Batman Arkham Asylum – Walkthrough

Part 1 — Intensive Treatment

This introductory sequence will show Joker after he’s been recaptured by Batman. The madman is being transported back to his cell and all you’re allowed to do at this moment is to move around. The only exception is the screen-zoom function, and you may want to try it out if you can’t see Joker’s face clearly from the regular perspective. You’ll have to wait for Joker to break free in order to gain access to Batman’s other moves.

You start the game in an area called Holding Cells (use your personal map for navigation), and your first objective will be to defeat two groups of thugs. Thankfully both fights are going to be extremely easy. Notice that you can combine your punches to create combinations of hits. It would also be a good idea to practice counterattacks. You can perform a successful counterattack each time you notice a blue icon appear over the head of one of your opponents.

Once you’ve defeated the first group, you’ll have a few seconds to prepare for the arrival of the second group. The basic structure remains the same, however, you can also practice stunning thugs with your cape and performing takedowns. Each time you begin a new fight, try scoring better combos so you’ll earn more experience points. Joker will unlock a new passageway once you’ve dealt with his men.

Head north and you’ll soon arrive in the Processing Corridor. Keep going straight until you encounter two thugs. Getting rid of them should be a piece of cake. You can now turn left and find Eddie Burlow. If you don’t want to talk to him (it’s not mandatory), proceed to your right without any further delays.

Turn left in a short while and go to the area marked as the Patient Pacification Chamber. It would be a good idea to talk to Zach Franklin here (one of the guards) and you’ll find out that an inmate called Zsasz is holding his colleague hostage. Ignore the left corridor and instead proceed north. Locate a small staircase and proceed to the upper floor where you’ll be allowed to talk to Gretchen Whistler.

Head on to a nearby balcony. You’ll come across new guards here, and you’ll be allowed to talk to one of them. Go left once the conversation has ended, turn on your detective mode and lookup. Press a corresponding key to grapple up to one of the gargoyles. Thankfully, it’s all going to be performed automatically so you won’t have to worry about losing balance. Use the hook again to reach other gargoyles located in the vicinity of your character.

Eventually, you’ll end up on a gargoyle on the side of the room. If you look down you should notice that you’re stationed directly behind Zsasz. You must now perform an action called a Glide Kick. This is also triggered by pressing a single key, and all you have to do is to watch for a large icon to appear above Zsasz’s head. Once you’ve stunned your opponent, perform a quick takedown to finish him off.

Activate detective mode again and inspect the northern wall of the room. Doing this should allow you to locate a new entrance to a ventilation shaft. Use the tunnel and kick a new grate at the opposite end. You’ll end up standing in the Processing Corridor. Head straight and you’ll soon arrive in an area called Decontamination. Approach one of the guards. You may take your time to see what’s happening on the other side of the glass. Sadly, you won’t be allowed to rescue those guards. Don’t worry though … other allies are still alive and you’ll reach their positions in a short while. Look up and grapple to a higher ledge. You must enter a new ventilation shaft here.

Exit the vents, turn right, and rescue the first guard before he loses grip and falls. If you arrive too late, consider returning to the last checkpoint because you ought to rescue everyone! Stand in the middle of the platform and HOLD the run key. Doing this will allow Batman to perform a jump automatically once he’s close enough to the ledge. Take a few steps forward and look around.

You’ll now have to use your hook to grapple up to a higher platform. Once you’re there, turn left and rescue a second guard. You’ll now have to glide to a nearby platform seen in the distance. The idea here stays the same — press and hold one of the action keys and Batman will automatically begin gliding once he’s close enough to the ledge. You can also make small adjustments while still in flight, but it shouldn’t be necessary.

The third person you must rescue is a convict. Don’t worry though because Batman will automatically stun him once he’s safe on the ledge. Activate your detective mode and turn left. You must use a Batarang here, aiming it at a nearby control panel. Hitting the panel with your gadget will turn on nearby fans, therefore you’ll get rid of the deadly toxins left by Joker.

Proceed to the ground floor and head south. Eventually, you should end up in a zone called Transfer Loop. Follow the route using the green arrow seen on the floor and on the walls. This means you’ll continue moving south. Watch out because Batman is going to be attacked by two inmates along the way.

Upon your arrival in Secure Treatment Transfer, you’ll be forced to go up against a mini-boss. DON’T attack the mutant sent by Joker. All you have to do is to dodge its attacks by performing successful jumps. Aside from trying to ram you, the beast will occasionally throw bodies at Batman and you’ll have to continue moving to stay alive. Keep defending yourself until the beast stops and dies. You’ll be rewarded with a short cut-scene and afterwards, you’ll be greeted by one of the guards. Wait for the guard to unlock a new passageway for you. Talk to him if you want to or simply return to the Transfer Loop zone right away. This time you’ll want to head north.

Eventually, you’ll have to return to a small junction where you’ve been attacked by the inmates the last time you were here. Head west. New inmates occupy the western section of this area and it would be a good idea to surprise them by using Batarangs. You can also attack them without any delays if you feel confident about your win. Once they’re pacified, go north and return to Holding Cells.

Listen to a new radio conversation with Oracle along the way and once it’s ended, enter a large room located to your left. Turn on your detective mode and scan the area in the search for a whiskey bottle. Press and hold the scan key while targeting the fluid. Doing this will isolate a forensic trail, allowing you to continue your investigation and the search for Frank Boles.

Exit the room and proceed south. This means you’ll be returning to Transfer Loop. It would be a good idea to use detective mode from now on because you’ll encounter a lot of clues on where to go next. Choose the corridor leading south and once you’ve reached a new door proceed to an area called Security Transit. Approach a guard here and witness a new cut-scene.

Get ready for a rather challenging section of the game. Your objective will be to reach the top floor of this elevator shaft. Start off by using your hook twice to grapple to higher platforms. Once you’re standing on the higher platform, run forward and Batman will automatically jump in order to grab a nearby ledge.

Notice that Batman can’t climb up … so you must move to your right. Don’t get anxious because the main character won’t lose grip at any point of the game. Climb up when you have the chance, turn left, and move forward. Kick the grating to leave the shaft and use your hook once again in order to reach a higher platform.

There’s a large hole in front of you and you’ll obviously have to jump over it (which shouldn’t be a problem). Once you’re on the other side, press the crouch key and head forward (ignore a ventilation shaft seen along the way). Climb up to a higher platform and grab the ledge. This time you’ll be moving to your left.

Keep heading in the direction mentioned above until you’ll be allowed to climb up to a new platform. Move forward and use your hook several times more to continue your approach to the top floor. Don’t worry if you can’t locate your destination right away because in some cases, you’ll travel a long way.

Continue moving forward, passing by a tablet which can be scanned to uncover one of the secrets. When you get close enough to the main shaft, use your hook to grapple up to a new platform. Don’t climb up right away! Instead, take your time to observe the convicts and planning your approach.

During this new battle, you’ll have plenty of opportunities for performing successful counterattacks. Try scoring great combos and don’t forget to use takedowns in order to finish off stunned opponents once and for all. Once you’ve won, talk to Oracle again and inspect the western wall in the search for a new ventilation shaft.

Approach the exit from the shaft without any delays because you won’t be seen by the convicts. Leaving the shaft will result in entering an area called Cell Block Transfer. Listen to another conversation with Oracle. Once it’s ended, activate your detective mode and lookup. Grapple up to the nearest gargoyle.

You must now use the rope to reach other gargoyles located in your vicinity. Doing this will allow you to avoid the convicts and position behind their backs. Land on the ground quietly, press and hold the crouch key, and start moving towards the inmates. You’ll have to incapacitate them one-by-one by using silent takedowns. This can be achieved by standing close enough to each target and pressing a corresponding key. Use this method to get rid of all three thugs.

You may now proceed north, after which, turn right. Make sure that you’re holding the crouch key all the time so you won’t make too much noise. You can wait for one of the inmates to end his conversation with Joker or you can just eliminate him right away. Once he’s been dealt with, watch a new cut-scene and locate an entrance to a ventilation shaft. Travel through the shaft to find your way to the Intensive Treatment Lobby.

Approach the exit from the shaft and press the action key to move the grate. Batman will do this slower than usual because the surrounding area is swarming with enemy troops. Drop down on the ground, approach the first inmate quietly, and perform a silent takedown. Once he’s gone, use your hook quickly to grapple up to one of the nearby gargoyles.

Your next target should be a guard patrolling a nearby building. Wait for him to exit the structure and surprise him while he’s standing on a balcony by using your Glide Kick ability. Don’t forget that you also have to finish him off by performing a takedown. Once he’s neutralized, return to the nearest gargoyle before your position is compromised.

As for the third opponent, you can wait for him to find the bodies of his fellow inmates or you can attack him right away (I would recommend using Glide Kick followed by a successful takedown). You’ll now be rewarded with a cut-scene, informing you that new hostiles have arrived in the lobby area. You’ll probably start on top of the central structure so use your hook to get to one of the gargoyles as soon as possible.

You must be very careful from now on because new inmates are organized and more careful than the last group. Start by taking out a single guard from one of the side balconies. Return to the gargoyle quickly, and don’t attack his colleagues right away. Instead, wait for them to scout the area near the body and eventually, they’ll return to their usual routine.

It’s crucial that you take your time while dealing with other hostiles. Focus on neutralizing a single target and escape before you’re noticed. Once you’ve secured the area, head on to a new corridor. Inspect the body of a dead guard — he’s been killed by the Riddler!

You’ll now have to solve your first riddle. Bear in mind that there are other riddles to be found in Arkham Island (more on this can be found in the Collectibles chapter). In order to solve this particular riddle, you must head back a few steps and scan a painting located on a nearby wall. Once this is done, drop down and talk to one of the guards. Follow William to a small room.

Use the stairs to get to the basement and head through a long corridor. Turn left and in order to leave the building, use a nearby ventilation shaft.

Part 2 — Arkham Island #1

Reaching the opposite end of the shaft shouldn’t take too much of your precious time. Once you’re outside use, your hook and grapple up to an upper ledge found directly in front of you. Eventually you’ll find your way to Arkham East. Watch a new cut-scene and glide towards the ground level. Talk to Louie Green there (one of the guards).

Take your time to look around, however, you’ll soon receive a warning that your Batmobile is in danger. Familiarize yourself with your current goal, and don’t forget to check your personal map in order to find out where you must go next. As you’ve probably noticed, you’ll be moving north-west towards the Arkham North area. Approach a large gate and enter a short tunnel. Stop for a second and listen to a new radio transmission.

Get closer to an ambulance. Activate detective mode to locate two armed thugs and wait for them to turn around. Once this has occurred, use your hook to reach an upper ledge quickly. Make a few steps forward, drop down and perform silent takedowns on both inmates. Don’t forget to keep using the crouch key while trying to surprise them.

You may now head through a large gate leading to Arkham North. Start moving towards your Batmobile, however, I would recommend that you get on top of one of nearby structures. Doing this will allow you to surprise inmates surrounding your vehicle by using a Glide Kick ability. Deal with the rest using standard attack methods. Use counterattacks to prevent Batman from losing health.

