Batman: Arkham Asylum Walkthrough :
This walkthrough for Batman: Arkham Asylum [Playstation 3] has been posted at 07 May 2010 by bowman007 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up bowman007 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****************************************************************************** Batman: Arkham Asylum (PS3 Version) A FAQ/Walkthrough by CyricZ Version 1.4 E-mail: cyricz42 at yahoo.com ****************************************************************************** 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Display 3C. Gadgets and Upgrades 3D. Exploration Tips 3E. Combat Tips & Enemies 3F. Predator Tips 4. Story Walkthrough 4A. Part One - Joker's Wild (Intensive Treatment) 4B. Part Two - House & Garden (Arkham Island) 4C. Part Three - Paging the Crime Doctor (Medical Facility) 4D. Part Four - Growing Pains (Medical Facility II) 4E. Part Five - I Am The Night (Caves) 4F. Part Six - The Forgotten (Arkham Mansion) 4G. Part Seven - Harley's Holiday (Penitentiary) 4H. Part Eight - Chemistry (Botanical Gardens) 4I. Part Nine - Never Fear (Intensive Treatment II) 4J. Part Ten - The Underdwellers (Caves II) 4K. Part Eleven - Pretty Poison (Botanical Gardens II) 4L. Part Twelve - It's Never Too Late (Collection Roundup) 4M. Finale - The Last Laugh 5. Riddler Challenges 5A. Types of Riddles 5B. Intensive Treatment 5C. Arkham Island 5D. Medical Facility 5E. Arkham Mansion 5F. Penitentiary 5G. Caves 5H. Botanical Gardens 6. Challenge Mode 6A. Combat Challenges 6B. Predator Challenges 6C. Joker Challenges 6D. DLC Challenges *UPDATED* 7. Trophies 8. Standard Guide Stuff 8A. Legal 8B. E-mail Guidelines 8C. Credits 8D. Version Updates 8E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Welcome, citizens of Gotham, to the greatest riot on serious Earth! This is my guide to Batman: Arkham Asylum, action adventure game from Eidos and Rocksteady Studios, concerning one long night for the Caped Crusader as he finds himself trapped on Arkham Island with little but a veritable mob of slavering bad guys ready to tear him apart, including some of his greatest nemeses, all lead by the Joker himself. In this guide, you'll find a walkthrough for making your way through the game's story, a section on dealing with the secondary Riddler Challenges you will encounter throughout the game, and some notes on the Challenge Maps you can play as an aside to the game to test your skills. Enjoy! ****************************************************************************** 2. FAQ ****************************************************************************** Q: What is Batman: Arkham Asylum? A: An action adventure game for the 360, PS3, and PC, starring Batman going up against his greatest foes, them having taken over the facility on Arkham. Q: What part of the Batman continuity does this connect to? The comics? The animated series? A: None. The word above states that this game is intended to be entirely self-sufficient as far as continuity is concerned, relating directly to nothing, and in passing to pretty much everything. Q: What is the ESRB rating of this game? A: This game is rated T for Teen with the added content descriptors of Alcohol and Tobacco Reference, Blood, Mild Language, Suggestive Themes, and Violence. Q: Do some of these voices sound familiar to you? A: Of course. Batman is played by Kevin Conroy. Joker is played by Mark Hamill, and Harley Quinn is played by Arleen Sorkin. All three of these actors played said roles in the animated series. To round out connections to the animated series, the story of this game was penned by writer Paul Dini, who did considerable work with the DC Animated Universe in its latter days. Q: How do I find Dr. Young's formula in Arkham Mansion? A: You need to go to the northwest part of Arkham Mansion. Once you deal with all the objectives there, you'll find a fingerprint trail, which will lead you to the library in the southeast corner. It's not enough just to go to the library first. Q: How do I get back into Intensive Treatment? A: Once you leave IT, you cannot return until you get the Line Launcher tool. At that point, you'll have to return for story purposes anyway. Q: I can't get to an area because there are plants. Am I stuck? A: Once you defeat the source of the plants, you'll be able to return to those places. Q: I can't get back into the Caves because electric fields came up in the Pressure Control Junction. How do I remove them? A: After getting rid of all the plants, you can go through the south end of the room to find the box to crack. Q: I'm missing some Joker Teeth in the Mansion! Where are they? A: Most likely they're in the Warden's Office. Just outside the office itself is an open area above that you can grapple up to. There's no reason to go here, normally, so it stands to reason that these are easily missed. Q: Does this game have multiplayer? A: No. The entire experience is single-player. Online connectivity is used for leaderboards and downloading content. Q: How do I get the Joker Challenge Maps, "Scarecrow Nightmare" and "Crime Alley" DLC? A: You had to have pre-ordered via Gamestop to get the "Dem Bones" Challenge Map. You had to have bought the Collector's Edition to get "Crime Alley", and you need to buy the PS3 version to play as the Joker. As of now, this is all that's available, but it may change. Stay posted to your favorite gaming news site. ****************************************************************************** 3. BASICS ****************************************************************************** ============== 3A. Controls = ============== Basic Movement - Left Thumbstick: Move Batman in any direction relevant to the camera. Right Thumbstick: Move the camera behind Batman. R2 Button: Crouch, presenting a smaller profile. X Button: Basically a main movement modifier: While moving: Hold to run. Double tap to perform an evasive roll. At a gap: Run at it to jump