what was already there. The bigger change was a quick spell check. That's about it but the other sections should be arriving soon I hope. Version 1.10 - 9/09/09 --Turns out I forgot to officially stamp this guide as "complete" even though I uploaded what was the first complete draft. Oh well, that should be rectified now. In addition to that, I have started adding some of the other sections. I added the Trophy section and the Riddler's Challenge section. You can also find a separate guide dedicated to Riddler's Challenges on the FAQ page. Other than that, there wasn't much beside a slight formatting change with some of the paragraphs and such. Version 1.15 - 9/14/09 --Nothing new now, unfortunately. The remaining stuff isn't quite in the works yet. This was just a few minor fixes, including one fix brought to my attention by a few readers. Table of Contents|------------------------------------------------------------ 1. Introduction................................................. [itro] * About This Guide * Using This Guide 2. Bat Basics................................................... [bb00] * Controls..................................................... [bb01] * Freeflow Combat.............................................. [bb02] * Predator Mode................................................ [bb03] * Detective Work............................................... [bb04] * Gadgets...................................................... [bb05] 3. Walkthrough.................................................. [aawt] * Prologue - A Night of Laughs................................. [aa00] * Chapter 1 - Killers at Large................................. [aa01] * Chapter 2 - Hanging Over Madness............................. [aa02] * Chapter 3 - Hunter and Hunted................................ [aa03] * Chapter 4 - Into the Open Night.............................. [aa04] * Chapter 5 - Wings of a Savior................................ [aa05] * Chapter 6 - A Fearsome Opponent.............................. [aa06] * Chapter 7 - The Dark Nectar.................................. [aa07] * Chapter 8 - Crashing the Party............................... [aa08] * Chapter 9 - Reliving a Nightmare............................. [aa09] * Chapter 10 - A Cut Above..................................... [aa10] * Chapter 11 - Behind Closed Doors............................. [aa11] * Chapter 12 - His Personal Army............................... [aa12] * Chapter 13 - Deliver Us From Evil............................ [aa13] * Chapter 14 - In His Realm.................................... [aa14] * Chapter 15 - A Growing Threat................................ [aa15] * Chapter 16 - Treasure Hunting................................ [aa16] * Chapter 17 - Last Laughs..................................... [aa17] 4. The Riddler's Challenge...................................... [rd00] * Types of Challenges.......................................... [rd01] * Map Locations................................................ [rd02] * Riddle List.................................................. [rd03] * Riddler Trophy List.......................................... [rd04] * Joker Teeth List............................................. [rd05] * Interview Tape List.......................................... [rd06] * Arkham Chronicle List........................................ [rd07] 5. Challenge Mode............................................... [cl00] * Batman Challenges............................................ [cl01] * Joker Challenges............................................. [cl02] 6. Extras....................................................... [ex00] * Bosses....................................................... [ex01] * Trophies..................................................... [ex02] 7. Miscellaneous................................................ [mi00] * Frequently Asked Questions................................... [fak4u] * Credits/Special Thanks * Contact Info * Legal Babble |\/| /`._ | | _.'\ ====/ \=========================================================== / 1 \ Introduction [itro] ==/ .-. .-. \========================================================= |/ \.-. .-./ \| \/ Welcome to this guide for Batman: Arkham Asylum! It is my sincere pleasure to personally welcome you here. I go by the pseudonym Axel and it is my hope that whether you're looking for a ton of help, or just a hint or two, that you find what you need here. About This Guide ---------------- 2009 has been a busy year for me in terms of college, work, and guides. I'm a pretty avid gamer; it's probably my biggest hobby outside of writing. There are three games I've been desperately waiting for. Uncharted 2: Among Thieves and Assassin's Creed II are two of them. The third? Well it's out already. It's Batman: Arkham Asylum! It is without a doubt one of the best games I've played and now I've decided to write a guide for it. Using This Guide ---------------- Navigating around this guide is simple. If you'd rather not scroll for an eternity, the table of contents will help you. Most items in the table have a small code at the end. Use these quickjumps and put them into the ctrl+f function of your web browser and you can quickly jump to a section of the guide. You can also search for important keywords to help you find certain things. If you have questions, please first refer to the Frequently Asked Questions. If your question isn't answered there or you're still confused, feel free to e-mail me. My e-mail can be found in the Contact Info section. Secondly, if you have something to say or contribute, please read the Contact Info section for my personal policy and rules on these things. It's very, very important to me that you read that first. |\/| /`._ | | _.'