Batman: Arkham Asylum Walkthrough :
This walkthrough for Batman: Arkham Asylum [XBOX 360] has been posted at 25 Aug 2010 by xxxvincentxxx and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up xxxvincentxxx and share this with your freinds. And most important we have 5 other walkthroughs for Batman: Arkham Asylum, read them all!
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Walkthrough - FAQ/Walkthrough___ ___ _,-' ,' `. `-._ _,-' / \ `-._ ,-' | |\ /| | `-. ,'______ \ | \__/ | / __ `. ,' | ___ \ `._ | | _,' \ | \ | |. / | |___) | / \~~--._____/_ __ \_____,--~~'/ /\ \ | \ | | \ / | ___ < / /\ \ |___ ___|| \ / | / /__\ \ | |\ \ | | \ / | |___) | / /__\ \ | | | \ / | / ______ \| | \ \| | \ | _,--'~~~--._| / ______ \ | | | |\ \ / /| | / / \_\,'-~`~~-'._ | |,' `./ \ \ | | | | \ \/ / | |/ / ,' `.| \ ___\_\ | | | | \ / | |_/__ / |,-' `-|_| | | \/ _,-' `-.| `-. | | ,-' `.| | ,' \ |/ \/ A R K H A M A S Y L U M ============================================================================== BATMAN: ARKHAM ASYLUM FAQ/Walkthrough Copyright (c)2009-2010 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 05/03/10 Version: 1.1 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. 1] - Version History.................................. [0100] 2] - Controls......................................... [0200] 3] - Walkthrough...................................... [0300] 3.01] Intensive Treatment...................... [0301] 3.02] Arkham Island............................ [0302] 3.03] Medical Facility......................... [0303] 3.04] Arkham Island............................ [0304] 3.05] Caves.................................... [0305] 3.06] Arkham Island............................ [0306] 3.07] Arkham Mansion........................... [0307] 3.08] Arkham Island............................ [0308] 3.09] Penitentiary............................. [0309] 3.10] Arkham Island............................ [0310] 3.11] Botanical Gardens........................ [0311] 3.12] Arkham Island............................ [0312] 3.13] Arkham Mansion........................... [0313] 3.14] Arkham Island............................ [0314] 3.15] Intensive Treatment...................... [0315] 3.16] Caves.................................... [0316] 3.17] Arkham Island............................ [0317] 3.18] Botanical Gardens........................ [0318] 3.19] Arkham Island............................ [0319] 3.20] Botanical Gardens........................ [0320] 3.21] Intensive Treatment...................... [0321] 3.22] Medical Facility......................... [0322] 3.23] Arkham Mansion........................... [0323] 3.24] Arkham Island............................ [0324] 3.25] Penitentiary............................. [0325] 4] - Bosses........................................... [0400] 5] - Character Bios................................... [0500] 6] - The Riddler's Challenge.......................... [0600] 6.01] Intensive Treatment...................... [0601] 6.02] Arkham East.............................. [0602] 6.03] Arkham North............................. [0603] 6.04] Arkham West.............................. [0604] 6.05] Medical Facility......................... [0605] 6.06] Caves.................................... [0606] 6.07] Arkham Mansion........................... [0607] 6.08] Penitentiary............................. [0608] 6.09] Botanical Gardens........................ [0609] 7] - Upgrades......................................... [0700] 8] - Achievements..................................... [0800] 9] - Thanks/Credits................................... [0900] ______________________________________________________________________________ 1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #45 ------------------- Version 1.0 (08/28/09) - I wanted to get this thing onto the site before the weekend. The walkthrough is up to the Penitentiary. I move back to school on Sunday, meaning that I have a long week ahead of me. I wanted to get as much done before then because I'm not sure how much free time I will have then. Only time will tell. Version 1.1 (10/19/09) - Finally finished this sucker. School has been very fun... and very time consuming. On top of that, my roommate ended up saving over my file so I had to restart the entire game. Sorry for the delay. ______________________________________________________________________________ 2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | Select Gadget | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera, Zoom (Click) | |-----------------------------|----------------------------------------------| | Start | Pause | |-----------------------------|----------------------------------------------| | Back | WayneTech | |-----------------------------|----------------------------------------------| | X Button | Attack | |-----------------------------|----------------------------------------------| | Y Button | Counter | |-----------------------------|----------------------------------------------| | A Button | Run (Hold), Dodge (Double Tap) | |-----------------------------|----------------------------------------------| | B Button | Cape Stun | |-----------------------------|----------------------------------------------| | Right Trigger | Crouch, Use Gadget | |-----------------------------|----------------------------------------------| | Left Trigger | Aim Gadget | |-----------------------------|----------------------------------------------| | Right Bumper | Grapple | |-----------------------------|----------------------------------------------| | Left Bumper | Activate Detective Mode | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ 3] WALKTHROUGH [0300] ______________________________________________________________________________ NOTE: This walkthrough is based on the Normal difficulty. ============================================================================== 3.01] INTENSIVE TREATMENT [0301] ============================================================================== Intensive Treatment Lobby ------------------------------------------------------------------------------ The beginning serves as an interactive movie of sorts. As the opening credits roll on, follow the prison guards as they wheel the Joker throughout Arkham Asylum's Intensive Treatment Center. Soak in the immersive, but chilling atmosphere and the incredible game script as you slowly move through the rooms leading to the Holding Cells. Holding Cells ------------------------------------------------------------------------------ As if anyone would actually be surprised with the outcome, The Joker breaks free thanks to Harley Quinn and sicks some thugs on Batman. This battle serves as a tutorial, as button prompts will appear onscreen to help guide you through the ambush. For the first wave of thugs, use X to strike with your fists of fury. Take note of the freeflow combat and how smooth it is to operate. Don't worry if you get cracked in the mouth a few times; just keep swinging. During the second wave of thugs, you can use Y to counter. When jagged lines appear above an enemy's head, press Y to counter the enemy's attack and send them reeling. With the foes defeated, the Joker opens the force field ahead of you. Tempting, I know. It's our only choice, so what else are we to do? Before leaving, there is a ventilation shaft we can enter back near the entrance of the Holding Cells. Pry open the gate and squeeze inside with the Right Trigger to find the RIDDLER TROPHY at the end. There are some Joker Teeth toys chattering inside the room past the now- defunct force field. Use the Left Trigger to aim and destroy the JOKER TEETH (3) with your Batarang. Enter the Processing Corridor. Processing Corridor ------------------------------------------------------------------------------ There isn't much here aside from a few more Joker Teeth and a very noisy alarm system. Destroy the JOKER TEETH (4) directly in front of you and proceed forward towards the intersection. Two inmates jump you, looking for a fight. C'mon, you're freaking Batman! Show them who's boss, then look to your left. Smash the JOKER TEETH (5) and talk with Eddie Burlow. After totally shutting him down, go to the right as Batman contacts Oracle. Ughhh, it's like Gears of War all over again! Walk through the door. Patient Pacification Chamber ------------------------------------------------------------------------------ Speak with Zach Franklin to learn of the current situation. We'll have to use a bit of stealth to deal with Zsasz. Head up to the balcony and talk to the guards to form a game plan. You will now be allowed to use Detective Mode. Tap the Left Bumper for the screen to turn blue. All humans are viewed as a bright blue skeleton, allowing you to spot enemies and allies alike through walls and other obstacles. Interactive objects are colored orange, such as the gargoyles lining the upper wall. Grapple to the nearest one, then make your way to the back end of the room. Once positioned behind Zsasz, tap X to perform a Glide Kick. Zsasz is down, but not out: quickly hold the Right Trigger and press Y to perform a swift Ground Takedown to incapacitate the psychopath and free the guard. Harley Quinn radios in with a tiny message: the inmates are now running the asylum. With the exits sealed, enter Detective Mode to easily spot the two ventilation shafts in the room. The one near the entrance to the Patient Pacification Chamber holds a RIDDLER TROPHY, while the other is the way out of here. Go through the vent, coming across another RIDDLER TROPHY in a small nook, to reach the other end. Kick open the gate and drop down into the Processing Corridor. Processing Corridor ------------------------------------------------------------------------------ Looks like Eddie Burlow opened the door just in time. Follow him through into Decontamination. Decontamination ------------------------------------------------------------------------------ First off, destroy the three JOKER TEETH (8) right under your nose. The two of you are sealed away from the main room by a large door, though it's probably for your own good as the room is filled with the Joker's toxin gas. Look above you as the Right Bumper appears onscreen, meaning you can grapple to an object on the ceiling. Do so to reach the top of the shaft. Open the air duct and go on through to reach the main section of the room. Rescue the guard in front of you that's clinging for his life. Jump across the gap to the next platform. Grapple up to the guard in distress and help Steve up. The guard informs Batman of a control panel needed in order to turn off the flow of toxic gas. Jump and glide (hold A) to the next ledge. An inmate is also hanging off the ledge here. Like I said before, you are Batman. He's one of those "softy crime fighters". Help up the thug, then bash his face in. Facing the thug's unconscious body, activate Detective Mode and look to the left to find the control panel in the office below. Aim and toss a Batarang at the panel to clear the room of the deadly gas. Drop down to the floor and search the area for a trio of JOKER TEETH (11). Before exiting the Decontamination room, comb the area's perimeter to find a grating on the floor that gives Batman access to a small air duct. Open it and drop in to locate another RIDDLER TROPHY. Leave via the southern exit. Transfer Loop ------------------------------------------------------------------------------ You will be greeted by two convicts soon after entering the Transfer Loop. Quickly