over. Near a ledge: Press to climb up to it or over it. Near a corner: Use with R2 to crouch near it. In the air: Hold down to spread out your cape and glide. Circle Button: Drop down from a ledge. R3 Button: A zoomed first-person view, useful for seeing distant things. L3 Button: Center the camera behind Batman. R1 Button: Use Batman's Grapple Gun. Can only be used if you have a ledge above you that you can grapple to (will have a circle marked with an "R1"). Start Button: Pause game and access Options Menu. Select Button: Pause game and access Map Menu. Combat Controls - Square Button: Let loose with a solid Bat-punch. The main form of attack. Triangle Button: One of two things: If an enemy near you has a blue "lightning bolt" marker around his head, you will perform a counter move. If in sneaking mode, you can use this in certain contexts to perform a takedown manuever. Also in direct combat, use this both Triangle and R2 to perform a takedown on a prone enemy. Circle Button: Perform a Cape Stun move. X Button: Double tap while moving towards an enemy to vault over them, otherwise you'll roll as normal. L1 Button: Tap quickly to throw a Batarang at an enemy. Item Controls - L2 Button: Tap to engage Detective Mode. More is explained in Exploration Tips. Hold down and you'll perform an "Environmental Analysis", which is mostly involved with finding Riddler Challenges. Directional Pad: Select a gadget to use. There are a total of eight Gadgets in the game, not counting replacements and upgrades, one for each of the eight directions. L1 Button: Ready active gadget. The nearest viable target will be highlighted if an option. R1 Button: Use active gadget. More info is in "Gadgets and Upgrades". Motion Sensitive Controls - These only apply if you turn Motion Sensor Controls in the options (which I have yet to do). If you turn them on, you can use the SIXAXIS to adjust how you glide, how a Remote-Control Batarang flies, and to shake off certain enemies that grab you. =================== 3B. Menus/Display = =================== Main Menu Once you press Start, you'll be prompted to create a profile. Once you do so, you'll be taken to the early options screen where you can check Brightness and set Subtitles or not. After that, you'll select your difficulty level, then begin the game. NOTE ON DIFFICULTY: Difficulty determines how hard enemies hit, as well as how much you recover in damage from XP (less on higher difficulties), and how alert enemies are during predator sequences. Lastly, on Hard, enemies will not get icons above their heads as they attack. After you start, you can Quit at any time and you'll go to the Main Menu, where you'll have the following options: Continue Story: Return to the game from your last checkpoint. Challenge Mode: Access the Challenges for Combat and Predator tasks (see Section 6) Downloadable Content: Access extra Challenge Maps downloaded online. Character Bios: View bios on famous Batman faces, including those introduced in this game. Character Trophies: View 3D models of in-game characters. Options: Access the Options Menu below. --- Pause Menu Whenever you press Start during gameplay, you'll pull up this menu: Resume: Get back to the action. Restart from Checkpoint: Load your last checkpoint. Restart Challenge: Begin the Challenge again (only available in Challenge Mode) Game Options/Audio Options/Controller Configuration: See below. Quit: Go back to the Main Menu. You will only have data saved from your last checkpoint. --- Options Menu These can be accessed from the Main Menu or the Pause Menu: Game Options: - Invert Look: Reverses the y-axis on the camera. - Invert Rotation: Reverses the x-axis on the camera. - Invert Flight: Reverses the axes on your gliding. - Camera Assist: If turned on, the camera will adjust when Batman is walking or crouching. - Brightness: Adjust the screen brightness. - Motion Sensor Function: Turn on to enable SIXAXIS controls (see Controls above). Audio Options: - Subtitles: Turn on to see captions of spoken word. - Volumes: Set volume for SFX, music, and dialogue. Controller Configuration: Here you can see the controls as they are set, as well as cycle through two different types (which mostly change up the functions of L1/L2 and R1/R2 respectively). --- Map Menu Press Select during gameplay to access this menu. New parts are added to it as you progress through the game. Map & Objectives: Use the left stick to move around the map and the L2/R2 buttons to zoom. You can also use the square button to center on Batman, and the X button while viewing the grounds to examine a building's map, as well as using the Circle button to return to the view of the grounds. Waynetech: This opens when you get enough experience for an upgrade. Access this menu and you'll be allowed to spend the upgrade on an improvement for yourself. Not all upgrades are available at once. Some only appear once you buy a prerequisite upgrade and others will only appear once you've progress to a certain point in the game. The upgrades are explained in detail below. Riddler's Challenges: This opens once you get your first call from the Riddler in Intensive Treatment. Each area in the game has its own grid of challenges you'll see on this screen, and as you find the challenges, they will be ticked off on the grid. Much more info is in the Riddler Challenges section. Character Bios: Basically the same list that you find in the Main Menu. Once you unlock a new Bio (usually through meeting the person or finding a secret related to them), you can press Select shortly after to look at the bio right away. ========================== 3C. Gadgets and Upgrades = ========================== First, a list of all Batman's wonderful toys: Batarang - - Batman has this weapon from the beginning. - This is Batman's primary distance weapon. It can be used to stun enemies, break cables, hit power boxes from long-range, or shatter Joker Teeth. - Hold L1 to ready a Batarang. Use the