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    FAQ/Walkthrough by Axel7174

    Version: 1.30 | Updated: 07/29/11 | Printable Version | Search Guide | Bookmark Guide

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     _________________________________
    | Batman: Arkham Asylum Guide     |
    | Created by: Axel7174            |
    | FAQ and Walkthrough             |
    | Copyright 2009 Ryne Gardner     |
    |_________________________________|
    
    
    
    Version History
    ---------------
    Version .75 - 8/26/09 - 9/04/09
    --First sample of the guide up. A lot to be covered and worked on but I'll be
    trying to get it all in soon. I had hoped to have the first completed version
    up already, but it wasn't to be. I just transferred to a new university and I've
    already been thrust into the work therein so I'm trying to balance college,
    work, and other things such as this guide. So the walkthrough isn't complete
    yet and the guide is still missing some sections but I'll be hoping to at least
    finish the walkthrough over the weekend.
    
    Version 1.00 - 9/05/09
    --Huzzah! The first completed version is up. In addition to finishing the
    walkthrough, I made one or two small fixes to what was already there. The
    bigger change was a quick spell check. That's about it but the other sections
    should be arriving soon I hope.
    
    Version 1.10 - 9/09/09
    --Turns out I forgot to officially stamp this guide as "complete" even though
    I uploaded what was the first complete draft. Oh well, that should be rectified
    now. In addition to that, I have started adding some of the other sections. I
    added the Trophy section and the Riddler's Challenge section. You can also find
    a separate guide dedicated to Riddler's Challenges on the FAQ page. Other than
    that, there wasn't much beside a slight formatting change with some of the
    paragraphs and such.
    
    Version 1.15 - 9/14/09
    --Nothing new now, unfortunately. The remaining stuff isn't quite in the works
    yet. This was just a few minor fixes, including one fix brought to my attention
    by a few readers.
    
    Version 1.20 - 10/05/09
    --Started the Challenge Mode section. Added the stuff for Batman's challenges,
    but working on Joker's. It's stated in the section itself, but it's not meant
    to provide a very detailed strategy for Challenge Mode maps, because it's all
    dependent on your skill. Still, you might be able to find some help there.
    Minor fixes here and there and that would be all. More to come soon.
    
    Version 1.30 - 7/29/11
    --It's been a long, long time. I finally got around to some now-overdue updates.
    I took care of the Joker stuff (the best way I felt I could), briefly covered
    some of the DLC challenge maps, and made some minor tweaks and such here and
    there. Most of all, I added the missing interview tapes from the Riddler
    Challenge list, which several people have notified me about. Apologies for
    taking so long.
    
    
    
    
    
    
    Table of Contents|------------------------------------------------------------
    
    
    1. Introduction................................................. [itro]
     * About This Guide
     * Using This Guide
    2. Bat Basics................................................... [bb00]
     * Controls..................................................... [bb01]
     * Freeflow Combat.............................................. [bb02]
     * Predator Mode................................................ [bb03]
     * Detective Work............................................... [bb04]
     * Gadgets...................................................... [bb05]
    3. Walkthrough.................................................. [aawt]
     * Prologue - A Night of Laughs................................. [aa00]
     * Chapter 1 - Killers at Large................................. [aa01]
     * Chapter 2 - Hanging Over Madness............................. [aa02]
     * Chapter 3 - Hunter and Hunted................................ [aa03]
     * Chapter 4 - Into the Open Night.............................. [aa04]
     * Chapter 5 - Wings of a Savior................................ [aa05]
     * Chapter 6 - A Fearsome Opponent.............................. [aa06]
     * Chapter 7 - The Dark Nectar.................................. [aa07]
     * Chapter 8 - Crashing the Party............................... [aa08]
     * Chapter 9 - Reliving a Nightmare............................. [aa09]
     * Chapter 10 - A Cut Above..................................... [aa10]
     * Chapter 11 - Behind Closed Doors............................. [aa11]
     * Chapter 12 - His Personal Army............................... [aa12]
     * Chapter 13 - Deliver Us From Evil............................ [aa13]
     * Chapter 14 - In His Realm.................................... [aa14]
     * Chapter 15 - A Growing Threat................................ [aa15]
     * Chapter 16 - Treasure Hunting................................ [aa16]
     * Chapter 17 - Last Laughs..................................... [aa17]
    4. The Riddler's Challenge...................................... [rd00]
     * Types of Challenges.......................................... [rd01]
     * Map Locations................................................ [rd02]
     * Riddle List.................................................. [rd03]
     * Riddler Trophy List.......................................... [rd04]
     * Joker Teeth List............................................. [rd05]
     * Interview Tape List.......................................... [rd06]
     * Arkham Chronicle List........................................ [rd07]
    5. Challenge Mode............................................... [cl00]
     * Batman Challenges............................................ [cl01]
     * Joker Challenges............................................. [cl02]
     * Downloadable Content......................................... [cl03]
    6. Extras....................................................... [ex00]
     * The Hidden Room Easter Egg................................... [ex01]
     * Trophies..................................................... [ex02]
    7. Miscellaneous................................................ [mi00]
     * Frequently Asked Questions................................... [fak4u]
     * Credits/Special Thanks
     * Contact Info
     * Legal Babble
    
    
    
    
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       1        \  Introduction                                     [itro]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    Welcome to this guide for Batman: Arkham Asylum! It is my sincere pleasure to
    personally welcome you here. I go by the pseudonym Axel and it is my hope that
    whether you're looking for a ton of help, or just a hint or two, that you find
    what you need here.
    