dispatch them, then follow the green arrows lining the floor. Before reaching the far end of the corridor, destroy the two JOKER TEETH (13), because a cutscene will begin once you reach the entrance to the Secure Treatment Transfer. Secure Treatment Transfer ------------------------------------------------------------------------------ Time for a boss battle! Already? You bet! =-=-=-=-=-=-=-=-=-=- BOSS: Venom Henchman =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Venom Henchman is nothing but a simpleton. The big lug tends to think with his mutated fists and wants nothing more than to beat you into a bloody pulp. Fortunately for you, the Venom Henchman doesn't think before he acts which gives you a great advantage in this fight. The boss has three attacks. His most common and distinct is his charge attack. He will roar before kicking up his feet and running full-force at Batman. As the game notifies you at the start of the battle, double tap A to dodge from side to side. The Venom Henchman can also toss dead bodies at you (how pleasant) and create a shockwave which again, can both be avoided by dodging. In order to defeat this boss, you must first stun him with your Batarang. But not at any given moment: you have to incapacitate the Venom Henchman as he is bulldozing towards you. Right when you see him begin the charge attack, aim at his nasty mug and toss your Batarang. Dodge the boss as he blindly charges you and he will slam into a wall. Strike the Venom Henchman several times before he regains his composure. All in all, you will have to bait the Venom Henchman into crashing into a wall four times. Once the fourth time comes 'round the boss will be good as done. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Joker escapes to Extreme Isolation, leaving Batman in the dust. A guard calls you into a small side room; before you follow him inside, enter an identical room on the opposite side of the Secure Treatment Transfer to find a RIDDLER TROPHY. Speak with the guard to jumpstart another scene. -> NEW PRIMARY OBJECTIVE Rescue Commissioner Gordon -> NEW OBJECTIVE Locate and analyze the Holding Cells for evidence Well, we've got some objectives here! There's nothing to do here, so backtrack to the Transfer Loop. Transfer Loop ------------------------------------------------------------------------------ The western end of the Transfer Loop is now accessible. There are no goodies to be found, so hurry back to the Holding Cells. Note that on your map, the objective is marked by a "!", making it a bit easier to figure out where to go throughout the game. There are two convicts guarding the door to the Holding Cells. Try using your Batarang to stun them before going in for the kill. Holding Cells ------------------------------------------------------------------------------ -> NEW OBJECTIVE Scan the crime scene area to isolate a forensic trail Enter the side room to find yourself at your very first crime scene. When in a crime scene, entering Detective Mode puts you in a first-person view of your surroundings. Important objects and clues will be highlighted and the crime scene itself will be encased in a bright orange border. Anything inside the lines is fair game. Search the ground to find a flask. Scan the crime scene area to isolate a forensic trail - COMPLETED -> NEW OBJECTIVE Track Gordon's movements by following Boles' whiskey trail With Detective Mode still on, step outside the office and head back to Transfer Loop. Transfer Loop ------------------------------------------------------------------------------ You should be able to spot faint clouds floating in the air - remnants of Boles' whiskey. Go south through the Transfer Loop while following the traces of alcohol. Before continuing through the door into Secure Transit, smash the JOKER TEETH (16) and listen to the phone call. Secure Transit ------------------------------------------------------------------------------ Walk forward for a scene. Talk to Henry Smith, then follow the left side of the room past the crashed elevator. Ascend the staircase to enter an office containing an INTERVIEW TAPE. Return to the asylum guard and grapple to the platform above him. Grapple once more above you, then jump across to the ledge. Shimmy across to the right and pull yourself up into the vent. Continue your climb as the Joker gives you a little audio feed to keep you entertained. Continue until you reach a low wall in which you can crouch underneath. Ignore the ventilation shaft on your left and move forward. Jump up to the ledge and shimmy all the way around. Walk forward, then to the left. Once at a seemingly dead end, look above to find a grapple point high in the air. This leads to a small corridor. When the game notifies you of an Environmental Scan, zoom in on the strange markings on the wall and hold down the Left Bumper to discover a CHRONICLE OF ARKHAM. Go to the right and grapple to an enemy-filled area. Defeat the small band of vigilantes here. All the doors here are locked tight, so our only option is through the air duct. Cell Block Transfer ------------------------------------------------------------------------------ The guards in this area are armed and deadly. Turn on Detective Mode. Notice how armed goons are now highlighted red instead of blue? It really helps differentiate between thugs with guns and thugs that are unarmed. Introducing yourself in front of convicts with guns may not be a great idea, so we are better off taking a different approach. Grapple up to the gargoyle above you, then continue along the chain of gargoyles until you are behind all three foes. Drop down silently by tapping A, then crouch behind the nearest thug. Execute a Silent Takedown on the unsuspecting punk, then do the same with