Once you’ve defeated all hostile units, approach the trunk area of your car and press the action key to add Explosive Gel to your inventory. Listen to what Batman has to say and turn on your detective mode. Search the area in the vicinity of your Batmobile to find a pipe. Scan this object to initiate a new investigation.

Once again you’ll have to follow the trail. This time, DNA samples are going to be easier to spot. Eventually you’ll have to travel to a gate leading to Arkham West, however, upon your arrival … you’ll discover that the entrance is locked.

Proceed to your right, and make sure that you’re still using your detective mode. Find a weak section of the wall (screenshot #1), choose the explosive gel from your inventory, and apply the gel by pressing the action key. You must now detonate the gel, unlocking a nearby passageway. Find a door leading to Arkham West.

You can now keep following the trail closely or you can proceed directly to your destination which is going to be the Medical Facility building. The entrance to the building is being guarded by a large group of thugs, and obviously your objective will be to get rid of them. It shouldn’t be a problem as long as you don’t forget to use counterattacks.

Open the main door leading to the Medical Facility building, and you’ll find yourself standing inside a zone marked as the Medical Foyer. Make a few steps forward to trigger a cut-scene with Harley Quinn. You can’t do anything from here so head back outside to the main area of Arkham West.

Once you’re back outside use the hook to grapple up to the roof of this building. Head forward and turn left. Eventually, you should be able to locate a weak section of the wall. Use Explosive Gel to blow up the wall and head inside. Open a small door in order to enter the Medical Facility building (Maintenance Access area to be more precise).

Part 3 — Medical Facility

You won’t encounter any enemy units in your immediate vicinity so you won’t have to spend a lot of time scanning the area. Start by jumping over two fences. Locate an entrance to a new ventilation shaft (which can be found to your right). Head forward and you’ll be forced to enter a second shaft.

Follow the second tunnel to its end. Drop down to a lower section without any additional delays. The entrance to third and final shaft is located to your left. Use this shaft to reach Sanatorium area. You’ll have to decide whether you want to travel left or right … The latter seems like a better idea.

Exit the shaft and quickly use your hook to grapple up to the nearest gargoyle. You should now take your time to look around and to scout enemy positions. It’ll be quite difficult to succeed here because the room is being patrolled by several armed thugs.

I would strongly recommend that you use the same exact tactics from your previous “silent encounter.” Eliminate enemies one-by-one using Glide Kick abilities and takedowns. Each time you’ve successfully neutralized an opponent, return to the gargoyles and wait for the situation to cool down before attacking other foes.

Be sure to remain hidden at all times because you may lose a lot of health points as a result of enemy gunfire. If you do get caught, move between gargoyles quickly to confuse enemy units. Once you’ve dealt with all the inmates, drop down to the ground floor and locate a small group of rescued doctors (near the elevator). Talk to them in order to find out about their taken friends.

Turn around once the conversation has ended and proceed to the lower floor. Move north to find an exit from this area. You should end up standing in the Upper Corridor. There are three doctors for you to rescue and you can visit their locations in any order you want. I would recommend heading towards Doctor Young first so you should be moving east. Use the yellow line painted on the floor if you’re having problems finding the correct path.

You will turn south-east in a short while. A couple of thugs will attack you near the door, but eliminating them isn’t too challenging. Once it’s safe, locate a door leading to the X-Ray Room.

You’ll have to act quickly here, otherwise Doctor Young is going to be executed by her captors. Your objective will be to plant two explosive devices on the weak walls of the central room. The walls are located on the western and northern sides (you can take a look at my screenshots for additional help). Use an Explosive Gel on the first wall and then run to the second wall to repeat this action.

Once you’ve planted the second device, detonate both charges without any additional delays. The explosions will stun all the inmates so you won’t have to worry about finishing them off. Enter the room and talk to Doctor Young.

You may return to the Upper Corridor. Head back to the junction you’ve passed through while leaving the Sanatorium area and proceed towards an unexplored corridor. This time you’ll be following the red line to the area where Doctor Chen is being held. Keep moving north until you find a door leading to the Surgery Room.

Approaching the doctor will initiate a short cut-scene. You’ll now have to defeat a small group of thugs. They won’t be using any melee weapons so the fight isn’t intense. Once they’ve been defeated, free the doctor by pressing the action key. Return to the Upper Corridor when he’s safe.

There’s only one more doctor for you to rescue (Kellerman). Go back to the previous junction and choose an unexplored corridor with a blue line painted on the floor. Just as before, you shouldn’t be too surprised to find two inmates guarding this corridor. Eliminate them both and open a nearby door to arrive in the Patient Observation area.

Two other thugs are guarding a nearby passageway, and you’ll have to defeat them before moving forward. Head onto a large glass wall and listen to what one of the friendly guards has to say. Your objective, for the time being, will be to get rid of deadly toxins left by Joker. Turn on your detective mode, look up, and grapple to a small ledge.

Once you’re at the top, choose a nearby ventilation shaft and you’ll end up standing above the room filled with deadly gas. Proceed to your right and aim at the first control panel. Naturally, you must use your Batarang to hit the panel.

This time, you’ll want to travel to your left. Approach the ledge and keep holding the action key to glide to a lower platform. After you’ve landed, make your way to a nearby balcony. You’ll be allowed to hit one of the inmates from here — but instead of aiming at him, try hitting the rope with your Batarang. If you’ve done everything according to the plan, the inmate should land inside a small room located beneath him.

You must now make your way to other platforms located nearby. Be careful though because if you fall, you’ll only have about a second to return to safety. Once you’ve reached the last platform, position yourself towards the western wall and throw your Batarang at the second control panel.

Your next step is to glide to a lower platform located in your vicinity so you’ll get closer to the room with the stunned inmate. Turn right once you’ve safely landed and locate the final third control panel from here. Once it’s been destroyed, you’ll get rid of the toxins. Drop down to the ground level and talk to Aaron Cash (one of the guards).

You may exit this room in order to return to the Upper Corridor. Start heading east towards the Sanatorium area (blue line on the floor). A single opponent is going to attack you along the way, however, this isn’t going to be an easy fight. For the first time, you’ll have to use your cape to stun him and to prevent him from using his knife. All you have to do is to press a corresponding key when a red icon will appear above his head.

Choose the door leading back to the Sanatorium, and you’re going to be automatically rewarded with a new cut-scene. Grapple up to the nearest gargoyle once the cut-scene has ended. Notice that there are three armed guards here. WAIT for them to begin patrolling different sections of the room thus making themselves easier targets.

Theoretically, you could try leaving this area right away, however, I would recommend that you spend some time eliminating enemy troops. Be patient, neutralize single targets, and wait for the situation to calm down after each attack. Once it’s safe, drop down to an area where you’ve talked to the doctors the last time you were here. Use the elevator to travel to a different floor.

Exit the elevator and witness an interesting cut-scene featuring the Scarecrow. You’re in an area called Secure Access. Go to your left and use Explosive Gel to destroy a nearby. Walk through a short corridor of the Maintenance Access area. Drop down to a lower level and enter the Lower Corridor.

Start by entering a new ventilation shaft, which is going to be located to the left of your current position. Once you’ve used the shaft, take a few steps forward and watch a new cut-scene. Choose the corridor located to the left of Gordon. Eventually, you’ll have to locate a door leading to the Morgue.

You can spend some time looking around, however, the only real solution is to go back to the passageway you’ve used to come in. Open the door and you’ll end up … again inside the morgue. This time, approach three body bags found in the central area of the room. Opening body bags on both sides will reveal Bruce’s parents and opening the last one will feature a surprise guest.

Notice that you’ve found yourself in a very weird place. Start by making a jump towards a new platform located directly in front of you. Perform a second jump not long after that, however, this time you’ll only grab a ledge. Move to your right and climb up. Doing this will result in a cut-scene featuring your main opponent for this section of the game — Scarecrow.

The idea here will be to stay out of Scarecrow’s sight. Notice that the boss is slowly rotating clockwise so each time you plan on making a move, you’ll have to wait for him to “scan” your area. Start off by running to your right and using the stairs. Take cover behind the wall, drop down and CROUCH. Move slightly to your right.

Once again, you’ll have to wait for the right moment to make a move. Take cover behind a small brick wall  and get ready to make a jump towards a platform seen to your right. When you get to this new platform, grab a nearby ledge and move to your right. Don’t climb up right away. Instead, wait for Scarecrow to complete yet another sweep of this area.

Climb up once the Scarecrow has turned away. Start running to your right and take cover behind a small brick wall. You’ll now have to perform a much larger jump, but thankfully Batman will grab a new ledge automatically. Take cover behind a large wall before the boss sees you.

Choose an Explosive Gel from your inventory and wait for the right moment to leave cover. Approach the right wall quickly and apply the gel. Don’t detonate the charge unless you’ve returned to cover. The explosion will obviously attract Scarecrow’s attention so you’ll have to be even more careful from now on.

Wait for Scarecrow to scan the area to the left of the wall — only then make your move. Run to your right and perform a single jump along the way. You’ll now have to cover behind a small brick wall located in one of the corners.

Wait for Scarecrow to complete a scan and climb up quickly. Go to your right, performing yet another jump along the way. Take cover behind a brick wall when you can. Wait for Scarecrow to scan your area and approach the searchlight seen in the background. Pressing the action key will allow you to achieve victory. After the cut-scene, you’re going to be returned to the Morgue area.

Listen to a new radio conversation with Oracle and return to the Lower Corridor. Start moving north-west. Get ready because one of the nearby doors will open and enemy units will appear near your position. Some of the thugs will be carrying melee weapons so you’ll have to use your cape attacks in order to prevent Batman from losing health.

Proceed towards the corridor where enemy units have appeared in the first place. Eventually, you’ll have to reach a staircase and use it to travel to an upper floor. Open a nearby door to go to Experimental Chamber. Keep heading forward, listening to an interesting conversation along the way. Once you’re inside a small room, choose a shaft located to your right.

You’ll have to avoid being seen from now on, otherwise you’ll fail your primary objective (thankfully it’ll be easier than it sounds). Travel through two ventilation shafts and move the grating to exit the tunnel. The first guard is standing nearby so perform a silent takedown on him.

I would recommend moving left from here and neutralizing a guard patrolling the eastern section of this room. Once he’s been dealt with, return to the area where you neutralized the first guard and wait for a new inmate to pass by your position. He’ll appear on a lower platform so make sure he doesn’t see you.

Head down and carefully approach your enemy. It would be a good idea to neutralize him before he gets closer to the second unconscious guard because there’s a slight chance he may find his body. There’s only more opponent for you to take care of, and he’ll be standing close to the western wall. Head south once he’s pacified.

Take your time to find a staircase leading to an upper floor. Eventually you should be able to come across a barrier. Look up and use your hook to grapple up to the roof area. Head on to your right and make a stop on the glass section of the roof. Pressing the stun button will allow you to trigger a cut-scene … during which, you’ll be presented with a new boss — Bane. The fight itself is going to take place in the Boiler Room.

Focus all of your efforts on finding a good spot so you’ll be standing in front of one of the walls of this room. Wait for Bane to start running towards your character and perform an action called Quick Batarang. This means you’ll want to throw it without actually aiming the Batarang at the boss. Once Bane has been hit, evade his attack by jumping to the side.