right stick to aim the reticle at your intended target, then press R1 to throw. - Also, a quick tap of L1 will toss a Batarang at your nearest target. Useful for a quick move during combat. - An enemy struck with a Batarang will be stunned for a few moments, but only if they're unware of you. If an enemy is aware of you, Batarangs will only knock them back for just a moment, or may be dodged entirely. The exception to this is the Combo Batarang, which is described in its section in Upgrades. - The Batarang can be powered up with both Combo Batarang and Batarang Power. Multi-Batarang - - Both the Twin and Triple Batarang need to be bought through upgrades. - Simply put, this is a multi-shot Batarang which you can use to hit multiple enemies. - Hold L1 to ready your Batarangs. Use the right stick to aim the reticles at your targets, then press R1 to throw. Your targets must be relatively close to each other to all be in the same throw. - For all intents and purposes, they act the same as a single Batarang, including receiving more power through the same Batarang upgrades. - There is a cool-down time once you use this. You'll be able to use them again in about five seconds. Remote Control Batarang - - This weapon must be bought through an upgrade. - This is a special Batarang that can be steered in mid-flight. - Hold L1 to ready the Batarang. Use the right stick to aim the reticle at your intended target, then press R1 to throw. - Once the Batarang is in the air, use the right stick to steer it. - While this can be unwieldy to use. With practice, you can hit multiple targets. - There is a cool-down time once you use this. You'll be able to use them again in about ten seconds. Sonic Batarang - - This weapon must be bought through an upgrade. It can only be bought once you learn about the "suicide collars" in Arkham Mansion. - This is a high-tech Batarang that emits a sonic pulse. - Hold L1 to ready the Batarang. Use the right stick to aim the reticle at your intended target, then press R1 to throw. - Once the Batarang sticks to its target, it will emit a sonic pulse that responds to the collars placed on inmates. This will cause an inmate to come and investigate the noise. - There is a cool-down time once you use this. You'll be able to use them again in about a minute. - By purchasing the Sonic Shock Batarang, you can add a function to electrocute the enemy that approaches the Batarang. Press R2 once the enemy gets close to release the shock. Once you do this, though, you cannot throw another Sonic Batarang. - Also, if an enemy shoots a Sonic Batarang to cause it to release its shock early, it will be the same as if you detonated it, and you won't be able to use it again. Explosive Gel - - This weapon is found in the Batmobile after you leave Intensive Treatment. - Use this to lay a dose of gel that you can detonate, causing an explosion. - Hold L1 to ready the dispenser, then press R1 to lay down a dose. Once you do so, hold L1 and press R2 to detonate. - If standing near a wall, you'll lay the dose on the wall, otherwise you'll lay it on the floor. - Place gel on a structurally weak wall or floor to destroy it. - If an enemy is on gel when it detonates, they'll be stunned. - If gel is used to explode a wall, any enemies hit will be knocked out. - You can only lay three doses of gel at a time. - The Gel can be upgraded, both with Multiple Frequency and Auto Proximity. Batclaw - - This weapon is found in the Batcave following your fight with Bane. - The claw attachment allows your grapple to grab and pull obstacles. - Hold L1 to ready the claw and use the right stick to aim. Press R1 to fire. - Attach the claw to an enemy to drag them. If they get dragged over a ledge, they will be knocked out. Otherwise, they will stumble towards you for a couple of seconds. - Attach the claw to a wall-suspended vent to drag it off its housing. - You can also rapid-fire the Batclaw by double-tapping R2. It will attach to the nearest target. Cryptographic Sequencer - - Batman starts using this tool once you find Warden Sharp in the Penitentiary. - This device is used by Batman to short-out boxes that power energy fields and similar devices. - Hold L1 to bring up the device, find a box you can use it on with the right stick, and press R1 to begin cracking. - To crack the box, you'll need to point both thumbsticks in the correct direction and hold them there for a couple of seconds. You'll know you're getting closer when the oscillating wave increases in amplitude. Once the screen of the sequencer turns green, you've found the spot. - Certain targets are more difficult than others. The difficulty determines how precise you have to be on the direction on each thumbstick. - The sequencer can be upgraded, both in Range and Power. Line Launcher - - Batman calls in the Batwing to take this tool after defeating the twin set of Titans in the Botanical Gardens. - This tool is used to cross horizontal expanses. - Hold L1 to ready the device. Look at the reticle to see if there's a yellow bar above and below it. If both are there, then you have attach points for both ends and can fire the device with R1. While travelling, you can press X at any time to detach and drop to the floor. - If there are enemies in your way, you'll plow through them. You can also use this to break through windows. Ultra Batclaw - - Batman assembles this device once he returns to the Batcave after escaping Killer Croc. - This tool is an upgrade to the Batclaw. - Hold L1 to ready the claw and use the right stick to aim. Press R1 to fire. - In addition to everything the regular Batclaw can do, it can also pull down structurally weak walls. Use this on walls that you can't reach with your Explosive Gel. - Since this claw has three wires, you can pull three enemies towards you at once. This is automatically attempted with the "Quick Batclaw" manuever. --- And now, the upgrades that can be purchased when you earn enough experience. Experience