the next. When it comes to the third, you can either finish him silently or chuck a Batarang at his noggin. Whatever works. Go south, then hug the right wall to find a staircase leading up to an office. Defeat the inmate speaking with the Joker and break into the vent. Intensive Treatment Lobby ------------------------------------------------------------------------------ There are three armed guards here. Lets see... what is the best way to take these chumps down? For starters, open the vent in front of you and wait for the thug to turn his back before creeping up and using a Silent Takedown on him. Enter Detective Mode to scout out the area. The second thug is on a catwalk nearby. Grapple up to a gargoyle above and wait for him to enter the building in the center. Once he does, drop down to the catwalk, follow him inside, and snuff him out. There are removable floorboards in this building that you can slip into if you get caught and have to escape a firefight. The third and final baddie is standing by his lonesome. Fly up to one of the gargoyles and use a Glide Kick to take him down. How tough was that? Not too bad, though Joker decides to sick another trio of (agitated) inmates on you. Quickly retreat to the ceiling and wait for the thugs to split up. Since they don't move in a set pattern and quite frankly, just move around a lot, your best bet is to isolate them and use Glide Kicks to knock them out. Glide Kick, Ground Takedown, grapple to safety, rinse and repeat. Make sure to pick up the INTERVIEW TAPE inside the central building before heading to where the last three goons came from. Climb the ladder and destroy the three JOKER TEETH (19), then move forward to discover the end of the whiskey trail. He got what he deserved. Track Gordon's movements by following Boles' whiskey trail - COMPLETED Batman's radio gets intercepted by The Riddler, who gives you the first of his many obnoxious riddles: "Don't cut yourself on this sharply observed portrait." Turn back towards the main section of the room and as you walk back towards the ladder, look to the left at the large portrait of Warden Sharp. Get it? Scan the picture to complete the riddle. There is another riddle here in the Intensive Treatment Lobby if you wish to put your detective skills to the test. However, from now on, I will only cover The Riddler's infamous riddles in Section 6. Talk to the nice (but creepy looking) guard who opens the door for Batman. -> NEW OBJECTIVE Escape from Intensive Treatment to the island surface Go down the stairs past the guard and open the big metal door. Utility Corridor ------------------------------------------------------------------------------ The room is empty and rather straightforward, so nothing of note here. There is a riddle you can solve here, as it pops up as soon as you enter the room. That will happen from now on every time you enter an area with a riddle inside. Go through the locker room and open the door at the end. Crawl through the vent until you reach a cave. Walk through and grapple over the high wall to reach Arkham Island. Escape from Intensive Treatment to the island surface - COMPLETED ============================================================================== 3.02] ARKHAM ISLAND [0302] ============================================================================== Arkham East ------------------------------------------------------------------------------ Glide down the cliffside towards the arched gate below and talk to the two guards. Joker will radio in over the intercom system and orders the inmates to obliterate the Batmobile. There is a Riddler Trophy on the south end of Arkham East. To reach there, make a right at the arched gate past the statue of Warden Sharp. The RIDDLER TROPHY is lying on a dock overlooking the water. Return to the statue and speak with Louie Green at his post. Time to explore a bit! Grapple on top of the small building next to Green, then up to the guard tower. Oracle will radio you in and give you your objective. -> NEW OBJECTIVE Protect the Batmobile Despite our mission, there's no need to hurry. There are a few collectibles here that we can pick up before heading off to the Batmobile. There is an INTERVIEW TAPE on the desk here in the guard tower. Enter the cemetery to the right of the Botanical Gardens. There are two trophies here: one RIDDLER TROPHY is on the far north end in a tall patch of grass while the other is in the grave keeper's house in the dead center (no pun intended) of the cemetery. Pass by the Botanical Gardens entrance and grapple up to the watchtower nearby. From here, grapple onto the roof to find yet another RIDDLER TROPHY. Well, that's all for now. Walk to the west side and go through the door. There is an ambulance placed right in front of you, which turns out to be a good thing since there are two armed thugs on the other side. Go around the right side of the ambulance and grapple to the top of the wall. Drop down behind the thugs and execute a Silent Takedown to both of 'em. Arkham North ------------------------------------------------------------------------------ There is a handful of thugs literally punching and kicking your car. Since they aren't armed, sprint towards 'em and button mash like hell (like me) to finish off the crew. Protect the Batmobile - COMPLETED Take the Explosive Gel out from the trunk of your Batmobile (which is pretty dinged up, even though only like two of the thugs had bats and the rest were just foolin' around). We'll be testing this stuff out a bit later. -> NEW OBJECTIVE Scan the Batmobile crime scene area to isolate a forensic trail Enter Detective Mode and scan the area around the Batmobile. You will find Gordon's pipe near the car. Scan it for a few seconds to get a clue. Scan