    About This Guide
    ----------------
    2009 has been a busy year for me in terms of college, work, and guides. I'm a
    pretty avid gamer; it's probably my biggest hobby outside of writing. There are
    three games I've been desperately waiting for. Uncharted 2: Among Thieves and
    Assassin's Creed II are two of them. The third? Well it's out already. It's
    Batman: Arkham Asylum! It is without a doubt one of the best games I've played
    and now I've decided to write a guide for it.
    
    Using This Guide
    ----------------
    Navigating around this guide is simple. If you'd rather not scroll for an
    eternity, the table of contents will help you. Most items in the table have a
    small code at the end. Use these quickjumps and put them into the ctrl+f
    function of your web browser and you can quickly jump to a section of the guide.
    You can also search for important keywords to help you find certain things.
    If you have questions, please first refer to the Frequently Asked Questions. If
    your question isn't answered there or you're still confused, feel free to e-mail
    me. My e-mail can be found in the Contact Info section. Secondly, if you have
    something to say or contribute, please read the Contact Info section for my
    personal policy and rules on these things. It's very, very important to me that
    you read that first.
    
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       2        \  Bat Basics                                       [bb00]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    Here we'll go over most of the basics in the game. In particular, we'll be
    taking a look at the three main gameplay elements that make up this wonderful
    game. This is here to just serve as a small help or reminder for those who
    don't feel like looking at their instruction booklets.
    
    Controls     [bb01]
    --------
    Here's a quick glance at the controls for both the PS3 and 360 versions of the
    game.
    
     ______________________________________________________________
    |Action                 |PS3 Button        |360 Button         |
    |--------------------------------------------------------------|
    |Pause/Unpause          |Start             |Start              |
    |--------------------------------------------------------------|
    |Map/Menus              |Select            |Back               |
    |--------------------------------------------------------------|
    |Movement               |Left Analog Stick |Left Stick         |
    |--------------------------------------------------------------|
    |Camera movement        |Right Analog Stick|Right Stick        |
    |--------------------------------------------------------------|
    |Select/Change Gadgets  |D-Pad             |D-Pad              |
    |--------------------------------------------------------------|
    |Aim Batarang           |L1                |Left Button        |
    |--------------------------------------------------------------|
    |Detective Mode on/off  |L2                |Left Trigger       |
    |--------------------------------------------------------------|
    |Scan                   |L2 (hold)         |Left Trigger (hold)|
    |--------------------------------------------------------------|
    |Grapple                |R1                |Right Button       |
    |--------------------------------------------------------------|
    |Crouch                 |R2                |Right Trigger      |
    |--------------------------------------------------------------|
    |Center camera          |L3                |Left Stick button  |
    |--------------------------------------------------------------|
    |Zoom                   |R3                |Right Stick button |
    |--------------------------------------------------------------|
    |Run/Glide/Use/Climb    |X/Cross           |A                  |
    |--------------------------------------------------------------|
    |Evade                  |X-X (double tap)  |A-A (double tap)   |
    |--------------------------------------------------------------|
    |Strike                 |Square            |X                  |
    |--------------------------------------------------------------|
    |Silent Takedown        |Triangle          |Y                  |
    |--------------------------------------------------------------|
    |Drop down              |Circle            |B                  |
    '--------------------------------------------------------------'
    
    COMBAT
     ______________________________________________________________
    |Action                 |PS3 Button        |360 Button         |
    |--------------------------------------------------------------|
    |Strike                 |Square            |X                  |
    |--------------------------------------------------------------|
    |Counter                |Triangle          |Y                  |
    |--------------------------------------------------------------|
    |Stun                   |Circle            |B                  |
    |--------------------------------------------------------------|
    |Redirect               |X (double tap)    |A (double tap)     |
    |--------------------------------------------------------------|
    |Quick Batarang         |L1                |Left Button        |
    |--------------------------------------------------------------|
    |Quick Batclaw          |
    |Throw                  |Square + X        |X + A              |
    |--------------------------------------------------------------|
    |Takedown               |Triangle + Circle |Y + B              |
    |--------------------------------------------------------------|
    |Ground Takedown        |R2 + Triangle     |Right Trigger + Y  |
    '--------------------------------------------------------------'
    
    PREDATOR
     ______________________________________________________________
    |Action                 |PS3 Button        |360 Button         |
    |--------------------------------------------------------------|
    |Grapple                |R1                |Right Button       |
    |--------------------------------------------------------------|
    |Glide Kick (gargoyle)  |Square            |X                  |
    |--------------------------------------------------------------|
    |Drop down/Climb        |X                 |A                  |
    |--------------------------------------------------------------|
    |Glide                  |X (hold)          |A (hold)           |
    |--------------------------------------------------------------|
    |Hang (from gargoyle)   |Circle            |B                  |
    |--------------------------------------------------------------|
    |Inverted Takedown      |Triangle          |Y                  |
    '--------------------------------------------------------------'
    
    
    Freeflow Combat     [bb02]
    ---------------
    The game makes use of a simple but difficult to master combat system. Called
    Freeflow Combat, this fun system allows Batman to effortlessly take on entire
    hordes of enemies at once.
    