is earned from doing pretty much anything: fighting bad guys, solving Riddler Challenges, just about anything that's "something" will get you a few points, so don't worry too much about farming them. 1st, 2nd Upgrade: 2000 XP 3rd Upgrade: 2500 XP 4th Upgrade: 3000 XP 5th Upgrade: 3500 XP 6th Upgrade: 4000 XP 7th Upgrade: 4500 XP All Upgrades Thereafter: 5000 XP Special Combo Throw - - This is a combat upgrade. - It's available from the first upgrade you get. - After chaining together a combo of x8, press X and square together to pick up an enemy. Use the left stick to aim your throw. - Any enemy thrown off a ledge will be knocked out. Otherwise, the throw causes damage to the one thrown and any enemy knocked down in its path. - Once you use this move, you'll need to earn another x8, either in the same combo or another, before you can use it again. Special Combo Takedown - - This is a combat upgrade. - It's available once you unlock the Special Combo Throw. - After chaining together a combo of x8, press triangle and circle to grab the nearest enemy and knock them unconscious. - Once you use this move, you'll need to earn another x8, either in the same combo or another, before you can use it again. Special Combo Boost - - This is a combat upgrade. - It's available after you unlock the Special Combo Takedown. - This will allow you to use the two aforementioned special moves after a combo of x5 instead of x8. Combo Batarang - - This is a combat upgrade. - It's available from the first upgrade you get. - With this, you will now be able to chain batarang throws within a combo. The combo must have progressed to at least x3 to work. - Furthermore, if you have the Twin or Triple Batarang, you will throw that many batarangs when you perform the move. Critical Combo Strikes - - This is a combat upgrade. - It's available from the first upgrade you get. - With this active, you can perform Critical Strikes. To do this, you need to be within a combo of at least x3. Press Square once just after connecting with an enemy, aim at any enemy in your fight, and you will jump to that enemy for a powerful strike. You can do this from a surprisingly far distance away. - Not only will this cause the most damage of any attack short of a takedown, but also add 2 to your combo instead of the usual 1. Inverted Takedown - - This is a predator upgrade. In fact, THE predator upgrade. - It's available from the first upgrade you get. - When perched on a gargoyle, wait for an enemy to walk beneath you, then press Triangle when an enemy is beneath it to swoop down and grab them. This incapacitates the enemy, but will also call any enemies in the area to your position, although they generally will only see their friend, not you. - You must be actually looking at your prey with the camera for this to be allowed. If you want, you can also use Circle to hang beneath the gargoyle before pressing Triangle. This will allow you to get a better view of the area below you and give you a better line of sight on your target. Armor Upgrade V1 - Armor Upgrade V2 - Armor Upgrade V3 - Armor Upgrade V4 - - These are health upgrades. - Quite simply, purchase these to extend your health meter. - These must be bought in sequence. The first is available at the first upgrade you get. Batarang Power - - This is a Batarang upgrade. - It's available from the first upgrade you get. - With this active, a Batarang will stun an enemy for longer after it connects. Twin Batarang - - This is a Batarang upgrade. - It's available from the first upgrade you get. - This activates the Multi-Batarang gadget. See its entry above for more info. Triple Batarang - - This is a Batarang upgrade. - It's available once you unlock Twin Batarang. - This adds another Batarang to the Multi-Batarang gadget. See its entry above for more info. Remote Control Batarang - - This is a Batarang upgrade. - It's available from the first upgrade you get. - This activates the Remote Control Batarang gadget. See its entry above for more info. Sonic Batarang - - This is a Batarang upgrade. - It's available from the first time you see a suicide collar in Arkham Mansion. - This activates the Sonic Batarang gadget. See its entry above for more info. Sonic Shock Batarang - - This is a Batarang upgrade. - This adds the shock capability to the Sonic Batarang. See its entry above for more info. Multiple Frequency Detonator - - This is a tool upgrade. - It becomes available once you rescue Dr. Young the first time. - With this, if you have lain multiple doses of explosive gel, you can pick which one to detonate. - Press R3 to zoom and look at the dose you wish to explode, then press R2 to detonate it. Make sure you're zooming, otherwise, you'll just set off all the gel you've lain. Auto Proximity Detonator - - This is a tool upgrade. - It becomes available once you find the Explosive Gel. - With this, if an enemy walks across a dose of explosive gel, the gel will automatically explode, stunning them. Cryptographic Range Amplifier - - This is a tool upgrade. - With this, you can stand further back from electric wall boxes to hack into them with the sequencer. - This upgrade is actually essential for getting to certain Riddler Challenge items. Cryptographic Power Amplifier - - This is a tool upgrade. - With this, hacking into electric wall boxes will be a lot easier. The zone in which you can hack the box using each thumbstick will increase in size. ====================== 3D. Exploration Tips = ====================== Whenever you enter a new area, take the time to pull up Detective Mode and peruse the area. Firstly, look for enemies (you will get a pop-up on any hostiles in the area, armed or unarmed). Once that's taken care of, note any other object that's highlighted: weak walls, vent covers, etc. Anything that can improve your way of getting around the place or allow you to get one-up on enemies or to find secrets. I can't think of a better place to do this except here, but