\ ====/ \=========================================================== / 2 \ Bat Basics [bb00] ==/ .-. .-. \========================================================= |/ \.-. .-./ \| \/ Here we'll go over most of the basics in the game. In particular, we'll be taking a look at the three main gameplay elements that make up this wonderful game. This is here to just serve as a small help or reminder for those who don't feel like looking at their instruction booklets. Controls [bb01] -------- Here's a quick glance at the controls for both the PS3 and 360 versions of the game. ______________________________________________________________ |Action |PS3 Button |360 Button | |--------------------------------------------------------------| |Pause/Unpause |Start |Start | |--------------------------------------------------------------| |Map/Menus |Select |Back | |--------------------------------------------------------------| |Movement |Left Analog Stick |Left Stick | |--------------------------------------------------------------| |Camera movement |Right Analog Stick|Right Stick | |--------------------------------------------------------------| |Select/Change Gadgets |D-Pad |D-Pad | |--------------------------------------------------------------| |Aim Batarang |L1 |Left Button | |--------------------------------------------------------------| |Detective Mode on/off |L2 |Left Trigger | |--------------------------------------------------------------| |Scan |L2 (hold) |Left Trigger (hold)| |--------------------------------------------------------------| |Grapple |R1 |Right Button | |--------------------------------------------------------------| |Crouch |R2 |Right Trigger | |--------------------------------------------------------------| |Center camera |L3 |Left Stick button | |--------------------------------------------------------------| |Zoom |R3 |Right Stick button | |--------------------------------------------------------------| |Run/Glide/Use/Climb |X/Cross |A | |--------------------------------------------------------------| |Evade |X-X (double tap) |A-A (double tap) | |--------------------------------------------------------------| |Strike |Square |X | |--------------------------------------------------------------| |Silent Takedown |Triangle |Y | |--------------------------------------------------------------| |Drop down |Circle |B | '--------------------------------------------------------------' COMBAT ______________________________________________________________ |Action |PS3 Button |360 Button | |--------------------------------------------------------------| |Strike |Square |X | |--------------------------------------------------------------| |Counter |Triangle |Y | |--------------------------------------------------------------| |Stun |Circle |B | |--------------------------------------------------------------| |Redirect |X (double tap) |A (double tap) | |--------------------------------------------------------------| |Quick Batarang |L1 |Left Button | |--------------------------------------------------------------| |Quick Batclaw | |Throw |Square + X |X + A | |--------------------------------------------------------------| |Takedown |Triangle + Circle |Y + B | |--------------------------------------------------------------| |Ground Takedown |R2 + Triangle |Right Trigger + Y | '--------------------------------------------------------------' PREDATOR ______________________________________________________________ |Action |PS3 Button |360 Button | |--------------------------------------------------------------| |Grapple |R1 |Right Button | |--------------------------------------------------------------| |Glide Kick (gargoyle) |Square |X | |--------------------------------------------------------------| |Drop down/Climb |X |A | |--------------------------------------------------------------| |Glide |X (hold) |A (hold) | |--------------------------------------------------------------| |Hang (from gargoyle) |Circle |B | |--------------------------------------------------------------| |Inverted Takedown |Triangle |Y | '--------------------------------------------------------------' Freeflow Combat [bb02] --------------- The game makes use of a simple but difficult to master combat system. Called Freeflow Combat, this fun system allows Batman to effortlessly take on entire hordes of enemies at once. You have three attack buttons: Strike, Counter, and Stun. Strike is the main attack function for Freeflow Combat and the one you'll be doing the most damage with. It's your "aggressor" button. Counter is a bit more defensive but it still accomplishes the same thing. Stun as the name implies, temporarily stuns an enemy in a standing position (not a prone one). Let's look a little closer at the latter two. -Counter- Countering moves is simple in Arkham Asylum. Batman will always be outnumbered. Let's face it, he's just one guy against an army of thugs. To be able to deal appropriately with these odds, Batman makes full use of his martial arts training. When dealing with one enemy, you'll often come under attack by another. In these instances, you'll see the blue lightning bolts (almost like Spider Sense?) appear above their heads. This is your cue to hit the Counter Button (Triangle/Y). It