If you’ve done everything according to the plan, Bane will hit the wall and that will stun him for a few seconds. Use this opportunity to approach him and throw several punches at him. Don’t stay close to him for too long because he’ll fight back. If you punch him sufficient number of times, you’ll trigger a short cut-scene showing that Batman has ripped off a part of Bane’s armor

Sadly, Joker will soon interfere and send his goons to kill you. It would be a good idea to switch your attention to them, however, you’ll have to avoid Bane’s attacks at the same time. You can also use him to your advantage by allowing him to stun other inmates while running towards Batman.

Once you’ve eliminated all of the Joker’s men, you’ll be allowed to continue attacking Bane. Just as before, use Batarangs to stun him and punch him a few times. You will have to rip off three pipes from his armor to succeed. Once you’ve won, you’ll be rewarded with a cut-scene and you’ll be transported back to Arkham West.

Part 4 — Arkham Island #2

You must now begin moving north-east towards the passageway leading back to Arkham North. Batman will probably encounter two groups of inmates along the way. The first group will be small, however, the second is considered to be a serious threat.

Keep heading towards a large door and then go through a short corridor. Instead of using a second gate, proceed to your left. Open a small door in order to be transported to Arkham North. Head south-east and get ready to defeat a new group of thugs along the way. It would also be a good idea to surprise them using the Glide Kick ability.

Once you’ve dealt with all enemy units, head south and use your hook to climb over a large brick wall. You may proceed towards a nearby entrance, leading to a small cave complex. You’ll have to use your hook several times while inside the caves as well as open a new door. A cut-scene will be displayed on your screen upon your arrival in a larger cavern.

Part 5 — Caves

You start the game inside The Batcave. Keep moving forward without any delays because you won’t encounter any inmates in this section. Use the glide ability to make your way to a lower platform then take the stairs to reach Batman’s computer. Watch a new cut-scene before moving on with the mission.

Notice that you’ve been equipped with a new gadget called a Batclaw. Return to the lower platform and find a bridge with a large gap located in the middle. Choose the Batclaw from your inventory and grab one of the crates. Each of these objects needs to be pulled towards Batman by pressing the action key. Repeat this once or twice to clear a path and perform a jump towards a new section of the balcony.

Head forward and open a new door to make your way to the Old Sewer. You must choose the Batclaw from your inventory and use it to pull a grating located directly above you. Once this is done, use your standard hook to reach the ventilation shaft. Head forward and exit the vents carefully when you reach the other end.

One of the inmates is standing to the left of your current position — ensure you’re holding the crouch key. Approach him slowly and perform a silent takedown. Head straight and then turn right. More enemy units are stationed nearby and you’ll have to attack them. Use gadgets if you want to, and don’t forget to defend yourself with a cape against opponents equipped with knives.

Proceed to the east and then turn north. Eventually, you should be able to find a new door leading to the Main Sewer Junction. Head forward here and then turn right. Approach the left wall and grab the ledge to climb up.

You’ll have to perform a single jump here in order to land on a nearby metal balcony. Turn right and perform a second jump. You should be careful in this section of the caves because it’ll be easy to make a mistake. Head towards a brighter area, performing two other jumps along the way. It shouldn’t be a problem as long as you’re running in a straight line.

Once you’ve finished jumping, you’ll end up in the corner of the room. Turn left and use the first collapsed column to reach an upper platform. Turn left here and make a jump towards a new structure. Perform a second jump from there, landing on a small concrete platform.

Turn left for the last time, and use the second collapsed column to reach an upper ledge. Once you’re at the top and perform the last jump in order to reach a nearby platform. Head on to your left and locate a door leading to Surface Access.

Turn right upon your arrival in the new area. Keep going straight until you’ll be forced to use an Explosive Gel to blow up a small section of the wall. Don’t forget to use detective mode to find this wall. Detonate the charge and jump over a small abyss. Opening the door will return you to Arkham North.

Part 6 — Arkham Island #3

It would be a good idea to wait for a few seconds to listen to what Joker has to say here. Enemy snipers have appeared in the area, and you should activate detective mode to locate them. One of the snipers is occupying a nearby tower. Ignore the laser beam, because obviously his line of sight is much bigger than yours. Generally, you’ll have to try and surprise the snipers from the back or from one of the flanks. Use your hook to get to the first tower quickly!

Snipers usually move between two different spots so you can’t be too certain about what you’re doing. I would recommend hiding inside the tower and waiting for the first sniper to move. Once he’s stopped, exit the tower and surprise him from the back. Perform a silent takedown so he won’t make too much noise.

The second guard tower is located to the east from your current position. In this case, you should wait for the sniper to look the other way and approach the tower from the north-west. Use the hook to grapple up and perform a silent takedown on an armed opponent.

There are also four inmates on the ground level. I would recommend stunning the first one with a successful Glide Kick. Once he’s down, eliminate the rest and perform successful cape attacks against the opponent armed with a knife. Once you’ve secured this area, head east and locate a passageway leading back to Arkham East.

More thugs will appear once you reach the area where an ambulance was parked the last time you were here. You shouldn’t have problems neutralizing them as long as you remember to perform counterattacks and to use your cape whenever necessary. A new sniper is occupying the left tower so you should use your hook to get to it quickly.

Just as before, you should wait for the sniper to look the other way. Jump over the railing and perform a silent takedown. A second tower is located to the south so grapple up to a long metal balcony leading to it (screenshot #2). Wait for the right moment and neutralize the second sniper.

There are two additional snipers in the area, and they’re occupying a small roof section above the entrance to Arkham Mansion. I would recommend approaching their positions from the north, however, watch out because one of them may see you. Take cover behind a large obstacle and wait for him to turn around.

Wait until it’s safe to start running towards the balcony (you must use the hook to get there). There are many different ways for you to get rid of the snipers, including grabbing them while hanging on the ledge, using Batarangs, or performing silent takedowns. Regardless of your desired method, they must be neutralized before you’ll be allowed to proceed with your current mission.

Drop down and use the main entrance to Arkham Mansion. I guess you won’t be too surprised to find a new force field. You can’t enter the mansion from here so you must head back outside. Use the hook to grapple up to the roof of this building.

Once you’re standing on the roof, look up and you should be able to notice a ventilation shaft. Use your newly acquired Batclaw to pull the grating and then use the hook to enter the shaft itself. You’ll soon end up inside a small room. Open the door to enter Arkham Mansion. You’ll find yourself standing in an area called Mansion Entrance Hall.

Part 7 — Arkham Mansion #1

You’ll find yourself standing above a very large room that’s being guarded by three thugs. Take your time to locate the only inmate armed with a gun, and use the Glide Kick ability to stun him. Once he’s down, take care of the remaining two before he gets up and picks up his weapon. Eliminating him will allow you to secure this area.

Look up and focus on finding a small edge. Use your hook to grapple up to that platform. Once you’ve found your way to the top, find a grate and use your Batclaw to get rid of it. You may now use your hook to find your way inside the ventilation shaft. Eventually, you’ll reach the Main Hall.

Head down and you should end up standing above a huge hall. There’s a group of inmates beneath you and you’ll have to attack them. Use the Glide Kick ability to stun one of the enemies and then take care of the rest. This is going to be a challenging battle so don’t forget to rely on counters and cape attacks.

Head north once you’ve eliminated all hostile units. Use the stairs to reach an upper section and then proceed through the left door to end up in the West Wing Corridor. Press the crouch key upon your arrival in this new area. Head forward and perform a silent takedown on one of the inmates who was holding hostage some friendly guards.

Familiarize yourself with the details on how the collars work and notice that a new upgrade called Sonic Batarang has been unlocked (you still have to purchase it if you’re interested). Once you’re ready proceed through the door located in front of you, you’ll end up in the Arkham Records Room. Use your hook to immediately grapple up to the nearest gargoyle.

There are a couple of armed thugs in the room, and you’ll have to eliminate them one-by-one. It would be a good idea to use other moves aside from the Glide Kick ability. The newly unlocked Sonic Batarang is an interesting gadget when you want to distract enemy units, and you should also consider acquiring Inverted Takedown ability. Bear in mind that the collars have alarms so you’ll have to move away each time to avoid detection.

Obviously, your objective here is to eliminate all the inmates without receiving any major injuries. Once it’s safe, leave the gargoyles and inspect the central area to find the hostages. All you have to do is to press the action key and Batman will automatically free them. Listen to their statements and then proceed through the northern door to the North Corridor.

Keep heading north and locate the stairs to reach your current destination. Eventually, you’ll have to find a new ventilation shaft. Use the shaft to travel to a new location. Find the second shaft in the north-west — which will be located near the ceiling.

Walk through the second shaft and once you’re inside a larger room with a lot of pillars, proceed to your left. The final ventilation shaft is located near the floor. Use the tunnel to reach Dr. Young’s Office (and don’t forget to listen to an interesting conversation along the way). Head down and approach three thugs stationed outside of Doctor Young’s room.

Land on the ground without making too much noise and approach the inmates. One of them is standing a little further away from the door, and he’ll be using a gun so eliminating him should be your top priority. Once he’s gone, focus on his colleagues. Head to your right when it’s safe and use your Batclaw on a nearby grating. Doing this will gain access to a new ventilation shaft.

Use the ventilation shaft to find your way to the main office (the same one the inmates were trying to get into). Turn on your detective mode and examine the safe located in the corner of the room. Zoom in the view on the handprint and perform a complete scan to initiate a new investigation. Use the shaft again to return to the morgue.

Watch out because new inmates will storm through a nearby door, and some of them will be carrying melee weapons so it’ll be easy to lose a lot of health points. Get rid of all of them and find a door leading to the West Wing Corridor.

Don’t forget that you should be using your detective mode skills because it’ll make finding the path to your current destination a lot easier. Head south and then turn east. Eventually, you’ll have to return to the Main Hall — get ready to defeat three new thugs here.

Head east once it’s safe again and this time locate a door leading to the South Corridor. Enter this new area and proceed to the east. An armed opponent is stationed just around the corner. The easiest way to get rid of him will be to approach the left wall and to press a corresponding key for a corner-cover move. Choose a Batarang from your inventory and use it to stun the guard. Don’t forget to finish him off with a takedown and to also take care of his colleague. Open a nearby door to go to the Library.

Take a few steps forward and engage new bandits in direct combat. Be careful though because there’s going to be a lot of them here, and some of them will be using dangerous melee weapons. Once it’s safe, use your hook to travel to upper balconies. Your objective for the time being is to locate an entrance to a new ventilation shaft.

Joker should start a countdown to the moment when he kills the hostages, but you can simply ignore it … the guards aren’t in any danger. Walk through a short tunnel and use your hook to find your way to an upper ledge. Once you’re there, turn around and use the hook for the second time.

Leave the vents and choose a Batarang from your inventory, then aim your gadget at a nearby rope. Doing this will result in a huge chandelier destroying a section of the floor. Proceed to the lowest level and approach the hostages to disarm “the bomb.” Listen to a short conversation with one of the guards before moving forward.