a note about falling. You cannot "die" due to falling. If you fall a long distance, Batman will automatically glide for a second to slow his fall before you hit. If you fall into water, Batman will automatically swim back to the nearest bit of land. However, if you fall into a "bottomless" gap or into a gas-filled area, you will slow down and get a prompt to press R1 to "escape", where Batman will grapple to an earlier point. Look up. Sounds kinda obvious, but don't forget that the concept of high ledges doesn't mean much to a guy with a grapple. Check for high points that you can grapple to, which may result in new ways of moving you hadn't considered before. A lot of the game's exploration is when you're looking for Riddler Challenges, so keep an eye open for crawl spaces that might hide Trophies, as well as any area that just looks odd or that stands out. It could be an answer to one of the riddles. Don't be discouraged if you can't access a particular area or item. While the game sometimes takes efforts to block off old areas so you can move forward, by the end of the game (and you'll know when that time is), you'll have the whole island open to you. =========================== 3E. Combat Tips & Enemies = =========================== First, about health. Your health meter is in the upper-left corner of the screen, and is reduced when you're struck or shot or whatever by an enemy. If it empties, your journey is (naturally) over and you're given a prompt to retry or quit (as well as a taunt by one of your foes). Retrying will return you to your last checkpoint. As for restoring health, health automatically increases when you gain experience, which is most often done when you find a secret or defeat enemies. Enemy experience is only applied to your score AFTER you finish a fight, so don't expect to regain health in the middle of combat. Higher difficulty means you regain less health after a fight. Combat is based around a freeflow style, similar to games like the latter two Prince of Persia games in the Sands of Time trilogy. The game has a sort of "smart sense" about aiming properly at bad guys. All you really have to do is move in the general direction of a nearby enemy and press one of the attack buttons and you'll use that attack on them. Your combo is an important aspect of fighting. As long as you can string attacks together without missing or walking away after a second, your combo will increase. This means more experience so you can buy upgrades quicker, and it means more points in Challenge Mode. Also, there are certain powerful special attacks you can upgrade to that require you to have a good running combo. As for the type of attacks you can use while you fight: Strike: Naturally, the most basic type of attack. Pound and pound some more on the bad guys. Most enemies are woefully weak at defense, so most of the time, you shouldn't have to worry about your attacks being blocked or countered. That said, relying solely on striking won't keep you going forever, as enemies can get the drop on you, which leads us to... Counter: When you see the blue lightning bolt about an enemy's head, he's about to land a blow on you. No more than one enemy will be attacking you at any one time, so there's no need to use a direction input: just press Triangle and you'll grab the bad guy and "discourage" him from continuing his attack. In theory, one could consider doing a battle with nothing but counters, if it weren't for the fact that enemies seem to attack in a pattern that lies juuust outside your combo time range. Sometimes you can use a strike instead of a counter when an enemy has the "icon" above his head, but don't rely on it; it's much safer to use the counter. NOTE: On Hard difficulty, you will NOT see counter icons of any type. You have to watch the enemy movements. Fortunately, this isn't all that difficult. Just watch for the one that's charging towards you. Cape Stun: This is a move where Batman spins his cape in front of him, stunning any close enemies in the immediate area for a couple of seconds. Yes, it can work on multiple enemies if they're close. There are some enemies where it's more or less a requirement to use this, whom I'll identify below. Evade/Vault: This is when you perform an evasive roll, by double-tapping X. It looks like a normal dive roll if you're not aiming at anyone, but if you perform it in the direction of an enemy, you'll spring off them, leaving them a ways behind you. This is required for certain enemies, and pretty useful if you wish to step away from a thick melee to single enemies out more. Also, your combo will be maintained, unless you perform two dive rolls at once. Furthermore, during Titan fights, you will be invincible while performing a vault, even if a Titan is charging through you. Ground Takedown: If you've got an enemy on the ground, this will finish them. Unfortunately, this can be interrupted, so if you're in the middle of a scuffle, taking time out on one guy is not advised. Special Moves: The Throw and Takedown are both moves that *almost* completely halt the action so you can finish your little flair, so use them as much as possible to get a couple seconds breather, but be prepared to launch right back into the thick of it. Of course, don't forget you have to A) unlock them, and B) get up to a high enough combo to use them. I say almost because certain particular things can disrupt you, such as an enemy throwing a heavy box, a Titan charging, or someone with a gun. Batarang: Don't forget that you can use these during combat. If you get a moment where nobody's close enough to hit for whatever reason, tap L1 to toss a quick shot at anyone nearby. It's not something I'd recommend for a close fight, just because you might get popped in the process. Furthermore, if you come upon a group that has one or two armed henchmen, definitely use a Batarang on the armed ones to knock their guns away. If you have the Combo Batarang