the Batmobile crime scene area to isolate a forensic trail - COMPLETED -> NEW OBJECTIVE Locate Gordon by tracking his discarded tobacco If you're a diligent collector, now would be a good time to put Gordon on hold and search Arkham North for some goodies. Gordon can wait! It's not like he's in any real danger... >_> First things first, grapple onto the Intensive Treatment roof to find a RIDDLER TROPHY. If you follow the tobacco trail west, you should find a section of the roof in which you can grapple onto. To the right of the Batmobile is a weakened piece of the ground that can be destroyed with your Explosive Gel. In order to use the gel, you must stand directly over the area you want to destroy. In this case, flip on Detective Mode and stand on the glowing area. Spray the gel, then back away. Hold the Left Trigger, then hit the Right Bumper to detonate it. Collect the RIDDLER TROPHY left in the wake of the explosion. Also check out the top of one of the guard posts. The roof can be bombed, allowing you to enter the building and grab the SECRETS MAP, which pinpoints The Riddler's collectible items on your map. From your location, climb up the guard tower to find not only an INTERVIEW TAPE, but a dead officer as well! Oh, that should probably be the other way around. Ah well... Grapple onto the roof above you to find a RIDDLER TROPHY. From here, shoot over to the adjacent guard tower and pull yourself onto the roof. Look north and glide onto the plateau. The RIDDLER TROPHY is in the dead center. There is an abandoned building on the northwest end of Arkham North. Go inside and search the ground level to find a RIDDLER TROPHY in a corner. Not too hard to find. If you grapple up to a high ledge, you will also be able to find a CHRONICLE OF ARKHAM. There is a door on the second floor of the ruined building, but it serves no purpose now. Okey dokey, we have a couple more things to snag and then we'll be all set. Return to the entrance to Arkham North we went through. To the left of the entrance, up against the Intensive Treatment building, is a locked gate. However, we can bypass it by climbing over the stone wall. Once on the other side, proceed forward towards a cave entrance. Pass through and grapple up to the ledge. Scan the CHRONICLE OF ARKHAM nearby. You can continue further to reach a door which leads to a small cave. Go inside and when you reach a circular chamber, activate Detective Mode. Blast open the weakened wall with your Explosive Gel to discover a RIDDLER TROPHY. Exit the cave, then look above the cave entrance at the cliff wall. Grapple up to the grapple point and sidle along until you can pull yourself up. There is a RIDDLER TROPHY at the end up against some steel bars. You'll notice another trophy on the other side of the bars; it's so close, but we cannot reach it. Phew! Make your way back to the Batmobile and get back on track. Enter Detective Mode and begin following Gordon's tobacco. It leads straight to a locked door, though if you look to the right you can find a portion of the wall that can be destroyed using Explosive Gel. Open the door at the end. Arkham West ------------------------------------------------------------------------------ Walk forward through the small passage to reach the bulk of Arkham West. As the doors open and close behind you, turn around towards the door. Grapple up to the ledge above the door to find a well-placed RIDDLER TROPHY. Fall down and walk forward towards the two goons near the entrance to the Penitentiary. Knock their socks off, then continue following the trail. It eventually leads to you the entrance to the Medical Facility, where six thugs are waiting for you. Test out the freeflow combat system a bit more (especially if you purchased any combat upgrades) on them. Destroy the JOKER TEETH (3) near the bodies. The tobacco trail leads inside the Medical Facility, but like before, there are some goods we can find here. Put Gordon on hold one more time. Grapple onto the roof of the Medical Facility and head to the right. Go around the far end (the south end when looking at your map) to find a RIDDLER TROPHY. Drop back down to the ground. Continue near the boathouse near the Medical Facility. Inside is an INTERVIEW TAPE while a RIDDLER TROPHY rests on the rooftop. Near the docks is an ambulance that certainly isn't in working condition anymore. There is a destructible wall near the ambulance which is easier to locate when standing on top of the downed vehicle. Grapple up to the wall, detonate it, and scan the CHRONICLE OF ARKHAM inside. Go underneath the watchtower to find a RIDDLER TROPHY inside a bush, then return to the entrance to Arkham West. Next to the door is a small waterfall. Drop down to the bottom of the waterfall to find a small grove, where another RIDDLER TROPHY lies. Alrighty, time to follow the tobacco trail once again. Enter the door leading to the Medical Foyer. Medical Foyer ------------------------------------------------------------------------------ Your journey is cut short almost instantly, as the foyer is blocked off by a security gate. After Harley is done mocking you, exit the building. Arkham West ------------------------------------------------------------------------------ -> NEW OBJECTIVE Find an alternate route into the Medical Facility Once outside, grapple onto the rooftop once more. Go to the left and follow the roof's edge with Detective Mode on. Eventually you should find a weakened portion of the roof on the northern end of the facility. Use Explosive Gel to open up a passage for yourself. Find an alternate route into the Medical Facility - COMPLETED Open the door to enter the Medical Facility. ============================================================================== 3.03] MEDICAL