Remain where you are and make sure that you’re using your detective mode. Inspect one of the bookshelves located to the left of the rescued guards and you’ll find an interactive book. Pressing the action key will allow you to pick up this item. You may exit the library via the main door. You may be surprised to see that instead of returning to the previous room of the mansion, you’ll actually end up inside the … Wayne Manor!

You shouldn’t be surprised to hear that you’re minutes away from the second encounter with the Scarecrow. Before you meet him, you’ll have a chance to look around. Keep heading forward and enjoy some strange occurrences along the way. You’ll even be playing as young Bruce Wayne for a while! You won’t have to do anything in particular while moving as a boy. Just remain in the same place and listen to dialogues.

Once you’ve been returned to Batman’s body, proceed towards a dark alley located directly in front of you and then open the left door. Start off by moving forward and performing a single jump. When you get to a new platform turn right and use the stairs to get to an upper floor.

Once again, you’ll be forced to avoid being seen by the Scarecrow. The first section of this scene is going to be a little more challenging than usual because Scarecrow will only move to the sides of the screen. Wait for him to begin scouting the area to your right and jump over the abyss. Take cover behind a small brick wall.

Run to your right when it’s safe and choose a Batclaw from your inventory. You must now aim the Batclaw at a large crate located directly in front of you. Press the action key a few times to pull the crate towards yourself, creating a much needed cover. Head towards the crate, hide behind it, and repeat all the actions mentioned above with a second crate found nearby.

This time, you’ll want the boss to turn to your left before leaving cover. Head on towards a small brick wall — you’ll have to climb up and proceed forward. Sadly, you’ll only have a short moment of peace because you’re going to be attacked by skeletons sent by Scarecrow to hunt you down.

This fight is going to be very similar to what you’re used to in your time spent in the asylum. Don’t forget to perform perfect counterattacks so you won’t get hit too many times. Once the skeletons have been defeated, move forward and notice that the Scarecrow has returned to his previous routine.

Keep heading forward until you come across a new gap (screenshot #1). You’ll have to wait for Scarecrow to turn around and then act quickly. Perform a single jump, however, notice that Batman has only grabbed the ledge. This means you must immediately move to the right. Don’t climb up right away! Instead, wait for Scarecrow to complete a new scan. You may now proceed to your right where you’ll be forced to jump again. Take cover behind a brick wall afterwards.

Wait until it’s safe and get on top of the highest platform. I would recommend making another stop here just to ensure you’ll be safe. Wait for Scarecrow to start turning left before you make a new jump. Grab the ledge and move to your right before you’re seen by the boss. Wait for Scarecrow to complete yet another cycle and only then head over to your right.

Proceed towards a lower platform and head on to your right. You’ll soon arrive in a much larger area where you’ll be forced to defeat the second group of skeletons. All the basic rules will remain the same so you’ll have to perform a lot of counterattacks while trying to get rid of these monsters. Don’t leave this arena prematurely though because Scarecrow may see you.

Head forward once you’ve killed the skeletons and climb on top of a nearby balcony. This area isn’t guarded by the boss so it’ll be easier to stay alive. Get ready to use a rope to climb on top of a nearby ledge. Continue heading towards the right edge of the screen, making a single jump along the way.

Eventually, you should be able to find a large opening. You’ll be dealing with two problems at the same time here because not only you’ll have to remain undetected, but you’ll also have to avoid a moving object. Time your jumps perfectly, especially the second jump. Once you’ve landed on a new platform, take cover behind a large brick wall.

Wait for Scarecrow to turn around before making a move. Proceed to the upper platform quickly and begin moving towards the lower edge of the screen. Take cover behind a small brick wall and head right once it’s safe. Once again, you should consider using a brick wall to remain hidden.

You can finally climb up to a new platform. Head forward and it shouldn’t take too long for you to find a new searchlight. Pressing the action key will allow you to end this scene and Batman will be returned to the Main Hall. Notice that you’re standing inside a small, dark room — you must throw a Batarang at a nearby rope.

You can now jump over the railing and glide for a few seconds until you’ve reached the ground level. Open a door located near your position (screenshot #1) which will allow you to enter the area marked as the East Wing Corridor. Be careful because an enemy with a stun gun is waiting for you just around the corner. There are two ways of defeating him. You can make a jump TOWARDS him thus allowing Batman to stun him while he’s in the air — OR you can grab him with your Batclaw. In either case, avoid getting stunned because you will lose health.

Before you leave this area, you may want to visit the bathrooms because you’ll encounter a new thug there. Perform a silent takedown on him before moving on. Once you’re ready, proceed to a new door leading to the Warden’s Office. Watch an interesting cut-scene upon your arrival to find out that Zsasz is holding Doctor Young hostage.

Be sure to follow my instructions, otherwise Doctor Young may end up dead and you’ll have to replay the entire scene. Press the crouch key and carefully approach the room where the hostage is being held. Press a corresponding key to order Batman to take cover behind the right wall (corner cover).

You must now choose a Batarang from your inventory. Aim the Batarang at Zsasz. Don’t throw it just yet because the inmate is hiding behind Doctor Young. Instead, wait for Zsasz to turn his head and use this opportunity to hit him with your gadget. Witness a new cut-scene, after which you’ll be forced to take on a large group of enemies.

You should focus on eliminating the inmate with a stun gun for obvious reasons. Once he’s been neutralized, take care of the rest. Activate detective mode when it’s safe to explore. Your objective will be to scan a small object found on the ground. Doing this will initiate a new investigation, allowing you to continue with your main mission.

The tracks will lead you outside so you’ll have to return to the East Wing Corridor. Proceed to the opposite end of the hall and find an entrance leading to the Main Hall. Grapple up to one of the gargoyles as soon as possible because enemies equipped with assault rifles have arrived in the area.

I wouldn’t recommend raising the alarm prematurely because the enemies will stand close to each other, making it next to impossible to surprise them. Instead, use the gargoyles to get closer to the entrance. Drop down quietly and perform a silent takedown on an enemy standing close to your position. Once he’s down, return to the gargoyles before his collar sounds an alarm.

There are two other inmates for you to take care of. It would be a good idea to drop down to a metal balcony and perform a Glide Kick from there (screenshot #1). Once you’ve knocked out the first guard, quickly punch his colleague. Don’t forget to finish off both enemies before they have a chance to stand up and fight back. You may return to Mansion Entrance Hall and from there to Arkham East.

Part 8 — Arkham Island #4

Make sure that you’re still using detective mode and follow the trail by searching for yellow icons near the ground. The trail will lead you to a passageway to Arkham West which is going to be marked as the Abandoned Tunnel. Use your hook along the way in order to get past a closed gate.

Enemy units are stationed nearby and if you look closely, you’ll notice that two of them are carrying guns. Obviously, you’ll have to plan your attack by using the Glide Kick against one of the armed opponents. Once he’s been hit, quickly take care of his colleague. Ensure that threat has been neutralized and eliminate the rest of the goons.

You may proceed to Arkham West without any other delays. It’s important to remain cautious here because the nearest guard tower is now being occupied by an enemy sniper. CAREFULLY approach the tower from the south-east and use your hook on the structure. You can now wait for the sniper to turn around OR you can throw him over a balustrade when he’s near you.

You now have two options — you can keep following the trail closely OR you can proceed directly to the Penitentiary. You can locate this building easily because the main entrance is going to be heavily guarded. Attack the inmates. Be careful because one of them will be carrying a stun gun. Once you’ve won, talk to one of the civilians and proceed to the large door. You’ll find yourself in an area called Cells Access.

Part 9 — Penitentiary #1

Start off by heading forward. You’ll want to act quietly here because there’s an armed guard nearby. Make sure to hold the crouch key so he won’t hear you coming. Once he’s been eliminated, take care of his colleagues. Winning shouldn’t be a problem and once the fight has ended, proceed towards the lockers. This passageway will be located to your left.

You won’t encounter any additional enemy units in your vicinity so you won’t have to make any stops along the way. Eventually, you should be able to reach a passageway leading to the next area. Wait for Batman to be scanned and enter the Main Cell Block. You should use your detective mode here to continue following the trail. You’ll be lead to the southern passageway.

Continue moving south and it shouldn’t take too long before you enter The Green Mile. Head on to the main room where you’ll be rewarded with a cut-scene featuring Poison Ivy. Ignore Ivy and choose the southern corridor. This time, focus on finding a door leading to the Security Control Room.

Once you’re inside a new room, you can  ignore a man seen behind the glass wall because he’s a shapeshifter. Instead, use the stairs to get to the top of the security tower. Approach Quincy and press the action key to rescue him. In return you’ll unlock a very useful gadget — a Cryptographic Sequencer.

It shouldn’t come as a big surprise that you’ll have to test this new gadget right away. Approach a nearby control panel and use the sequencer. The idea of this mini-game is to make the display of the sequencer turn bright green and to keep it that way for about a second. This will hack the mechanism, making the panel explode, and unlocking the passageway.

Leave the guard tower and return to The Green Mile. You’ll have to be very careful because you’re going to be attacked by an insane convict here. If you don’t want to fight him (you would have to start pressing the action key rapidly), press the counterattack key when a blue icon appears over his head. Don’t forget to finish him off with a takedown!

Head on to the Main Cell Block area. Make a few steps forward after your arrival and enjoy a new cut-scene involving Harley Quinn and other inmates. Once the cut-scene has ended, QUICKLY use your hook to reach one of the upper platforms. Start attacking the inmates, however, bear in mind that some of them will try accessing gun lockers. They have to be eliminated before they get their hands on guns!

Once you’ve taken care of the immediate threats, you may focus on attacking other inmates. However, prevent them from picking up weapons from the ground. Watch a new cut-scene when this is all over. Head on to a nearby control room. You’ll have to turn left and use the newly acquired sequencer on one of the control panels.

You’ll now have to return to the ground floor. This can be done either by jumping over a railing or by hacking into yet another control panel located near the stairs. Once you’re there, find a small passageway leading to the western section of the cell block. Watch out for other insane inmates and use tactics mentioned earlier to take them out.

Keep heading west and eventually you should be able to find the stairs. Use the stairs to travel to the Guard Room. Make a few steps forward upon your arrival and listen to what Harley Quinn has to say. Start off by turning left and hacking into a control panel (using a sequencer) located close to the window.

You’ll have to act quickly from now on, otherwise the guards are going to be killed. Once you’ve hacked into the first panel, move to the right quickly and find the second control panel. Use the sequencer again and after that, choose the Batarang from your inventory. You must now cut two ropes to free the hostages. Once you’ve rescued the second of the guards, you’ll be informed that you have only 30 seconds left.

Turn around quickly and return to the door you’ve used to enter this room. The doors are locked, however, you’ll want to hack into a nearby control panel. Assuming you didn’t make any mistakes, you should have more than 10 seconds left on the clock after you’ve successfully disabled the terminal. You’ll soon end up in a safe place where you’ll be allowed to talk to Louie Green.

Turn around once the conversation has ended and return to the Main Cell Block. Be careful because you’ll encounter one more insane person along the way. Proceed to the eastern cell block and keep heading forward. You’ll soon receive details from Harley — informing you that a new passageway is now open. Go straight ahead to end up in Controlled Access.