upgrade, you can then chain batarangs into your combo without missing a step. If you have Twin or Triple Batarang, you'll throw that many. During combos, Batarangs will always score a knockdown, levelling the playing field. Batclaw: Y'know, I completely forgot about this in my first play through, but they did make a quick-use function for this for a reason (double tap R2). Use it to make one enemy (or three enemies if you have the Ultra) stumble to set them up for an attack. It does take a second to use, though, so make sure you have a little breathing room so you're not interrupted by someone launching an attack. Other Tools: Try to avoid using the rest of your stuff during combat. The other Batarangs, the Explosive Gel, and the Line Launcher are all things that work better against enemies when they don't know you're there, yet, and setting them up to use takes precious time --- Here are a list of the standard enemies you'll be facing: Henchman: The basic type of henchman focuses on getting close to you to punch you. That's about it, really. Their strength, naturally, comes in numbers, which is when you need to be careful. Furthermore, once you progress through the game, they get faster, and you have less of a window to counter their attacks, so focus more on countering if you see the icon. Pipe Henchman: This is simply a henchman who picked up a pipe, giving him more reach and more damage potential. A solid hit can knock the pipe from his hands, turning him again into a normal henchman, but be wary, for anyone can pick up dropped weapons. That said, anyone who is going for a dropped weapon is quite vulnerable to attack. Wall Mountings: After a certain point in the game, enemies might go for heavy objects bolted to the walls. They'll take a few seconds to yank them from their housing, then throw them at you. Once the object is thrown, you cannot block, strike, or whatever to these objects, only dodge. You'll know that an enemy has a heavy item ready to throw when they get a red "counter icon" above their heads. You can stop the henchman from getting the item, though, so consider making them a priority for a solid strike or batarang while they're grabbing for the object or holding it over their heads. Gun Henchman: This will be more fully discussed in the next section, but suffice to say that an enemy with a gun is EXTREMELY dangerous. Batman's not completely bulletproof, and a hail of bullets will turn him into lunchmeat, even on Easy. On Hard, all it takes is a few stray bullets and you're pushing up Bat-daisies. If you come upon a group with armed henchmen, make them priority one. A decent strategy is throwing Batarangs before they spot you to knock the guns from their hands. Furthermore, there are points in the game that involve Gun Cabinets. Enemies will go to these cabinets and spend several seconds trying to get a weapon (much like Wall Mountings). The difference here is that an alarm will go off as they try to do so, meaning you better get over to them before they're armed. Oh, and a dropped gun can be picked up by another enemy, but this is actually kinda rare, I've found. Knife Henchman: These guys are easily recognized by their orange jumpsuits. As advertised, they carry knives, and are actually quite adept at combat. Simple strikes will be blocked if they're ready, and you cannot counter them normally (a red counter icon will appear instead of blue). The way the game wants you to take them out is to use a Cape Stun. At this point, they're vulnerable to strikes until they snap out of it. It's hardly the ONLY means to get rid of them, of course. Batarangs, the Batclaw, and any special moves, will work on them just fine. It's just strikes and counters that are out. Also, they will recover quickly if you try to vault over them. As a note, they cannot drop their knives, so you can never disarm them until they're out, but at least no one else can pick up their weapons. Stun Baton Henchman: This is probably the most difficult henchman to face. The electric prod they carry can shock you right out of a combo and heavily damage you. Strikes and counters don't work. A Cape Stun will stun them, but you can't follow up with a strike. The method preferred by the game is for you to vault over them by double-tapping X in their direction. They'll be facing away from you for a moment, open to attack. Batarang and special moves also work, so try to make sure these guys get priority for those moves. However, do not try the Batclaw, as they'll stumble straight into you with their baton out in front. As a final note, they CAN drop their baton, and it CAN be picked up by others, so be wary. Lunatic Inmate: About halfway through the game, you'll come upon these madmen. They're human, but unlike any human fighter you've met. When they see you, they charge, screaming bloody murder, and latch onto your throat, draining health, requiring you to hammer on the X button to shake them off. The good news is that they have exceedingly low stamina. One strike, one counter, one Batarang, and they're on the ground, where you can finish them with a Ground Takedown. Plant Pod: Late in the game, you'll find these lying around the Asylum. As you approach, they pulse red, then release between one and three floating spores which will fly at you and damage you. The good news is that these things are easy to disable. Simply walk right up to them and press X to destroy their core. It's just a matter of getting to them so they don't see you as a threat, or just quickly before they shoot a spore. If they do release spores, you can use batarangs to blast them first. =================== 3F. Predator Tips = =================== THIS is the meat and potatoes of this game. If you watch the making-of featurettes, you'll note that they specifically wanted this to be called the "predator" aspect of the game, rather than "stealth". They felt that calling it "stealth" implied that the player would be afraid of the enemies, and