doesn't matter from what angle you're being attacked. All that matters is that you hit the button at that prompt. On Hard, there is no prompt so you have to be careful. Counter is helpful against enemies with weapons because it unarms them. Batman won't use their weapons of course except for a quick hit before he drops them. As you play further through the game, counter opportunities become easier to see, as you often see the thugs who want to hit you running toward you. -Stun- Stun, performed with Circle/B is a move used to temporarily disable your foes. It can help you put an enemy aside for just a little while. It is most useful though against dagger-wielding opponents. These foes are a little more protected than others and can't be hit with normal strikes. Stun helps disorient them so that Batman can go in for the kill with his normal strikes. -Redirect- Besides three offensive moves, you have the ability to escape. Redirect is good for moments when you are totally surrounded. Double tap X/A to leap over an enemy and get behind them. Redirect is necessary to attack enemies that wield stun batons or torches. They cannot be attacked directly with Strike or Stun because it damages Batman, and they cannot be countered. These enemies are vulnerable from behind however. Redirect will help you get into position for an attack. -Throw- When you purchase the move, Throw is a nice attack to use. Batman will pick up an enemy and throw him in whatever direction you point the stick. It's important to note that you have a limited time to "aim" so if you don't pick a direction quickly, you may not be able to throw the enemy where you want. This is good when you're surrounded. You can also throw enemies into electric barriers and other objects. -Takedowns- Besides your Ground Takedown, you can also perform another Takedown during combos. The latter must be purchased from the Upgrades menu. Takedown totally incapacitates an enemy taking them out of the fight and lessening the number Batman has to deal with and easing the burden on you, the player. The combo Takedown (the one that has to be purchased) is very helpful because enemies are not allowed to attack you during the animation. The Ground Takedown leaves Batman vulnerable however. Now, for a little more advanced tips and things to think about to make your Freeflow Combat experiences better ones. -Time to Takedown- While the combo Takedowns let you take out enemies unhindered, the Ground Takedowns do not. Enemies will try to attack during Ground Takedowns. Trying to mix in Takedowns in your combos, especially long combos really boosts your XP or your score in Challenge Mode. Therefore, it's easy to get greedy to attempt Ground Takedowns on your stunned enemies. You need to be able to do it without worrying about the other enemies however. One way is to use Freeflow Combat to go from one enemy to the other until all are down. Freely use a Ground Takedown on one. Another is to look for the next enemy moving to attack. If he has to run toward you, wait for him to start his attack and then immediately use R2 + Triangle to make Batman leap out of the way and toward his victim. Not only do you get your Takedown, you avoid the attack. Learning this technique isn't easy and requires a lot of practice. Enemies tend to follow you some distance preparing and even during their attack so you need to go far out of range. -Mind Your Aim- One of only, if not the only flaw in Freeflow Combat is that it's sometimes difficult to pick the right target. For the most part, using the Left Analog stick to aim your strikes and so forth is simple. Even when enemies are bunched together, the stick helps you be as precise as you need to be. When enemies are in certain positions (one behind another) or so on, especially in the prone stunned position, there are difficulties. You might want to perform a Ground Takedown (see above) on an enemy on the far side of the area, and you point the stick in the right direction, but you end up hitting a different enemy instead. As a result an enemy right near you attacks you (see above again) and your combo is ended. It's difficult to read these situations before they happen. The best thing to do is just ignore the Takedown opportunity and focus on countering attacks and look for another enemy to attack. -Enemies and Weapons- As mentioned earlier, there are some enemies that can't be hurt by normal means. The dagger-wielding enemies can't be struck or countered. Stun works on these guys, allowing you to hit them. Then there are the stun baton/torch wielders. You need to get behind them with Redirect to get to them. These two enemies will display a red lightning bolt image above their heads. This is not a counter prompt, but a dodge prompt. For stun baton/torch guys, consider this a prompt to use Redirect since that is your only real option if they're about to attack. For dagger-wielding enemies however, consider the red lightning bolts your cue to use Stun. You'll also see this prompt when enemies pull metal boxes off the walls and threaten to throw them. The only thing you can do here (besides attacking them first) is to evade by double tapping X. When you build up a combo, you get access to your special moves. The combo Takedown allows you to dispatch an enemy instantly. Save these moves in the situations where you have special enemies like the dagger and stun baton/torch guys. Eliminating them first makes the fight more normal and easier. This is helpful in Challenge Mode. In