Continue moving forward. Once you’ve reached the opposite end of the corridor, use a Batclaw on a nearby grating. Watch out because your action will result in one of the crazy inmates landing near your position. Neutralize him quickly and then use your hook to find your way to an upper floor.

You should end up standing inside a control station, and you’ll have to use your sequencer again. Interact with a nearby control panel and once it’s been destroyed a nearby door is going to be opened. You can now spend some time visiting nearby balconies in the search for a second inmate or you can proceed to the ground level right away and enter Extreme Incarceration.

Get ready for a challenging battle. Don’t be fooled by the fact that you’ll be going only against standard thugs because it’ll be easy to die. Make a few steps forward and listen to what Harley Quinn has to say. Once the monologue has ended, the first group of enemies will arrive.

The major difficulty here will be the electricity because certain sections of the room will be electrified from time to time. As a result, not only you’ll have to keep attacking enemy units, but you’ll also have to prevent Batman from being fried. Whenever you notice floor panels charging up, go to a different section of the room. There’s a central platform and two balconies so you’ll have to plenty of space to choose from.

Three areas mentioned above will become electrified in a certain sequence so you should memorize the pattern to know where to go next. Defeating the first wave of inmates is going to be easy, however, you’ll soon start encountering enemies equipped with melee weapons and stun guns. Don’t forget to perform jumps and to use your cape to achieve victories. You have to keep defending yourself until all the inmates have been eliminated. This will trigger a new cut-scene, showing the capture of Harley Quinn.

There’s nothing else for you to do here so you can return to Controlled Access without any other delays. From there, travel to the Main Cell Block. Be careful because you’ll encounter an insane patient in the dark corridor. Defeat him and proceed to Cells Access.

Three other inmates have arrived in the meantime and they’re all of the insane kind. One of the inmates can be found in the bathroom, and the remaining two will attack you on your way to the exit. Neutralize them all and use the main door to head back to Arkham West.

Part 10 — Arkham Island #5

You must now travel to Arkham East and to do so, I would recommend choosing the southern road marked as the Abandoned Tunnel. Before you’ll reach your destination, you’ll have to eliminate a couple of mental patients along the way. The first one will be waiting for you near the Penitentiary building and his colleagues are scattered throughout this entire area.

Once you’ve found your way to the Abandoned Tunnel, watch out for a new inmate stationed to your left. Once he’s gone, start using your hook to get past closed gates. A second insane person is standing not far from here, however, you will be allowed to use the Glide Kick to knock your target out. Eventually, you should be able to arrive safely in Arkham East.

It’s now up to you whether you want to eliminate seven other mental patients running around asylum grounds or focus solely on completing your mission. Either way, you must be heading towards the Botanical Gardens building. Choose the main door and you’ll end up standing in the Glasshouse Entrance.

Part 11 — Botanical Gardens

Start off by moving forward. I would recommend turning on the detective view and choosing the left corridor, however, the one on your right would also lead you to your destination. Approach two armed thugs carefully and take cover behind the corner. If you have a Twin Batarang ability, you’ll be able to knock them out at the same time. Otherwise, you’ll have to throw the second Batarang immediately after the first one.

It doesn’t really matter which method you choose because you’ll have to stun both guards. Approach their positions quickly and disable them for good using takedowns. Once this problem has been solved, choose a sequencer from your inventory and use it on a nearby control panel. You may now proceed to the Botanical Glasshouse.

Once you’re inside a new room, IMMEDIATELY grapple up to one of the nearby gargoyles. This entire area is being patrolled by armed inmates and once again, you’ll have to begin eliminating them slowly. Glide Kicks are allowed here, however, you can also use safer methods like Inverted Takedowns or Sonic Shock Batarangs.

It doesn’t really matter which method you choose because you’ll have to secure this entire area. Once this is done, drop down to one of the nearby balconies and use the northern door to travel to the Flooded Corridor. Watch a short cut-scene featuring the Joker and return to the Botanical Glasshouse. This time, you’ll want to find the door leading to the Statue Corridor.

There aren’t any enemy units in your vicinity so you may start moving right away. Head east and then turn north. Eventually, you’ll have to find a door leading to the Glasshouse Generator Room. There are new inmates near your position so you should start off by disabling the one carrying a stun gun. Once he’s gone, take care of the rest which should be easier since you won’t be interrupted by weapon attacks.

Once the battle has ended, approach Carl Todd and press the action key to free him. You’ll also be allowed to have a short conversation with this civilian. Once you’re done talking, approach a new control panel and use the sequencer. Notice that the mini-game is going to be harder this time. You’ll have to act quickly and disable three countermeasures instead of only a single one. Each time, focus on receiving a green screen.

A short cut-scene will inform you that the electricity is gone so you can return to the Flooded Corridor via Statue Corridor and Botanical Glasshouse sections. Once you’ve arrived, head on to the other side and locate a small entrance to a ventilation shaft.

Keep heading forward, and it shouldn’t take too long for you to leave the ventilation shaft. Proceed to your right and prepare an Explosive Gel. You’ll have to blow up a nearby wall and as always, you can only find it by using detective mode. After the explosion, proceed to a lower platform and find a door leading to the Abandoned Chamber.

Reaching the next area shouldn’t take too much of your time. You’ll have to use several staircases along the way as well as perform a single jump. Once you’re ready to move on, open a nearby door. You’ll return to the Flooded Corridor, however, this time you’ll be allowed to explore the northern area of this section of the building.

Climb up a few times and after a short while, you’ll have to use a hook to move on. Walk through the tunnel and deal with inmates harassing one of the civilians. Once you’ve defeated the thugs, talk to Jordan Fraser.

Your next destination is an area marked on your map as the Aviary so as a result, you’ll have to choose the eastern passageway and pass by a headless statue. Once you’ve arrived, take a few steps forward and watch a short cut-scene informing you that you’ll have to remain undetected in order to keep the guards alive.

Start off by taking cover behind a small brick wall. Use the zoom function to monitor movements of a nearby guard. I would also recommend having the detective mode turned on so it’ll be easier to spot other goons. Obviously, you’ll have to wait for the first thug to stop looking your way. Once he’s turned around, head towards the second brick wall located closer to his position.

There’s an entrance to a ventilation shaft to your left. Wait for the guard to turn around for the second time and approach the grating quickly. Press the action key to get rid of the obstacle and enter the ventilation shaft. You’ll have to use the hook when you exit the tunnel which shouldn’t be a problem.

Eventually, you should be able to locate a second ventilation tunnel. Walk through it and kick the grating at the end. You’ll find yourself in the top section of the room and it’ll be easier to monitor enemy movement from here. Proceed to your left.

Approach the ledge while holding the run key and Batman should automatically glide towards a lower platform located in front of you. Grab the nearest ledge, however, don’t pull yourself up right away. Instead turn on detective mode and wait for a nearby guard to start moving the other way (a little to your right).

Make a few steps forward and drop down to a lower platform. You should now consider grabbing a new ledge. Remain in this position and begin moving to your right. You can’t jump over the railing because you would have nowhere to hide. Keep heading right until you come across a wall. You’ll now have to decide how you want to proceed.

The first method would require you to climb up to the balcony and to use a nearby ladder. The biggest disadvantage is that you would have to avoid being seen by two guards at the same time (the one on the balcony and the one inside the control booth). The second method would require you to drop down to a lower platform and to use a small shaft. The tunnel would lead you to an isolated area where you would have to use the hook several times.

It doesn’t matter which method you choose because both versions end the same way — with you performing a silent takedown on the inmate inside the control booth. Don’t worry if you’re seen from now on because the guards are safe. If the guy from the lower balcony sees you, wait for him to use the ladder and stun him immediately when he’s near you. Otherwise, return to the balcony and sneak up on him.

Aside from the enemies mentioned above, there are three more convicts for you to eliminate. In order to reach the first inmate, you should use the nearest balcony. Make sure he’s looking the other way before attacking him. His buddy is standing nearby so it’ll be even easier to neutralize him.

The final third opponent is patrolling the area beneath your current position. It would be a good idea to eliminate him without any additional delays so he won’t get spooked by the alarm. Eliminating all inmates will allow you to rescue the guards automatically. Talk to Robert Stirling and once you’re done, turn on the detective mode to continue with your investigation.

Eventually, you should be able to find a hidden alcove in the wall. Remember that it can only be seen if you’re using detective mode. Press the action key and use your sequencer on the panel. Just like when you were trying to disable the electricity, you’ll have to go through three stages in order to complete the mini-game.

Notice that hacking the panel has unlocked a nearby passageway. Use it and you’ll end up standing in the Titan Production Facility. Take a few steps forward to be rewarded with a cut-scene after which you’ll have to start a battle with two mutants (similar to Bane from one of the previous levels).

Ensure that you’re standing in a correct spot so you’ll have a wall behind you. Wait for one of the monsters to begin moving your way and throw a Batarang at it. Follow it by jumping to the side and the mutant should hit the wall. This is your chance to throw a few punches, however, watch out for the other mutant at the same time and prevent it from injuring Batman.

I would recommend that you focus on inflicting injuries to both mutants and not only one. Thankfully, their health bars can be seen in the upper right corner of the screen. You can also use an additional trick when you notice that one of the beasts has kneeled down. Approach the monster quickly and press the action key to climb on its back. You can now control the monster (not fully) and you should use this opportunity to harm the other monster.

Once you’ve eliminated the first mutant, you should go back to your standard pattern of using Batarangs and throwing quick punches to inflict some minor injuries. It shouldn’t take too long for you to neutralize the second beast as long as you’re careful. Proceed towards a nearby control panel and use the sequencer to destroy it.

You may now approach a large cap. Listen to Batman’s statement concerning his inability of reaching the other side of the abyss. Wait for Batman’s jet to drop a package into the factory and press the action key to take it. Doing this will allow you to acquire a new gadget. It’s going to be a Line Launcher.

Turn around and use your newly acquired toy to get to the other side safely. Remember to aim directly at the door, not at the surrounding walls. Return to Aviery and then head back to the Flooded Corridor.

You’ll now have to return to the area where you’ve rescued Jordan the last time you were here. Proceed to your right and approach another large gap. You’ll have to use the Line Launcher for the second time to get to the other side. Proceed to your right and open a nearby door. A short cut-scene will feature Poison Ivy, however, you won’t fight her at this moment of the game.

Once you’ve returned to the Flooded Corridor, go back to the large gap. There are some inmates in front of you and you can attack them using Batarangs or take on directly after using a Line Launcher. It shouldn’t take too long for you to eliminate them. After you’ve won, return to the ventilation shaft and go back to the Abandoned Chamber.

Return to the Flooded Corridor the same way you came before. Notice that the central area is now electrified again so you can’t reach the other side on foot. There are some inmates in front of you. Attack them from here (using Batarangs) or after you use a Line Launcher to reach their positions. Once they’ve been pacified, head on to the Botanical Glasshouse.

Five new inmates have appeared in the area and they’re all heavily equipped so it won’t be easy to succeed. Start off by performing a surprise attack on the nearest guard. Once he’s gone, start using gargoyles and eliminate the thugs one by one. Don’t forget to use Glide Kicks, Inverted Takedowns, and other stealth actions.