Batman doesn't get afraid of his enemies, he makes them afraid of HIM. So, in addition to the game's Predator Challenges, you'll have several instances in the story where you're in a room (usually of considerable size) that is populated by armed guards. Yes, their bullets are very dangerous to you, but you're Batman, for cryin' out loud. Your objective in these situations is to maintain your invisibility and pick off your enemies one by one, causing as much fear as is necessary (and fun). The first and foremost tip of preying on your enemies is Detective Mode. You'll want to have it on more often than not, as you can see through walls, so no matter where you are in the room, you can see where they are and what they're doing. This may seem like an unfair advantage, but let me remind you that they have GUNS. Speaking of guns, actually, I want to make one more note about what your enemies will be armed with. Some have submachineguns, and some have shotguns. For your purposes, which of these two shouldn't make a difference, since either can make a real mess of you. One type you do need to watch for is the sniper rifle. At a certain point in the game, they'll be populating the guard towers on the Arkham grounds. With DMode on, you can see their laser sights. Their shots REALLY hurt, so be extra careful. Try to move towards them when they're not looking in your direction, and don't do anything that would draw attention to you. Finally, at a point in the game (and in all the Predator Challenges), enemies will be wearing security collars. These are meant to monitor their health in the facility, but Joker re-engineered them so they let anyone in the vicinity know if the wearer has been knocked out. At that point, any time you knock someone out, the others will know in about ten or so seconds. They'll rush to their comrade, which can be a problem, but it can be useful if you're trying to herd enemies. --- How Not To Be Seen This is essential due to the fact that you don't stand a chance once they get a proper bead on you. You'll probably want to crouch (R2) at all times while sneaking around. You'd be surprised how many chest-high fences and barriers there are in Arkham, basically making you completely invisible to someone on the other side. Of course, putting any kind of wall between you and the enemy makes you hidden. Vents are also a good way to stay unseen. Floor vents are marked by odd- looking grates (and a command prompt for how to enter them), and wall vents you should recognize quickly after a little bit of play. Be warned, however, that these are not foolproof, and enemies can sometimes see in open wall vents. Also, if there's a downed enemy nearby, they will peer through floor vents to try to find you. Height is also a good thing to separate you from your enemies. I've found that if you're a level above an enemy, even if there's no obstruction, that they *generally* can't see you. Speaking of height, I'll finally bring up probably one of your best structural advantages, the gargoyles. If you're on a gargoyle positioned high on the wall, you're effectively invisible. This makes a great location to survey the area, track enemy movements, take a breather, or from which to launch an attack. As you start to get used to preying on enemies, you'll find gargoyles will get a lot of use, and certainly you should use them, but I'd suggest not letting your other stalking skills go to pot, because gargoyles aren't in every area. So all this is well and good, but you'll probably be seen more than once in your adventures. If you're spotted, enemies will yell. Any that have a direct line of sight will shoot, and all others will try to get to a firing position as quickly as possible. At this point, abandon stealth and just try to get out of there. The most popular way is to grapple up to a gargoyle. From there, grapple between a few gargoyles. The bad guys will lose track of you eventually. While popular and simple to pull off, you will be in the open while you zip around, so odds are you'll take a hit or two. To that end, consider alternative escape means. While enemies can track you to vents, they can't follow you in, so that's a ready-made means of escape. Also, if you're spotted by only one enemy, consider letting loose with a Batarang to stun them. It will take him a few moments to regain his composure, and for other enemies to converge, giving you a few precious seconds to beat a retreat. --- Taking Them Out So, you've successfully made yourself invisible to the enemy and now wish to unleash your righteous Bat-fury on them. Happily, you have many varied means of doing so. Actually, if you need ideas, go play the Predator Challenges, since the medals require you to extinguish enemies in a creative manner that you may not have known about. Silent Takedowns are by far the simplest and safest means of removing an enemy. Simply sneak up behind an enemy and press Triangle. You'll drop them like a bad habit with no noise. Of course, it's a problem if you're SEEN, but you wouldn't do something foolish like that, would you? There are also a few variations on the normal Silent Takedown. One is the Ledge Takedown. Hang from a ledge, and when the enemy passes above you, you'll have the option of pressing Triangle for a quick takedown. This makes noise, though, so take care in using it. Another is the Corner Takedown. Crouch near a corner and press X to press up against it. If an enemy passes near your corner, you can press Triangle to send them to dreamland. Also, available for unlocking in the upgrades is the Inverted Takedown. While perched on a gargoyle, wait for an enemy to pass under you and press Triangle (it may help to press Circle to hang, since you have to be looking at your prey for it to work, which is easier to do underneath the gargoyle). With this, you swoop down and snatch the enemy, then hang him from the gargoyle on a rope. Of course, he screams during this, alerting his