FACILITY [0303] ============================================================================== Maintenance Access ------------------------------------------------------------------------------ Climb over the fence and drop down on the other side. To the left is a Riddler Trophy behind a metal grate. We'll get to that in a second. Pry the gate off of the ventilation shaft and crawl through. When you eventually reach a fork, go right to reach the RIDDLER TROPHY. Return to the intersection and go the only other route. You will drop down a duct into a small passage. Enter the next ventilation shaft to the Sanatorium. Sanatorium ------------------------------------------------------------------------------ As you move throughout the duct, Batman will hear the distant cries of a female doctor. You can go either right or left here, both ending up on either side of the Sanatorium. Since you will have to defeat the five armed baddies here, the choice is yours. There are many destructible walls down below which can not only be used to create shortcuts, but also incapacitate thugs if they are close enough to the blast. While some prefer the old "Glide Kick, then retreat" scenario, this method may turn out to be much more productive. Some of the enemies stand in a set location next to the weakened structures. One is on the right side of the room; from the vents, make a right and drop down into the side room. Spray the gel onto the wall, then grapple up to the gargoyle above you. Retreat to the safety of the vents and detonate the gel to take down one foe while keeping your location under wraps. One down, four to go. The remaining convicts will be sweating bullets and are alert now, meaning you will have to be very careful. There is a breakable ceiling in the northeast corner of the room if you wish to set another exploding trap, though the chances of a thug walking there are slim. Maneuver across the gargoyles and vents while you wait for the crew to split up. Using Glide Kicks may be tricky, since you would have to kick him, perform a Ground Takedown, and escape all before anyone else opens fire on you. It's best to perch on a gargoyle and tap A to silently drop down next to an unsuspecting enemy in order to use a Silent Takedown. Once the coast is clear, it's time to meet up with the doctors. -> NEW OBJECTIVE Locate and rescue Dr. Young -> NEW OBJECTIVE Locate and rescue Dr. Kellerman -> NEW OBJECTIVE Locate and rescue Dr. Chen Like always, finding cool items is way more important than saving lives, so we're going to explore the Sanatorium a lil' bit. Drop down to the bottom floor of the Sanatorium. After destroying the three JOKER TEETH (3), search the northeast cavity for a vent. On the far end is a RIDDLER TROPHY inside a small shaft. There's a tricky Chronicle of Arkham here in the Sanatorium. Drop to the bottom floor and head to the west end. You should find a prison filled with skeletons. Just past the prison are some floor panels you can open up. Do so, then go south. When you enter first-person mode, open the floor panels above you to enter a secret room containing the CHRONICLE OF ARKHAM. Finally, you can find an INTERVIEW TAPE in the northeast corner of the main floor. Bomb the ceiling with your Explosive Gel, swoop in, and snag it off of the table. Time for a little detour. Don't worry, it's for a good cause! On the main level, take the double doors at the south end. Medical Foyer ------------------------------------------------------------------------------ The foyer is pretty big, but all you need to do is proceed to the south end where Harley Quinn was residing earlier. Pick up the INTERVIEW TAPE from the table. With that finished, you can return to the Sanatorium. Sanatorium ------------------------------------------------------------------------------ That's a wrap! Time to get back to work. On the ground level, exit through the northern door. Upper Corridor ------------------------------------------------------------------------------ As far as I know, it doesn't really matter whom you choose to save first, but I am going with Dr. Young since she is first listed. With that said, follow the yellow line on the floor to the X-Ray Room. When you pass the first plastic curtain, look up to the left to spot a vent. Grapple up to it and search the cavity to find a RIDDLER TROPHY. Exit and resume following the yellow trail. There are three unarmed hostiles near the entrance to the X-Ray Room. Before knocking them out, listen to their silly gossip. Finish the trio off, then continue into the X-Ray Room. X-Ray Room ------------------------------------------------------------------------------ Dr. Young is cornered in a small room by five armed inmates. There is no way you can take them out head on without risking the doc's life. If a foe even spots you, he'll kill Young. There are two weak walls here surrounding the room that need to be sprayed with gel. Make sure that when you go around the room, duck underneath the room and subsequent window so you aren't spotted. Once the weakened walls are tagged with Explosive Gel, set 'em off to kill all five thugs. Locate and rescue Dr. Young - COMPLETED Speak with the doctor to fill her in on the situation. Don't forget to grab the RIDDLER TROPHY on the top of the room Young is in. Upper Corridor ------------------------------------------------------------------------------ A giant wrapped present will present itself (oh I'm a riot) in the Upper Corridor. Break it open with a Batarang, then destroy the JOKER TEETH (6) that emerge. Return to the entrance of the Upper Corridor and follow the blue path to Patient Observation. Dispose of the two thugs before going through the double doors. Patient Observation ------------------------------------------------------------------------------ Two inmates are taunting Aaron Cash and Dr. Kellerman from the other side of a glass panel. Use a Takedown on one, then finish the other one off. It's time to rescue the two friends from certain death. The door to the room is blocked, so grapple up to the vent above you and sneak inside. Walk on the right side of the grating once on the other side and turn around. Look below you with Detective Mode and hit the Extractor Control Point with your Batarang to filter the gas out of half the room. Continue across the platforms on the left side of the room. You'll see a thug hanging for his life on the rope. First, turn around to find another Extractor Control Point behind you. Fling a Batarang at it to activate the second fan. Cut the rope holding the prisoner up to send him crashing through a ceiling. Apparently that was the nice thing to do actually. Float over to the platform in the corner and hit the final switch to remove all toxins. Locate and rescue Dr. Kellerman - COMPLETED Talk to Cash, then enter the office to find an INTERVIEW TAPE. Take down the JOKER TEETH (9) moving about before exiting to the Upper Corridor. Upper Corridor ------------------------------------------------------------------------------ Again, a box containing JOKER TEETH (12) are found in the hallway. Continue down the red trail to Surgery Room. No thugs to deal with here! Surgery Room ------------------------------------------------------------------------------ Dr. Chen is strapped to an operating table ahead. No noise, no sign of enemies, no nothing. This is soooo a trap (of course, using Detective Mode would ruin the fun). Eight prisoners drop down from a balcony to attack. None of them have weapons, which makes this battle so much more fun. Pinball back and forth between enemies as you string combos together and counter their pathetic attempts to damage you. What fun! Rescue Dr. Chen. Locate and rescue Dr. Chen - COMPLETED -> NEW OBJECTIVE Return to the doctors in Sanatorium and pick up Gordon's tobacco trail Upper Corridor ------------------------------------------------------------------------------ A final present is left for Batman! Not only do three JOKER TEETH (15) pop out, but so does a knife-wielding psycho prisoner! You cannot counter high security prisoners; the lines that appear over their head are red. Prevent him from attacking by using a Cape Stun (B), then unleash a full assault on his ugly mug. Hurry back to Sanatorium. Sanatorium ------------------------------------------------------------------------------ After the conversation with the docs, the elevator starts up. Perched on a gargoyle, Batman waits for the thugs to come inside. Stupidly, they all split up. Drape yourself down and silently drop to the ground. One of the guards stands in wait near the elevator, so executing a Silent Takedown doesn't present much trouble. As for the other two, they usually stay away from each other, so use whatever sneaky method you can think of. Glide Kicks usually work just fine. Destroy the JOKER TEETH (17) next to the elevator and ride it down. Secure Access ------------------------------------------------------------------------------ Ahhh, the Scarecrow -- one of my favorite Batman villains. After getting the disturbing images of the Joker in a thong out of your head *shivers*, detonate the weakened wall and search the passage. Lower Corridor ------------------------------------------------------------------------------ Oh boy, things get pretty trippy here. After the scene, go through the vent to find the Commissioner. -> NEW PRIMARY OBJECTIVE Hunt down Commissioner Gordon's killer What a drag. Follow the corridor to the Morgue. Morgue ------------------------------------------------------------------------------ This is like something out of Resident Evil or Silent Hill, fo sho. Heed the warnings of the mysterious voices and exit the Morgue... only to re-enter it again. This time, there are three body bags in the middle. Open the body bags for a super fun scene! Yeah... this definitely isn't the Morgue anymore. Run and jump across two gaps to begin another cutscene and a... boss battle? I'm not even sure myself! =-=-=-=-=-=-=-= BOSS: Scarecrow =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A giant version of the Scarecrow stands in the center of this dark realm, spinning like a top. His eyes act as searchlights, and if Batman is spotted, you will be automatically killed. Use the rubble and walls as cover to avoid being slain. Start by running to the right and going around the bend. Pause momentarily when the Scarecrow moves past you and duck underneath the low walls to avoid being seen. Leap over the chasm to the other corner and swing around. Jump up to the ledge and wait for Scarecrow to pass before sidling to the right. Crouch at the rubble nearby, then glide across the gap. There is a wall right in front of you that you must destroy. When the coast is clear, run over and spray Explosive Gel on the wall before returning to the nearby wall. Detonate it to blow up the wall, attracting Scarecrow's attention. As he tries to peer around the wall, stay crouched and wait for the right time to move. Right as he moves to the left side of the wall, run through the destroyed obstacle and glide across. With Scarecrow still preoccupied as the explosion site, quickly run around the corner and make your way to the Bat Signal. Press A to shine the light on the Scarecrow to end the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- With the boss battle finished, the dream (more like a nightmare) sequence concludes. Morgue ------------------------------------------------------------------------------ Now that Batman has regained his composure, exit the Morgue. Lower