Once you’ve won, return to the Glasshouse Entrance area. Start moving forward, however, you’ll soon notice that Poison Ivy’s roots have blocked the main path. Thankfully, it’s not a major problem because there’s a small hole in the floor. Choose the tunnel and you’ll soon be allowed to use your hook. Open the main door to return to Arkham East.

Part 12 — Arkham Island #6

There are new insane inmates in this area, however, you should be more concerned about Ivy’s plants. Each time you approach one of the plants, it’ll release glowing spheres. Your objective will be to destroy these objects using Batarangs before they hit you. I would recommend destroying the plants as well, however, you’ll earn only small amounts of experience points.

Start moving towards the Arkham Mansion building. The main entrance is going to be blocked by large roots so as a result you’ll have to find your way to the roof and from there to a small ventilation shaft. Walk through the tunnel and open a new door to travel to Mansion Entrance Hall area.

Part 13 — Arkham Mansion #2

You won’t encounter any enemy units inside the mansion, however, it’s still going to be difficult to stay alive. You can’t allow Batman to get closer to the ground, because Ivy’s plants have released deadly fumes. Use your Line Launcher to reach a balcony located on the other side of this room. Once you’re there, drop down to an area below you.

You may open a nearby door to travel to the Main Hall. Use your hook here in order to find your way to a metal balcony located to your right. Start moving forward and once you’ve reached some obstacles, turn left and use the Line Launcher to travel to an adjacent balcony. Don’t forget to aim the device properly so you won’t hit any obstacles and fall.

Proceed to the opposite end of the balcony, jump over the balustrade (screenshot #1), and glide towards the staircase seen in the distance. You’ll have to proceed to your right from here. Talk to some of the nearby guards, including Aaron Cash.

Once you’ve acquired the necessary information, you’ll have to go back to the first room of the mansion. Return to the stairs and use your hook to grapple up to a metal balcony. Make a few steps forward and this time use the Line Launcher to travel to the second balcony. Drop down somewhere near the door (not too close to the toxins!) and travel to the Mansion Entrance Hall.

You’ll have to use your hook again to return to a small roof section located directly above you. Once you’re there, choose a Line Launcher from your inventory and aim this gadget at a small platform seen in the distance. You may go back to Arkham East.

Part 14 — Arkham Island #7

Exit the Arkham Mansion building and proceed to the north-west, towards a well-known passageway. Once you’re inside the tunnel you’ll discover that the surrounding area is heavily guarded. Start off by attacking the only inmate equipped with a stun-gun and once he’s pacified deal with his colleagues. Proceed towards Arkham North when it’s safe.

You should soon hear a sniper warning, and I wouldn’t recommend ignoring it. Grapple up to the nearest guard tower. You’ll now have to wait (while hiding behind a cover) until a nearby sniper turns his back on you. Use your Line Launcher quickly to get to the roof area of the Intensive Treatment building. Land on the balcony and eliminate the sniper before he fires his rifle. Once he’s gone, choose a nearby passageway to travel to Maintenance Access.

Part 15 — Intensive Treatment #2

There aren’t any enemy units in the area so you’re free to look around. Proceed to the northern section of this room. You’ll have to use your hook to get to the upper platform and you’ll find a new ventilation shaft soon after that.

Once you’ve left the shaft, proceed to your right. Head down to a lower platform and enter the second shaft. Take a few steps forward and watch a cut-scene informing you that all the nearby gargoyles have been booby-trapped. As a result, you’ll have to use different methods to deal with all the armed thugs in the next room (you could try using the gargoyles but it would be VERY risky).

Start off by moving the grating so you’ll be allowed to enter Intensive Treatment Lobby. Wait here for the first guard to begin moving the other way. Drop down quietly and approach him while still holding the crouch key — perform a silent takedown. Don’t wait for the alarm to be raised and instead, continue moving forward while remaining on the balcony.

You can now try eliminating the second guard who should be patrolling the area near the entrance to the main building. It’s quite risky because Joker will sound the alarm once he’s noticed the body of the first guard. The only area where you’ll be safe is the roof of the central building. Return here each time you’ve attacked the inmates (even if it was a failure).

You’ll now have to begin securing this entire section of the building. You probably won’t have a lot of opportunities to use your Glide Kick ability so instead, you should focus on performing direct silent takedowns. You can also consider using your gadgets. Sonic Shock Batarang is always a good idea — especially if it will explode near a larger group of inmates.

It’ll also be possible to perform takedowns by landing on opponents through the glass roof of the main building. I would recommend using this method only if you’re close to the end, otherwise you would be vulnerable to enemy attacks after the landing and it wouldn’t be easy to return to the roof section. Once you’ve won, enter the main building and look around.

Your current objective will be to locate a large control panel on one of the walls. Use your sequencer on the panel and advance through all three stages. Disabling the panel will unlock two passageways leading to the Cell Block Transfer, and you can choose either one of them. Proceed north, ignoring strange noises heard along the way.

You’ll soon have to take part in a series of new visions provided by Scarecrow. Don’t be frightened by image distortions — after which you’ll be presented with a new version of the introductory film. Notice that this time you’ll be moving as Joker, however, the camera will soon show action from Batman’s perspective. Wait for the game to inform you about your “failure” and choose the “retry” option from the list. 🙂

Wait for Batman to free himself from his grave and proceed towards the nearest passageway. Perform a single jump over a small gap, ignoring the second Batman seen to your right. Choose a Line Launcher from your inventory and aim your gadget at a small balcony located in the distance (screenshot #2). Don’t forget not to hit a moving object while taking a ride on the rope!

Once again, you’ll be forced to avoid the Scarecrow. Start off by running to your right. You’ll have to perform a single jump and take cover behind a small brick wall (screenshot #1). Wait until it’s safe and climb up to a higher platform. Get ready because you’ll soon have to defeat the first group of skeletons.

I would strongly recommend that you prevent Batman from losing any health points in this fight because you’re going to need those later on. Once you take care of the skeletons, proceed to the next section. Keep heading to your right until you’ll be forced to climb up to a higher platform.

Get ready for a challenging sprint. Wait for Scarecrow to begin turning around, climb up to a new platform, and then immediately take cover behind a small brick wall located not far away. Once again, you must wait for the right moment to make a move. You’ll soon be forced to make a jump and to run a few meters before finding cover.

Move to your right and wait for Scarecrow to complete yet another cycle. Continue moving forward, performing a new jump along the way. You’ll also have to climb up to a higher platform. Once you’re at the top, start running right away because you’ll be allowed to use a large moving block for much needed cover.

When you get to a hiding spot, you’ll have to prepare yourself for a new jump — after which, you’ll climb up to an upper platform. When you’re at the top, immediately move to your right to take cover behind a small brick wall. Eventually, you’ll have to make your way to a large elevator. Ignore the fact that the elevator will fall because everything is advancing just like it should.

Naturally, you’ll have to return to the top, HOWEVER … don’t use your hook unless the boss has completed a new cycle. Once you’re on a new platform, move to your right. Eventually, you should be able to locate a new spotlight but sadly, using it will end in a failure. Instead get ready for a new battle.

You’ll end up standing inside a small arena. The first phase of this battle will require you to defeat a couple of skeletons. Just as before, prevent Batman from losing too much health by performing a lot of successful counterattacks.

The second phase will require you to take on a much larger skeleton. The monster will behave in a similar manner to other mutants encountered before — including Bane. It’s going to be easier to injure the beast. All you have to do is to use the Batarang and avoid being hit, and the skeleton will be destroyed when it’ll crash into a wall.

The final and third phase is by far the most difficult one. You’ll have to fight several smaller skeletons and a bigger one at the same time. Use Batarangs and jumps to deal with the larger creature and then focus on the rest. Keep fighting until you’re the only left standing. Doing this will allow you to defeat Scarecrow and Batman will return to Cell Block Transfer.

Once you’ve regained control over the main character, proceed to the north and you’ll end up standing in Secure Transit. Watch a short cut-scene showing the escape of the Scarecrow. Proceed down the shaft using the glide ability to avoid injuries. Turn on your detective mode when you’ve landed and locate enemy troops. You’ll have to find them in order to proceed with the mission.

Focus on finding the stairs located near the area where you’ve landed. Use this new passageway and eventually you’ll find the location of the inmates. Focus on eliminating the only thug armed with a gun and once he’s been taken care of, deal with his remaining colleagues. They shouldn’t be a problem because they won’t be carrying any weapons.

Once the fighting has ended, find a new control panel on one of the nearby walls and break the encryptions using your sequencer (three stages worth). You may head back to the main shaft — notice a large hole. Jump over the railing and glide down to find yourself in a new area next to enemy units.

Attack the inmates when you’re ready. During the course of this battle, you’ll have to prevent your enemies from opening nearby gun lockers because you would lose health due to gunfire. If they do manage to pick up weapons, punch them quickly to make them drop the guns. Once they’re all neutralized, find a nearby door leading to the Caves. You’ll end up in an area marked as the Control Room Access.

Part 16 — Caves #2

Use the stairs shortly after your arrival in this entirely new area. Proceed to your right and it shouldn’t take too long for you to find a new door. You’ll end up standing in the Croc’s Lair. Watch a short cut-scene featuring the Scarecrow and Killer Croc — after which, proceed to your right. Use a Line Launcher to travel to the left metal balcony.

Take a few steps forward and use the Line Launcher again — this time aiming at the platform located to your right. Proceed to the north until you’re awarded with a new cut-scene. Wait for Batman to plant Explosive Gel and proceed to the next section. You’ll soon end up in the canals.

During your time spent in the sewers, you will be forbidden from running because this would attract the Croc to your position. Thankfully, you’ll see a special meter on your screen informing you if you’re acting too loud. I would recommend walking slowly or even crouching to avoid unwanted problems. The meter will also show the distance to your current destination, and the whole system will be very user-friendly because the numbers will turn red if you choose a wrong corridor at any point of the game. Start off by heading north and jumping over a metal gate. Head east after that.

It doesn’t matter whether you’re stealthy or not because you’ll be a target for Croc’s attacks on a regular basis, and he’ll be appearing in random areas. Each time you see him running, you’ll have plenty of time to prepare yourself and the solution will be to throw a Batarang at the Killer Croc. A single hit should be more than enough, but you must prevent the Croc from getting too close or otherwise you’ll die. Keep moving east and jump over a second gate along the way.

You’ll soon have to turn south and then move east. Keep running forward and don’t forget to use your meter to find out if you’re heading in the right direction. Eventually, you should be able to find a glowing object. This is one of the five spore containers and it can be found near the ceiling.

Choose a Batarang from your inventory and aim your gadget at the glowing object. Throwing the Batarang will allow you to approach the spore and to collect material for analysis (all you have to do is to press the action key). There are four more spores for you to find.

Turn around and start moving east after which turn north. You shouldn’t have any major problems locating a new gate. Get to the other side and you’ll soon find the second container. Use the Batarang and then examine the spore to collect more samples. You should also know that Killer Croc is likely to appear near the spore so you should be ready to fend him off.

Reaching the third spore is also going to be very simple. Be sure to use your device so you’ll know whether you’re heading in the right direction or not. You’ll also have to climb over a fence along the way. Watch out for Killer Croc’s attacks and use the Batarang on the spore in order to be able to collect more samples.