comrades, but you're still in a position where you can't be seen, so all you've done is moved them from their positions. Also, while someone's hanging from a gargoyle, you can't use that gargoyle again for the Inverted Takedown. While silent methods are safest, you're quite allowed to be a little more rough in your techniques, provided you think you can get away fast enough. There are a few methods for doing this. For one, simply swoop down on an enemy from a higher vantage point. Land on them and they'll be stunned on the ground for a few moments, open to a Ground Takedown. This is easier to do from a gargoyle, as you'll have a button prompt (Square) to perform a Glide Kick, whereby you'll aim right for them and knock them over (Ground Takedown afterwards). Only thing about the Glide Kick is that it requires your enemy to be a certain distance from you, but not too far. You'll know you can do it if you see a blue bat insignia hovering over your foe. Lastly, if you're feeling brave or stupid, you can still just rush up and punch them to pieces. You'll almost definitely take damage, but it does work, so I thought I'd mention it. --- Those Wonderful Toys Yes, while unarmed takedowns are quite satisfying, almost equally fun is using weapons or tools to help in the struggle. Batarang: Quite useful actually. Any enemy hit is stunned. Use before you sneak in for the takedown, or to deter anyone getting too close, or as a distraction. Multi-Batarangs can be used for clusters of enemies once you unlock them. I haven't played much with the RC Batarang, but given its unwieldy nature, I can't imagine it'd be too useful for preying. Sonic Batarang: Once you unlock this, you've got a ready-made decoy. When it blips, one (thick) guard will come to investigate, abandoning his patrol and anyone he's travelling with. Excellent for getting one dope alone. Furthermore, with the "Sonic Shock" upgrade, you'll be able to detonate the Batarang by pressing R2 and the guard who investigates it will be knocked out. Yes, that's a free long-range knockout. The only problem is you can only do it once per Predator event. Also, if an enemy spots the SB and shoots it, it's the same as if you detonated it. Explosive Gel: Be wary, because laying down a dose takes time. However, this can be used in two ways. If you detonate gel when a foe walks across it (or have the Proximity upgrade), they'll be stunned and ready for a takedown. If you lay it down against a wall (or a ceiling) and explode it in the enemy's direction, that's an instant KO. Look for weak walls in every situation. It's very handy. Oh, but it's loud, and will attract attention, of course. Batclaw: I rarely remember to use this, but say an enemy is standing on an upper floor next to a ledge and you're some distance away. Well, all you have to do is fire your Batclaw at the guy and you'll drag him over the edge, to a knockout below. He'll scream and call his buds, but hey, it's sure cool-looking. Line Launcher: Not something I'd use frequently, but barrelling across a wire and bowling over a bad guy does seem kinda satisfying. Also, consider using it to quickly travel from one edge of the room to the other, as long as you can do it without being spotted. ****************************************************************************** 4. STORY WALKTHROUGH ****************************************************************************** As we begin, I'll make a couple of notes here. First, I'll refer to compass directions more than once throughout the walkthrough. Assume that north is at the top of the map when viewing any map. Yes, this is despite the fact that some maps reorient the structure once you're inside as opposed to outside. (Actually, the game doesn't seem to care much. Look at the entrance to Arkham Manor on the west side, and then clearly referring to a West and East Wing while inside, with the entrance now at the south end.) The second point is that I'm integrating Riddle Challenges into the walkthrough. Whenever you see a double space indent followed by a *TITLE* like so, that's an extra you don't need to do, but since all RCs are worth experience, I highly recommend it, particularly on Hard where you need all the upgrades you can get. ============================= 4A. Part One - Joker's Wild = ============================= == Intensive Treatment == Intensive Treatment Lobby - To begin, simply follow the Joker and watch for command prompts so you can get familiar with the controls. Listen to Mark Hamill's flawless performance as you walk through the halls, ride elevators and whatnot. Holding Cells - Your first fight starts immediately. Take out the three enemies here, and the next round of four. Utilize simple strikes, counters, and ground takedowns. Once all are kaput, you'll exchange words with the Joker for a bit, and he'll open the electric gates ahead. *RIDDLER TROPHY* - Open the vent near where Commissioner Gordon is. *JOKER TEETH* - There are three in the office north of cells. Use a Batarang on each. Processing Corridor - *JOKER TEETH* - There's a set right in front of you, and another near the henchmen further down the hallway. Proceed down this hallway and you'll happen on two more henchmen. After they're toast, head to the left and speak to Eddie Burlow. He'll tell you to move down back the other way. You'll automatically speak to Oracle, and then you can head through the door at the end of the hallway. Patient Pacification Chamber - Talk to Zach Franklin and he'll mention that Mr. Zsasz has a guard in an electric chair. Instead of walking directly towards him, go through the door nearby and up the stairs. Go all the way through the room until you reach the area above where Zsasz is. You'll be prompted to use Detective Mode and the Grapple to reach the gargoyles above you. Do so. Once you're close enough to Zsasz, you'll see a blue bat above him and the prompt to go for a |
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