addition, you will see enemies scrambling to find weapons on the walls in areas. When this happens, you'll hear an alarm go off. That's your cue to stop them. Using Freeflow, try to maintain your combo but aim your attacks toward the enemy who is going for a weapon so that you can stop him. Again, some practice will be required to pull this off flawlessly and still maintain your combo. Besides normal weapons like pipes, they can get guns, which makes stopping them even more imperative. No alarm is tripped for guys who pull metal boxes off the wall so you need to watch out for them. Predator Mode [bb03] ------------- The combat will be interspersed by the more stealthy and just as entertaining Predator moments. Batman is all about striking from the shadows and instilling fear in his enemies. That comes out very well in Predator gameplay. When you come to Predator rooms, you'll have a few enemies, all of which are armed with guns. As you progress further through the game, the number of enemies will increase. Your objective will be to stealthily take them all out, making use of Batman's skills and gadgets. Detective Mode helps you see all the enemies in the area and allows you to plan your attack. It also delivers additional, but ultimately useless information such as your opponent's arsenal, their heart rate, and their condition. Next, there are the gargoyles. Gargoyles are extremely helpful in surveying the area in Detective Mode and staying easily out of sight. Enemies can't see you on the gargoyles and they cannot see you as you are in the process of grappling. If you are spotted, it's because they say you before you initiated your grapple. Predator Mode is all about striking from the shadows and using various methods to dispatch your opponents. There are a wide variety of potential takedowns and stunning attacks that you can unleash on unsuspecting henchmen. Batman's arsenal expands beyond his fists and feet and his supply of gadgets. Let's look at the various Takedowns. -Melee Takedown- This is just a standard series of melee attacks intended to take down an enemy by pummeling them. It's no different than Freeflow Combat strikes, only you are aiming for an opponent that is armed. This Takedown is only recommended in emergencies when you are discovered by a single enemy. -Silent Takedown- One of your most valuable Takedowns. By crouching, Batman can move without making noise. Sneaking up on opponents in this fashion allows you to perform Silent Takedowns. Silent Takedowns will not alert any nearby enemies, unless of course, they see you doing it. When suicide collars are introduced later though, the enemies will be informed by Joker that you've taken someone out, even if it was silent. -Inverted Takedown- Batman can hang from a gargoyle and swoop down and grab an unsuspecting thug and then string him up. Inverted Takedowns, besides being really fun, are one of the many "loud" Takedowns that will alert the other enemies. Be sure to perform them on isolated enemies and also flew from your perch to another gargoyle. If you don't move, the others will discover you. You can also cut down enemies who are strung up by firing a Batarang at the rope. This also alerts the enemies though. To perform an Inverted Takedown, wait until an enemy is walking underneath a Gargoyle and a prompt will appear. You can do this either sitting on the gargoyle or by hanging with Circle. -Glass Ceiling Takedown- In a few areas where there is a glass ceiling in a small room, you can grapple up here and stand on the glass. Should an enemy pass underneath you, a prompt should appear for a Takedown. Batman will smash through the glass and crush the thug. A fun, cool, but also noisy Takedown. Be sure to hide afterwards. -Ledge Takedown- A Ledge Takedown is another fun one to do on enemies standing close to, well... ledges. Whether it's a walkway with a railing, or just a normal ledge. You can grapple up to these and wait. Enemies usually patrol along and peek over the railings. You can perform Ledge Takedowns on these enemies. They don't have to be peeking over the side to do it; just line up correctly with them. -Glide Kick- From a gargoyle or a high ledge you can target enemies and perform a Glide Kick with Square. The Glide Kick is intended for isolated enemies, as it causes some noise. The Glide Kick itself is not a Takedown; it only stuns the enemy. You have to follow it up with a Ground Takedown to finish the job. -Explosive Gel Takedown- Plant Explosive Gel on a wall where an enemy is standing or will pass by. Wait and then trigger the detonation to knock them out instantly. Note that you need to plant the gel on the opposite side of where they will be passing. The idea is that the wall needs to explode outward, toward the victim, so planting it on the other side may result in the enemies being only stunned at best. -Proximity Explosion- With an upgrade to the Explosive Gel, it can automatically detonate when a nearby enemy walks too close. This will usually only stun an enemy, so you'll need to get close and finish him. -Batarangs- Batarangs can disable henchmen for a short while (longer if you buy an upgrade), allowing you to move in for Takedowns. They only stun if you use them on enemies that don't see you (excluding Freeflow Combat). Upgrading to three Batarangs increases the effectiveness. -Sonic Batarang- Normally, the Sonic Batarang is a good way to lure enemies into traps or position for easier Takedowns or to isolate one from the pack. With an upgrade, the