You shouldn’t be too surprised to hear that Killer Croc will probably appear near your position when you collect new samples. Choose the northern corridor and then turn west. The fourth container is located nearby so it won’t take long to find it. Ignore the cut-scene informing you about the destruction of the wooden planks because it won’t be a major problem.

Once you’ve collected the fourth sample, use your Line Launcher in order to return to the main path. Killer Croc will now use an entirely new trick, destroying nearby planks. All you have to do is to run forward without making any stops along the way and you should be fine. You won’t have to remain on the main path during the course of your escape. Once you’re in a safe zone, head east and then turn north.

Turn east after a short while and jump over a new fence. This is also an area where Killer Croc’s appearance is almost certain. Don’t forget to use your Batarang before the monster gets too close to Batman. Shortly after that, you’ll have to make a run for it for the second time. Once you’ve reached a new corridor, turn south and begin moving forward.

Keep moving south and it shouldn’t take too long for you to locate the final and fifth container. Use your Batarang and then collect the last sample. You’ll now witness a short cut-scene informing you that Batman has activated a beacon which will lead him to the exit. Watch out for Killer Croc because he’ll appear soon after the cut-scene has ended.

Start off by heading north. During your final moments spent in the sewers, you should be using your meter to find the correct path. Don’t forget that you’ll be informed the second you’ve picked the wrong path. You’ll also have to sprint a few times to avoid being killed by the Croc, but it shouldn’t be a tough challenge.

Batman will pass by one of the containers along the way so you’ll know that you’re on the right track. Don’t forget that Killer Croc (aside from destroying the wooden planks) will also use his previous attacks. Use Batarangs each time to prevent him from getting too close. You’ll trigger a checkpoint when you’re about 140 meters away from your destination.

Soon after your progress has been saved, the camera will change its position informing you about a new chase sequence. Your primary concern from now on will be to keep running in order to avoid getting caught by the boss. Don’t worry about all the gates you’ll find along the way because Batman will automatically get past them.

It shouldn’t take too long for you to return to the large tunnel where you started exploring the sewers. Keep running until you come across a closed gate. QUICKLY choose an explosive gel from your inventory. Wait for the Killer Croc to make his way to the explosives and once he’s close enough, detonate the charges to trigger a new cut-scene.

Once you’ve returned to the partially flooded corridor, make a few steps forward and turn right. Use the Line Launcher and open a nearby door to travel to the Old Sewer. Here you’ll want to travel east.

A large group of enemy thugs is stationed just around the corner. It would be a good to surprise them, especially since one of the prisoners is carrying a firearm. During the fight itself, prevent other inmates from picking up his weapon and once you’ve succeeded, proceed towards the second ventilation shaft.

Make a few steps forward and stop close to a wall. Wait for one of the devices to scan Batman — after which, you’ll be allowed to enter The Batcave. Head forward and don’t forget to jump over a small gap. Eventually, you’ll have to use the stairs again leading to Batman’s computer. Watch a cut-scene and notice that you’ve been equipped with a new toy. It’s going to be an Ultra Batclaw (upgraded Batclaw).

The primary functions of your new gadget include grabbing up to three inmates at the same time and ripping off weak sections of the wall. You’ll want to test it out immediately on a nearby object. Once you’ve created an opening, hop inside and use your hook to reach higher platforms.

It shouldn’t take too long for you to reach an exit from this large cave. Once you’re outside, approach the cliff and make sure not to fall. Your objective will be to glide towards a smaller island located to the east. Land on a small path (the one with a trophy).

Proceed to the north and once you’ve made your way to the top, use the Line Launcher in order to reach a nearby island (screenshot #1). Enter the cave and use the hook several times to reach the highest ledge of the island.

Eventually, you should end up standing on a small platform. You’ll have to use the Line Launcher again, this time aiming your gadget at the cliff located to the north-west of your current position. Land on a new platform safely and enter a large cave. Once you’re inside, glide towards a passageway located next to Ivy’s roots.

Turn around and look up where you should notice an entrance to a small ventilation shaft. Use your hook to gain access to the vents and proceed towards the next area — Old Sewer. You’ll now have to begin moving north, however, notice new plants along the way. Those plants will be deploying two glowing orbs at the same time so you’ll have to be using Twin Batarang ability or keep throwing two gadgets manually within a short amount of time.

Eventually, you’ll have to reach the northern door in order to return to the Main Sewer Junction. Listen to a short radio transmission upon your arrival and then proceed to your right. One of Ivy’s plants is here and you should destroy it before moving on.

You’ll now have to retrace your steps. Start off by climbing on top of a platform located to the left of the first plant. Perform a jump towards a metal balcony seen in the distance and then turn right. Before you get to a new platform, wait for the flying orbs to show up and once you’ve landed destroy a new plant.

You may proceed forward until you’ve reached the first collapsed column. Just as before, you should use this column to get to an upper platform. You’ll have to perform two jumps from there — the first one towards a tower and the second one towards a new platform. Turn left for the second time and use a new collapsed column to get to the top.

You’ll have to turn right here. Wait for the plant to release glowing orbs and once they’ve exploded, destroy Ivy’s trap. When you’ve taken care of the plant turn right once again. This time, you’ll want to use a Line Launcher to get to a new platform seen in the distance (it was previously inaccessible).

Proceed to your right after you’ve landed and get ready to destroy a new plant. You’ll now have to climb up to a nearby platform and from there, to a second one. Once you’ve reached the top, proceed forward and perform a successful jump along the way. You’ll have to get to the top of this entire structure.

Look around a little and you should notice a new set of platforms in the distance. Use your Line Launcher to get there (screenshot #1) and after you’ve landed, proceed to the top. Head west and eventually, you’ll find yourself close to a control room that’s being occupied by four inmates.

Start off by choosing the newly unlocked Ultra Batclaw from your inventory. Aim the gadget at the loose part of the wall and then rip it off without any additional delays. Move back a little and wait for three inmates to arrive in order to see what’s happened. Grab them using the Ultra Batclaw and then pull them all together towards Batman.

Once you’ve taken care of the inmates, use your hook to get to the control station marked as the Pump Control Room. One other inmate is guarding this area, however, getting rid of him should be extremely easy. You’ll secure this room automatically when he’s neutralized so you can choose a nearby corridor leading to the Pressure Control Junction.

Head north and once you’ve reached a much larger room, you’ll have to defeat two inmates. They aren’t carrying weapons so you should end it quickly. You can now go either left or right. I would recommend choosing the eastern corridor in the first place. This path will lead you to the Control Room.

It’s going to be difficult to secure the area you’ve just entered, mostly because enemies will be standing close to each other and the gargoyles will be placed in bad spots. Start off by quickly moving forward. The first guard should appear directly in front of you. Perform a silent takedown on him and then immediately retreat to the corridor you’ve just used. Fire a hook at the upper balcony and once you’re there, Batman should automatically hold a crouching stance.

If you have an upgrade called Sonic Shock Batarang, you can now use it to disable at least one guard or preferably an entire group. In this case, make sure that they’re standing close to each other. Otherwise, you’ll have to wait for them to split up and eliminate them one by one. Remember that you can use Batarangs as long as you stay away from the gargoyles. It’s always a good idea to stun a few targets with successful hits.

Once you’ve been successful at stunning someone, glide to that area and perform a finishing takedown. Make sure to return to safety as soon as possible because it’s very likely for the reinforcements to show up almost instantly. Thankfully the gargoyles won’t be booby-trapped so it’ll make your life a lot easier. Prevent Batman from losing health due to enemy gunfire.

There are also other ways for you to get rid of at least some of your opponents. One of the ideas is to use Explosive Gel, especially since you’ll find a lot of breakable floors and walls. Take special attention in the area with two guards because you can eliminate them both with a single charge. Use ventilation shafts to move around freely. You can also ignore Batarangs and rely on Glide Kicks, however in most cases, it will be more dangerous than usual.

Once you’ve secured this entire area, proceed to the main control room (screenshot #1). Enter the room and find a control panel on one of the walls. Obviously, you must use the sequencer to hack into the system. Return to the main area and notice that two inmates have arrived in the meantime. Thankfully, eliminating them will be very easy — even if you don’t sneak up on them.

When you’ve finally succeeded, you can return to the Pressure Control Junction. This time head west and once you’ve returned to the main room, choose the unexplored passageway leading to an area marked as the Pump Room. Head inside.

There are a couple of inmates below your current position. Focus on three of them — the ones carrying a rifle, a stun gun, and a knife. There are two ways for you to initiate combat. You can use a Glide Kick on the thug armed with the rifle and immediately finish him off with a takedown OR you can stun him and two other inmates with a Triple Batarang.

Either way, you’ll have to be extremely careful during the fight. Don’t forget to use cape attacks against more experienced thugs and prevent other inmates from picking up the assault rifle. You’ll also have to watch out for active pumps on both sides of the room because coming in contact with them can have serious consequences.

Look around once you’ve been able to defeat all the hostiles. There are two control panels nearby and you’ll have to use a sequencer to shut them down. You may now return to the upper balcony and open the door leading back to Pressure Control Junction. Head forward.

Once you’ve reached the central area, you’ll find out that you’ve been trapped by Joker and that you’ll have to defeat his allies to proceed with the mission. Your objective will be to defend yourself against waves of enemy attacks and aside from the standard inmates, you’ll also be dealing with a new mutant.

Make sure to use the same tactics as before so you’ll have to move away from the beast and wait for it to start running towards Batman. Throw a Batarang at the creature followed by an evasive maneuver. Approach the stunned beast and throw a few punches for additional injuries. It’s also a good idea to encourage the mutant to hit one of the electrified barriers instead of a standard wall.

Once you’ve stunned the beast once or twice, the monster will kneel down giving you an opportunity to hop on its back. Notice that new inmates have arrived in the arena, and it would be a good idea to attack them before you’ll be forced to get off.

Sooner or later, you’ll have to start attacking the inmates on your own. During this battle, watch out for the mutant — dodging its attacks whenever necessary. You can also ignore the thugs entirely and just run around the room in hopes that you’ll be able to ride the beast again or that the mutant will harm enemies without your assistance.

Next phases of this battle are going to be very similar to the first one. Each time when you’ll find your way to the monster’s back, you’ll be attacked by a new group of inmates. Defeat the creature only if you’ve already dealt with other enemies. Doing this will allow you to move on with your current assignment.

Proceed towards the northern corridor and look up with detective mode turned on. You should notice a weak section of the wall and you’ll have to get rid of it using your Ultra Batclaw. Grapple up to the new platform, turn around, and use the Ultra Batclaw for the second time. Ripping off the second weak wall will allow you to proceed to the top.

You’ll have to make a jump towards a smaller platform from here. Choose the Explosive Gel from your inventory and plant the charge on the weak section of the floor. Once this is done, return to the previous platform and detonate the charge. You may now witness a cool cut-scene.

Look up again and use your Ultra Batclaw for the last time in this area. Once you’ve destroyed this section of the wall, grapple up to a new platform and head forward. You’ll soon find a door leading back to Arkham West.