Corridor ------------------------------------------------------------------------------ Return to where you found Commissioner Gordon to discover that the dead body wasn't his! Looks like he's still alive (and missing). Follow the green arrows on the floor towards the door; it'll soon burst open, revealing three thugs. One of them wields knives, so you may want to take him down first. As you make your way to the Experimental Chamber, destroy the three remaining JOKER TEETH (20). The door leading to the chamber isn't too far away. Experimental Chamber ------------------------------------------------------------------------------ In the room is a SECRETS MAP on the table. Joker gives Batman another heads-up about Gordon: he is inside the Experimental Chamber, but if he is spotted, Gordon's good as dead. Time for a little stealth action! Yank off the grating from the nearby vent and go to town. Along the way, you can spy on a few of the grunts. Once at the end, remove the grating and sneak around the corner. Use a Silent Takedown on the solo thug, then walk towards the vent on the opposite side and slip in. The vent will lead you to another inmate with his back against you. Before you take him down, round the corner to find a RIDDLER TROPHY. The remaining two enemies follow a patrol route. One walks up and down the east end of the Experimental Chamber while the other moves in a circle on a lower level. Stay near where you choked out the first inmate and when thug #3 has his back turned to you and starts moving south again, sneak up behind him and execute a Silent Takedown. With only one foe left, you shouldn't have much trouble. He moves in a circle, so just creep up behind him and finish him off. Run to the south end of the chamber and go up the stairs. When you reach the security gate, grapple the ledge above and pick up the RIDDLER TROPHY. Step on the glass ceiling and hit Y to perform a Takedown, effectively neutralizing that skank Harley. The reunion is cut short as the two stumble upon Bane. This won't end well. Boiler Room ------------------------------------------------------------------------------ Boss fight! =-=-=-=-=- BOSS: Bane =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Bummer. This fight is almost identical to the Venom Henchman fight. Bane only has four attacks. His most common is a ramming attack which is just like the Venom Henchman's. He also has a shockwave attack that is identical to the Venom Henchman's attack. And just like the Venom Henchman, Bane also throws stuff at you. Are you catching on yet? When Bane roars and begins to charge at you, toss a Batarang at his face. He will be dazed and collides into a wall. However, Bane will not be stunned and will attack Batman with a vicious punch if you get in too close. It usually takes two or three (the number increasing as the fight goes on) times until Bane is fully stunned. After the second time he crashes into a wall, begin attacking the boss. Batman will automatically jump on Bane's back and rip out one of the hose connected to his head. This is the only way to finish off Bane. Every time you remove a hose, the Joker will send in goons to attack you. It is best to make them your first priority, but also keep in mind that Bane will continue to attack, and he deals much more damage than any thug would. Listen for his sound effects or keep the boss in the corner of your eye when taking down thugs. After you yank the second hose out of Bane's head, the wave of enemies will be much bigger. Focus on countering and dodging attacks. Bane will most likely help you out by unintentionally trampling thugs or throwing boulders at them. Remove the third hose from Bane after he's incapacitated to end the fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the fun little fight comes a fun little cutscene. I'm not sure who to feel sorry for more: Bane or the Batmobile. ============================================================================== 3.04] ARKHAM ISLAND [0304] ============================================================================== Arkham West ------------------------------------------------------------------------------ -> NEW PRIMARY OBJECTIVE Analyze Dr. Young's research in the Batcave -> NEW OBJECTIVE Locate cave entrance to Dead Man's Point in Arkham North Dr. Young is certainly looking pretty shady after certain remarks made by Bane. Time to do a little sleuthing! We've still done all we can do right now in Arkham West, so there is no need to waste time here. Follow the road to a small group of thugs and deal with them accordingly. There is one more batch of enemies near the entrance to the Penitentiary. There are three JOKER TEETH (6) in the corridor leading from Arkham West to Arkham North. They only appear after you complete the Medical Facility, so this is our first opportunity at breaking them. Arkham North ------------------------------------------------------------------------------ There is another group of henchman near the center of Arkham North. One wields knives, so use a Cape Stun on him before delivering the finishing blows. Deal with the other goons and go on your way. We've actually been inside the cave that leads to Dead Man's Point before (that is, if you have been following my walkthrough). The cave is on the southeast end, next to Intensive Treatment. The area is blocked off by a gate, but you can easily climb over the stone wall. Locate cave entrance to Dead Man's Point in Arkham North - COMPLETED -> NEW OBJECTIVE Follow the cave to Dead Man's Point This shouldn't be too difficult. The ladders here are broken, so grapple up |
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Another Batman: Arkham Asylum Walkthrough :
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