Sonic Batarang can be used to take out one enemy. Lure the opponent close and when he goes to inspect the Batarang, detonate it to take him out. -Batclaw Takedown- The Batclaw will normally only stun a thug when you pull them with it. Same goes for the Ultra Batclaw. If you use the Batclaw on an enemy near a railing or near a ledge, you can pull them off for easy Takedowns. -Batclaw Trapdoor- In a few instances where enemies stand above a destructible floor, you can use the Ultra Batclaw to pull on it and with some effort, destroy the floor from under them. This will take out any enemies caught. -Line Launcher Attack- If you use the Line Launcher and aim toward enemies, the momentum will allow Batman to deliver a swift and powerful kick as he's riding to stun an enemy or two. This can also be done to launch Batman through glass to attack a thug. They are only stunned though, so move in for the coup de grace. -WHAT TO DO WHEN YOU'RE SPOTTED- When an enemy sees you, you can flee either by getting far away and hiding behind a structure or some other piece of cover. The main method is to grapple up to a gargoyle and then swing from one gargoyle to another until the enemies can't see you any more. One other method is to jump into a grate and hide in the vents. Detective Work [bb04] -------------- Besides having the martial arts skills of a ninja, the physique of Hercules, and enough gadgets to make any geek wet themselves, Batman is also called the greatest detective. He is good at analyzing and interpreting situations. There are times where using the brain will be more valuable. Detective Mode is one of your most useful tools in Arkham Asylum. The display has some x-ray capabilities, allowing you to spot all hostiles in an area. Unarmed hostiles are in blue and armed hostiles are in red. As noted in the Predator Mode section above, the display gives you information on their weapon, heart rate, and condition. The conditions are as follows: Calm - The target is calm and carrying on normally Nervous - The target is flustered and unnerved. For enemies, they begin to step up patrols and pair up into groups to find Batman Terrified - Enemies are totally spooked and will fire their guns at the slightest noise. When Batman appears in front of Terrified henchmen, they are caught off guard, something that doesn't happen under other conditions. This gives you a moment to strike. Unconscious - The target is incapacitated Deceased - The target is dead. You won't find many deceased enemies. Detective Mode also renders important objects in bright orange. This includes gargoyles, vent covers, and objects like Riddler Trophies and Interview Tapes. It's a very useful tool for when you get stuck. There are also moments where Batman has to find something specific, but doesn't know where to look. In these instances, there will be a "Scanner" mode that automatically starts. The game takes a first person view and you can look for potential clues that can leave a forensic trail. Finding the object in the immediate area will do just that and a trail will appear. Note that the forensic trail will only appear while Detective Mode is on. The amount of trail uncovered will also appear on your map. Gadgets [bb05] ------- As you've no doubt seen, Batman has a slew of gadgets to use. Half of them are Batarang type gadgets. The other half are unique ones that can serve Batman in exploration, in Predator Mode and even in combat. -Batarang- Batman's trademark Batarang is with him from the start. He has an unlimited supply of these babies. You can equip one by holding L1 and this allows you to target specific enemies or other objects. You throw it with R1. You can also initiate a Quick Batarang by just tapping L1 and it will hit the closest or most important target without fail. Batarangs stun enemies that don't seem them coming. In combat, Batman can chain them in his combos to make his fights easier. -Multi Batarang- With an upgrade, you can upgrade to two Batarangs at once. This is treated as a totally separate gadget. With a second upgrade, you can make it three. This is used specifically for taking down more than one thug at once. It's good for picking off targets and going in for Takedowns on a few thugs. It's also very helpful in Freeflow combos. -Remote Control Batarang- The Remote Control Batarang must also be purchased from the Upgrades menu. When thrown the camera follows the Batarang and allows you to control its flight with both sticks. The RC Batarang can still only stun enemies at best, but it allows you to be a bit more strategic. It only has a certain amount of life before you lose control. You can use this time to take out a group of thugs in certain positions. If the RC Batarang crashes into something, you lose control. -Sonic Batarang- One thing I kept asking myself when I was playing was how I could lure enemies out, almost in Metal Gear Solid fashion. In most of the MGS games, you could tap on walls and basically manipulate enemy movement. That idea does live on in the form of Sonic Batarangs. Once suicide collars start appearing, you can buy this from the Upgrade menu. When throw to a floor or wall, it emits a signal that interferes with the suicide collar. An enemy will go over to investigate it. This allows you to isolate enemies and lure them into positions so you can sneak up on them, perform Inverted Takedowns, or just about anything. Sometimes enemies can outsmart you. When you plant a Sonic Batarang with the intention of luring a thug