Part 17 — Arkham Island #8

Start off by blowing up a new wall located close to your current position. After that approach the ledge and notice that new Ivy’s plants have appeared in the area. There’s also a new sniper here. Make sure he’s not looking your way and glide towards his tower. You shouldn’t have problems figuring out what to do next because all you have to do is to perform a well-known silent takedown.

Eventually you’ll have to return to the Botanical Gardens building located in the Arkham East district. I wouldn’t recommend travelling through Arkham North, because you would have to eliminate two new snipers there. It would be possible to neutralize them, but you would only waste your precious time.

I would recommend heading towards the southern passageway to Arkham East — which is going to be the well-known Abandoned Tunnel. Don’t forget to destroy the plants along the way. Thankfully, it’ll be very easy to spot them.

Once you’re inside the tunnel keep heading east and watch out for new plants. In this case, you should be more careful because some plants will be well hidden. You’ll also have to use your hook several times in order to avoid large obstacles. Reaching Arkham East shouldn’t take too much of your time.

Start off by destroying a nearby plant so you won’t get surprised by it later on during the game. There are two snipers in the area and you’ll have to play it all out correctly if you want to avoid sustaining injuries. Use your hook to get to the first tower located to your left. Don’t climb over the balustrade and instead remain in a hanging position.

You’ll have to wait for the first of the snipers to move slightly to your right, closer to your current position. Approach him quietly and perform a silent takedown. If you would decide to attack him right away, you would risk being seen by his colleague. Take cover behind the left wall and zoom in the view (from cover) to locate the second sniper. You must wait for him to start moving to your right before you leave this structure and move towards his tower.

Approach the second guard tower from the west. It would be a good idea to grapple up and grab the sniper. Doing this would allow you to hang him on the rope. If you feel confident try performing a silent takedown on him. Once it’s safe, return to the ground level and head over to the Botanical Gardens building. Open the door to end up in the Glasshouse Entrance.

Part 18 — Botanical Gardens #2

As you’ve probably noticed, the roots are still here so you’ll be forced to head through a short tunnel. Use the hook to grapple up to a small opening (screenshot #1) and continue with your approach. Be careful because all the plants found in the building will be releasing three orbs instead of two. Having a Triple Batarang ability really helps, otherwise you’ll have to be very fast in order to avoid any injuries.

2 – Walkthrough – Botanical Gardens #2 – Walkthrough – Batman: Arkham Asylum – Game Guide and Walkthrough

Keep moving forward until you’ll get to a door leading to the Botanical Glasshouse – Walkthrough – Botanical Gardens #2 – Walkthrough – Batman: Arkham Asylum – Game Guide and Walkthrough

Keep moving forward until you get to a door leading to the Botanical Glasshouse. Once you’re inside, you’ll have to get rid of a new set of plants. Focus on finding the door leading to the Flooded Corridor. You’ll have to use the Line Launcher here to reach the other side of the pool safely. Once you’ve landed, destroy the glowing spheres and then a new plant.

Notice than Poison Ivy has unlocked the main corridor for you so you won’t have to go through the side room to get to the northern section of the building. Keep heading forward until you encounter two guards. They’re the same ones you’ve rescued before, but in the meantime, Ivy has taken control over them. Thankfully, defeating them is very easy and can be done without any health losses.

Knock-out both guards and proceed to your left. You’ll end up standing near a large gap again so you’ll have to use the Line Launcher to cross to the other side. Head on to your right and open the door to find yourself in Elizabeth Arkham Glasshouse. Get ready for a challenging boss battle with Poison Ivy!

This battle will be split into two parts, however, the first part will be much easier. Each part will also consist of two phases and they will be starting alternately. The first phase will require you to remain on the move while Poison Ivy will try to catch you with her roots. When you notice the plants appearing near Batman, leave that area immediately before you’re caught. If you fail you won’t die right away, however, you will lose some health trying to free yourself.

Ivy’s roots will be appearing in one of three spots — in the left section of the arena, in the middle, and in the right section. You must keep moving until you’ll automatically advance to phase two. In this case, you’ll also be running a lot, however, Ivy will begin firing red orbs at you. Each hit can take a lot of your health points so you’ll have to focus on staying alive.

During the second phase, you’ll have to wait for Ivy to reveal herself for a short period of time. Once you see her inside the large plant, throw a quick Batarang at her (the one without having to aim manually). Ivy will be hit and she’ll lose a lot of health points. Notice that you’ve made her angry and you’ll have to avoid more orbs being fired at you.

Keep repeating all the actions mentioned above, constantly switching between both phases. You’ll have to wait for Ivy’s health bar to be drained completely. Notice that the large plant has fallen. Approach Ivy quickly and use the Explosive Gel to plant a device on her. The rest will happen automatically. Once you’ve witnessed a cut-scene, you’ll advance to the second part of this battle. Thankfully, the game will create a checkpoint here so if you fail from now on you won’t have to start from the beginning.

The biggest difference in the second part of the battle is that you’ll have to keep defending yourself against Ivy’s thugs each time you’ve advanced to the first phase. Obviously, this will make matters worse. Avoid using complex combos because you’ll have to focus on avoiding Ivy’s roots at the same time. Instead, keep running and throwing single punches.

You can use a trick to help you in staying alive. Notice that if you attack enemies standing close to the abyss, they’ll lose balance and fall. Having all the abilities which improve Batman’s fighting skills may also prove to be useful. You should know that each second phase will remain the same so you’ll have to wait for Ivy to reveal herself and avoid the fireballs.

Just as before, you must drain Ivy’s health bar before you’ll be allowed to finish her off (for good this time). Choose the explosive gel and approach the boss. This time Ivy’s plant won’t return to life! Watch a new cut-scene after which you’ll end up in Arkham North.

Part 19 — Arkham Island #9

Once you’ve returned outside, take your time to enjoy the fireworks and you can also listen to what Joker has to say. Your next objective will be to reach the Penitentiary building so you’ll have to travel to Arkham West. Notice that the Joker’s thugs are standing next to the entrance. They won’t attack you, but you can attack and defeat them without any problems.

Choose a smaller entrance to the building — which is going to be painted in red (screenshot #1). You’ll enter a corridor where you’ll encounter even more of Joker’s thugs. Just as before, you should consider attacking them. You’ll have a chance to score a lot of points here, especially since your enemies won’t be carrying any melee weapons. Once you’ve won, proceed through a nearby door and you’ll end up in the Visitor Room.

Part 20 — Penitentiary #2 — FINALE

Ignore the fact that you’ll be observing your surroundings from the first person perspective because everything is proceeding according to the plan. Approach the glass wall and listen to Joker’s statement. Once the explosion has occurred, enter the next room and proceed to your right. Watch a new cut-scene and get ready for a battle to take place in the Throne Room.

This is going to be an extremely challenging fight … during your which, you’ll not only have to defeat two mutants but also a lot of Joker’s thugs. Standard inmates will keep appearing constantly so you won’t have too much time to rest. Another important factor is that the arena you’re fighting in is going to be small so it’ll make dodging enemy attacks more complicated.

During the initial phase of this battle, you should focus your attention on avoiding mutant attacks by performing successful jumps. Make sure to stay close to the inmates so there’s a chance they’ll be hit by the beasts. You can also encourage the monsters to smash into one another. When you have a free moment, attack the inmates but each time, make sure you’re not in any danger from the mutants.

Once you’ve been able to defeat most of the inmates, you can start using Batarangs to stun the beasts. Make sure to do this only when they’re running towards Batman. After each hit, you may want to attack the stunned beast, however, you’ll have to watch out for the other mutant at the same time. Don’t forget that your primary concern should be to keep Batman alive.

Sooner or later, you’ll be given a chance to climb on the mutant’s back. Use this opportunity to defeat as many inmates as possible and to inflict major injuries to the other monster. Don’t forget that defeating both mutants is the key to your success. Once you’ve returned to the ground, continue performing all the actions mentioned above.

Once you’ve been successful in defeating the first mutant, it should become much easier to stay alive. Don’t forget to use Batarangs and watch out for the inmates. Neutralizing the second mutant as well will allow you to advance to the final battle with Joker.

The action of this second battle will take place on the roof of the Penitentiary building. Once the battle has begun, start running around Joker and avoid his claws. Thankfully, your opponent won’t even try that hard to get you. Keep running until Joker decides to climb on top of a nearby balcony. You’ll advance to the first (and easiest) phase of the battle.

Joker will now send his goons to finish you off. I assume you’ve mastered your fighting skills by now — otherwise you’ll have a lot of problems winning this entire battle. Keep attacking Joker’s men. Don’t forget to perform successful countermoves and cape attacks. You should also focus on using your special combo moves in order to dispose of enemy units quickly.

The only real problem during this first phase of the battle are going to be Joker’s teeth. They’re rigged with explosives so you’ll have to be very careful while moving on the arena. Whenever you hear a cruel laugh, perform an evasive maneuver because an explosion will occur in about a second. It would be a good idea to wait for the teeth to show up near enemy units so the explosions will stun them.

Once you’ve eliminated all the inmates, Joker should turn around because he’ll be distracted by a helicopter. MAKE SURE that there aren’t any additional thugs in the area … the same goes with Joker’s teeth. It’s extremely important because you wouldn’t be able to end this phase properly. Quickly choose an Ultra Batclaw from your inventory and fire it at Joker’s back. You’ll now have to keep pressing the action key rapidly to pull him from the upper balcony. If you’re interrupted, you would have to remain in the same phase and eliminate a new (smaller) group so that’s why it’s important to secure the area before focusing on Joker.

If you’ve done everything according to the plan, you’ll watch a short cut-scene showing Joker’s fall. Approach the boss quickly and perform a standard three-hit combo. Joker should lose a third of his initial health. Once again, you’ll have to avoid his direct attacks which shouldn’t be a problem. Once Joker has returned to the upper balcony, you’ll advance to phase two.

The only real change during this second phase of the battle is that aside from standard inmates, you’ll also be dealing with thugs armed with stun guns and knives. Obviously, you should focus your attacks on them. Use cape attacks to disarm enemies with knives and jumps to outsmart goons with stun guns.

Don’t forget about the bombs, especially since you’ll be dealing with even more teeth than the last time. Once you’ve neutralized ALL enemy units, wait for Joker to turn around to then use the Ultra Batclaw on him and throw a few punches. Before you’ll advance to the last and third phase, you’ll have to avoid his claw attacks again.

The third phase of the battle will feature one new element — a gun locker. It’s crucial that you prevent your enemies from opening the locker. It’ll be located directly beneath Joker’s balcony. If they do somehow manage to do that, make sure that the gun remains on the floor because otherwise you’d be facing a serious threat.

There are also electrified barriers near the locker so you’ll have to be careful not to touch them. On the other hand, you may try pushing the inmates towards the barriers to make your job easier. Once you’ve eliminated all the inmates and allowed all the bombs to explode, grab Joker for the last time and pull him from the balcony. This time you won’t have to finish him off yourself.

That’s it! Sit back and enjoy the ending. Congratulations!

Written by
A survivor of the 16-bit console wars, fan or horror films, and pro-wrestling. Lover of all things Sega.

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