to that exact spot, it might backfire. Sometimes the enemies keep their distance just a bit and shoot the Batarang. It's also good to note that only one enemy will investigate it at a time. With an upgrade, you can make the Sonic Batarang a weapon. When an enemy gets close, target the Sonic Batarang and hit R2 to set off a detonation that will incapacitate the henchman foolish enough to stand there. -Explosive Gel- One of the most helpful inventions, the Explosive Gel allows Batman to break down most of the destructible walls he finds in Detective Mode. Walk up to a wall or a floor that can be destroyed and hit L1 to prepare and R1 to spray. When you are a safe distance away, target it and hit R2 to detonate it. This is a great method of taking down enemies. Besides this, you can also upgrade the Explosive Gel to go off when enemies get too close. You can use this to manipulate enemy movement somewhat. Planting it in a specific location with the intention of getting an enemy to trip it will draw the others over. You can also plant multiple charges and set them off at once or one at a time with an upgrade. -Batclaw- The Batclaw is a nifty item that allows Batman to pull off vent covers on high walls and clear objects out of his way that he can't reach normally. It also lets Batman pull thugs off ledges and in combat it can pull them towards him until they eventually fall over. -Cryptographic Sequencer- This really cool gadget finally allows you do away with those annoying electric barriers and other obstacles. The Sequences targets those electric control boxes that the cables run to. They mostly control electric barriers but other things as well. Getting this gadget is equal to opening up a lot of backtracking possibilities for goodies. At first the Sequencer only works in close range with the control boxes. An upgrade increases its range so that you can be at a farther distance, including the boxes you can't even reach (including ones that are behind the electric barriers instead of outside of them). This is an upgrade you should definitely get as soon as you can if you want to hunt for goodies immediately. The Sequencer works in an interesting way. Once it's found a security control box, you hit R1 to start it up. The display screen appears and there are two thumb pads that Batman uses to find the frequency, and these correspond to the Left and Right Analog sticks. To overload the box, you have to use the sticks and get both of them in two specific positions until it finally blows. There are two signals to use to tell you you're close to cracking it and thus two methods to use. One is by feel. If you have a DualShock 3 controller, it vibrates with certain intensity as you rotate the sticks. Using one stick at a time, rotate around until you decide where it is vibrating the most. Let go and then do this separately for the other stick. When you think you got it, push both sticks in those directions and adjust slightly as necessary. The other more standard method is to rotate both sticks and watch the display screen carefully. As both sticks get closer to the unlocking locations, the screen turns to green. When it is bright green it is about to overload, so hold the sticks in that position to break it. When targeting a box, the outside ring is occupied by some smaller yellow circles. These correspond to the "difficulty" involved in cracking a specific box. The more yellow circles, the more precise you have to be with the sticks, putting them in very, very exact spots. -Line Launcher- The Line Launcher is a very fun gadget used to get across very large gaps or distances that can't be normally traversed. There will be many situations when Batman can't get across a certain area. The Line Launcher comes in handy here. To use it, press L1 and then pay attention to the targeting reticle. If it has a yellow indicator at the top and bottom that means it has room to plant a line both back and forward. Hit R1 to fire it and the lines extend, allowing you to zip-line across a gap or distance. It has a very good range but it is still limited to some degree. It can only be used to go straight forward, not up or down. While zipping, you can hit X to drop down early. The Line Launcher can be aimed toward enemies to cast a line and zip toward them. Batman automatically delivers a powerful kick when he gets close. He can also break through glass by zipping toward it. -Ultra Batclaw- This gadget replaces the old Batclaw. It fires three claws instead of one. It not only makes for a nice weapon against thugs both in Predator and Freeflow Combat situations, but it has one very nice feature. The Ultra Batclaw can stick to those high destructible walls. The walls that look like they need Explosive Gel but Batman simply cannot reach. By hooking on these walls, you can pull on them and eventually pull them down, destroying them. This also makes for a nifty trap in some situations. The Ultra Batclaw can still be used on vents. With three claws now, it takes a lot less effort to pry one off though. |\/| /`._ | | _.'\ ====/ \=========================================================== / 3 \ Walkthrough [aawt] ==/ .-. .-. \========================================================= |/ \.-. .-./ \| \/ Right to the nitty gritty, eh? Here is the walkthrough I've provided for Batman: Arkham Asylum. Here to guide you every step of the way, whether you need a hand all the way through, or just get stuck every now and then. The game doesn't have named chapters so I'll be making up my own names so don't think they're in the game or anything. Since the delineations are not very definite in the game, I'll basically be dividing the walkthrough up into the sections the game does with Story Mode Trophies. Each time you complete a new part of the story, you get a Trophy or Achievement and that's how I'll be setting up the walkthrough parts. Now of a bit more importance, when it comes to all the Riddler's items for his challenges, I debated for a little on how I would do it. I decided to go with something pretty simple. When reading the walkthrough, keep your eyes out for the items like JOKER TEETH, and RIDDLER TROPHIES in all capitals just like that. This way you can make sure you don't miss anything. However, when it comes to actual Riddles I will be putting them down too. This was something I debated for a while too. Ultimately I decided to write them into the main walkthrough (they'll also appear in the Riddler section of course), but I STRONGLY encourage you to figure them out for yourself if you can first. It's more satisfying if you do. This guide is mostly but not totally spoiler free. What happens in cutscenes and so on will not be revealed but you'll see names and some other sections in this guide do spoil things (Trophy/Achievement section for example) but there are spoiler warnings there too. Let's get started... Prologue -------------------------- A NIGHT OF LAUGHS o----------------------o |Riddles: 0 | |Riddler Trophies: 0 | |Interview Tapes: 0 | |Joker Teeth: 0 | |Chronicles: 0 | o------------[aa00]----o After the cutscenes, you'll have control of Batman as he talks to the guard on the right. You can see Joker being strolled deeper into the asylum ahead of you with a heavy escort. Everything seems good. Follow the escort onto the elevator to go down. You'll walk forward into the following corridor where a scan will be performed. There will be a brief delay and then Joker and his escort will get moving again. Keep following. The party will go past some of the cells and some inmates will start cheering. At the end, one of the Arkham staff will request to check on Joker real quick. He happens to be voiced by Steven Jay Blum just FYI and is anyone else started to get sick of this guy? I mean don't get me wrong, great, great voice actor, but he's everywhere now, and a doctor really doesn't strike me as a great role for him. Err, what? Oh right, I'm rambling, sorry. *Ahem* Anyways... After a quick "scare", you'll pass through the door and come to the area where an elevator needs to take Joker down to the holding cells. Problem is, another "patient" is using the elevator and is on his way up. Watch what happens and then get on the elevator when the escort when you are able to. Hm, that was pleasant, wasn't it? As you descend, Joker will continue to talk and then there will be a brief surprise but nothing happens. When the elevator opens, once again walk along with the group until you get a scene. The fun is about to begin. Intensive Treatment - Holding Cells ----------------------------------- After the scene, the game truly begins at last. Joker is free (surprise, surprise) and on the loose. Moreover, he's left a group of thugs for you to face off against. Joy! This will seem extremely familiar for demo players. If you've had some hands-on time with the demo, then hopefully you won't have any trouble here. Even if this is your first time, this isn't really hard at all. The game will guide you anyway with the tutorial prompts at the bottom of the screen. As it says, use Square to Strike enemies. Using it in conjunction with the Left Analog Stick allows you to pick your targets. When you start hitting guys, you also can use the stick to quickly and easily jump from one enemy to the other. This is Freeflow Combat. Try it out and knock down all the thugs. Try to take them down if you can if they are stunned on the ground. Hold R2 and hit Triangle to do this. It'll take practice, but try to put ground Takedowns into your combos to really boost your XP gain. Once you've dealt with the first three, Joker unleashes another batch. Four enemies won't make things any more difficult really. Just try to get better acquainted with the combat system. It might seem tough at first, but it's really easy and Batman is quite mobile in this mode. Practice will make perfect. Also, try out Combat Challenges to hone up on your skills, but for now, let's get to the fighting. The game tells you about the Counter button which is Triangle. Any time you see the blue lightning bolts above an enemy's head, they're about to attack. Hit Triangle at these moments to counter. You can always counter, no matter which way Batman is facing and no matter which way he is being attacked from. As long as you hit the button at that moment, you're in the clear. On Hard difficulty, the blue bolts do not appear so you have to know the dynamics first or else it can be pretty tough. String together a good combo if you can, using Strikes, Counters and a takedown if you can do one. Either way, you should be rewarded with decent XP once you've cleaned all their clocks. Joker runs off and invites Batman to find him. With pleasure... Chapter 1 -------------------------- KILLERS AT LARGE o----------------------o |Riddles: 0 | |Riddler Trophies: 3 | |Interview Tapes: 0 | |Joker Teeth: 5 | |Chronicles: 0 | o------------[aa01]----o You'll get a Character Bio for the Commissioner. We have to follow Joker, but let's not go just yet. You can find something in the area where you fought the thugs. Get acquainted with your map first by hitting Select. You'll be using this a lot. Use this to help get your North, South, East, and West in check. Face south in this area and look to the left wall. Right near the empty cell there is a vent on the wall. Approach it tap X to pull it off. Go inside and find your first RIDDLER TROPHY. Schwing! Getting that also unlocks the Bio for The Riddler. If you look in the top right cell in this area, you can see it smeared with green question marks. Hmm, I wonder whose cell this was? Head up the north ramp, which is where the Joker was. Turn left at the top and enter the office here. You'll hear some strange chattering. Look to the ground and you can see the JOKER TEETH. They're totally harmless, but useful to Batman. Destroying them with Batarangs not only gets you XP, but they are part of the Riddler's many puzzles. Destroy all three in here and then go north down the hallway. Intensive Treatment - Processing Corridor ----------------------------------------- At the corner, you'll find a dead guard and another set of JOKER TEETH. Destroy it and run down the following corridor. You'll turn again inevitably, so follow the hall down until you reach an intersection. Some more of Joker's men decide to greet you. Again, just try to get a feel for the combat system. Try to focus on chaining hits back and forth between both enemies. Learning how easily Batman is capable of just jumping from one enemy to the other while maintaining and building a large combo is the key to success. Also get a feel for the enemy's attacks and learn to counter. Wipe them out and turn left (east) down the next hall. Halfway down will be yet another set of JOKER TEETH. Destroy it and you should unlock the "Intensive Treatment" Challenge. Talk to the guard at the end if you want. You don't have to. Either way, go the complete opposite direction, west, down the hallway. Batman contacts Oracle and let's her know what's up. You get a Character Bio for her. Head through the next door now. Intensive Treatment - Patient Pacification Chamber -------------------------------------------------- Talk to the guys here for the scoop. You'll see Zsasz trying to torture a poor guard. You're warned that Zsasz will kill him if he sees you. As Batman, you need to make sure you're not seen. Sounds easy, right? Let's go. Go past the guards and up the stairs in the following room. On the second floor, talk to either the doctor on the right or the guard ahead for a Bio on Zsasz. Talking to the guard will get you a hint about what to do. You need to turn on Detective Mode (L2). This highlights important items and objects in orange. The gargoyles are highlighted, and they are Batman's best friends. Grapple up to a Gargoyle with R1. This is also something you have to get a feel for but it's really, really simple to learn. Grapple from gargoyle to gargoyle around the room until you get to the one on the far east side, the one directly behind Zsasz. If you've played the demo, you should know this all too well. Wait for Zsasz to stop moving, then perform your Glide Kick with Square. Don't move at all and just wait for him to get uberly knocked out. He's down, but he isn't out. Move over to his body and use R2 + Triangle to perform a Ground Takedown and silence Zsasz. A cutscene starts. You'll get a Character Bio for Harley Quinn afterwards. After talking with Oracle, you need to find a way out of this room. Turn on Detective Mode and take a look around. You'll see how valuable this is to see things highlighted so easily and prominently for you. Whenever you are stuck, turn it on and you often find the answer easily. In any case, there are a few noteworthy things in this room. You'll see a wall in the southeast corner that says it can be destroyed. Unfortunately, you're not equipped for that just yet. Ignore it. Turn right from the wall and go to the southwest corner now. In the southwest corner of the room is a vent. Pull it off and go inside to take the RIDDLER TROPHY. In the opposite corner (northeast), there is another vent. This is the one you need to use to get out of this room. Enter it and follow the vent all the way through. Surprised, demo players? I was too. This vent doesn't lead to the same room it did in the demo. Very clever. As you are winding through the vent you will see a RIDDLER TROPHY. This one is like impossible to miss; it's right in front of your face as you near the end of the vent. Turn right from the trophy and tap X to kick the vent cover off. A guard ahead of you will run through the door. Drop down now and you'll be back in a previous area. Chapter 2 -------------------------- HANGING OVER MADNESS o----------------------o |Riddles: 0 | |Riddler Trophies: 1 | |Interview Tapes: 0 | |Joker Teeth: 3 | |Chronicles: 0 | o------------[aa02]----o Intensive Treatment - Processing Corridor ----------------------------------------- You have no choice but to follow that guard. If you turn around and attempt to go in the other direction, the electric fence kicks on and Harley just taunts you. Bitch... Follow the guard through the door and you'll see three more JOKER TEETH. Take them all out and then turn the corner. Intensive Treatment - Decontamination ------------------------------------- You'll see the guard watching through the window as his friends in the follow room are being gassed by Joker's infamous toxin. The door on the left is locked |
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