    You have three attack buttons: Strike, Counter, and Stun. Strike is the main
    attack function for Freeflow Combat and the one you'll be doing the most damage
    with. It's your "aggressor" button. Counter is a bit more defensive but it still
    accomplishes the same thing. Stun as the name implies, temporarily stuns an
    enemy in a standing position (not a prone one). Let's look a little closer at
    the latter two.
    
    -Counter-
    
    Countering moves is simple in Arkham Asylum. Batman will always be outnumbered.
    Let's face it, he's just one guy against an army of thugs. To be able to deal
    appropriately with these odds, Batman makes full use of his martial arts
    training. When dealing with one enemy, you'll often come under attack by
    another. In these instances, you'll see the blue lightning bolts (almost like
    Spider Sense?) appear above their heads. This is your cue to hit the Counter
    Button (Triangle/Y). It doesn't matter from what angle you're being attacked.
    All that matters is that you hit the button at that prompt. On Hard, there is
    no prompt so you have to be careful.
    
    Counter is helpful against enemies with weapons because it unarms them. Batman
    won't use their weapons of course except for a quick hit before he drops them.
    As you play further through the game, counter opportunities become easier to
    see, as you often see the thugs who want to hit you running toward you.
    
    -Stun-
    
    Stun, performed with Circle/B is a move used to temporarily disable your foes.
    It can help you put an enemy aside for just a little while. It is most useful
    though against dagger-wielding opponents. These foes are a little more
    protected than others and can't be hit with normal strikes. Stun helps
    disorient them so that Batman can go in for the kill with his normal strikes.
    
    -Redirect-
    
    Besides three offensive moves, you have the ability to escape. Redirect is good
    for moments when you are totally surrounded. Double tap X/A to leap over an
    enemy and get behind them. Redirect is necessary to attack enemies that wield
    stun batons or torches. They cannot be attacked directly with Strike or Stun
    because it damages Batman, and they cannot be countered. These enemies are
    vulnerable from behind however. Redirect will help you get into position for
    an attack.
    
    -Throw-
    
    When you purchase the move, Throw is a nice attack to use. Batman will pick up
    an enemy and throw him in whatever direction you point the stick. It's
    important to note that you have a limited time to "aim" so if you don't pick a
    direction quickly, you may not be able to throw the enemy where you want. This
    is good when you're surrounded. You can also throw enemies into electric
    barriers and other objects.
    
    -Takedowns-
    
    Besides your Ground Takedown, you can also perform another Takedown during
    combos. The latter must be purchased from the Upgrades menu. Takedown totally
    incapacitates an enemy taking them out of the fight and lessening the number
    Batman has to deal with and easing the burden on you, the player. The combo
    Takedown (the one that has to be purchased) is very helpful because enemies are
    not allowed to attack you during the animation. The Ground Takedown leaves
    Batman vulnerable however.
    
    Now, for a little more advanced tips and things to think about to make your
    Freeflow Combat experiences better ones.
    
    -Time to Takedown-
    
    While the combo Takedowns let you take out enemies unhindered, the Ground
    Takedowns do not. Enemies will try to attack during Ground Takedowns. Trying to
    mix in Takedowns in your combos, especially long combos really boosts your XP
    or your score in Challenge Mode. Therefore, it's easy to get greedy to attempt
    Ground Takedowns on your stunned enemies. You need to be able to do it without
    worrying about the other enemies however.
    
    One way is to use Freeflow Combat to go from one enemy to the other until all
    are down. Freely use a Ground Takedown on one. Another is to look for the next
    enemy moving to attack. If he has to run toward you, wait for him to start his
    attack and then immediately use R2 + Triangle to make Batman leap out of the
    way and toward his victim. Not only do you get your Takedown, you avoid the
    attack. Learning this technique isn't easy and requires a lot of practice.
    Enemies tend to follow you some distance preparing and even during their attack
    so you need to go far out of range.
    
    -Mind Your Aim-
    
    One of only, if not the only flaw in Freeflow Combat is that it's sometimes
    difficult to pick the right target. For the most part, using the Left Analog
    stick to aim your strikes and so forth is simple. Even when enemies are bunched
    together, the stick helps you be as precise as you need to be. When enemies are
    in certain positions (one behind another) or so on, especially in the prone
    stunned position, there are difficulties. You might want to perform a Ground
    Takedown (see above) on an enemy on the far side of the area, and you point the
    stick in the right direction, but you end up hitting a different enemy instead.
    As a result an enemy right near you attacks you (see above again) and your
    combo is ended.
    
    It's difficult to read these situations before they happen. The best thing to
    do is just ignore the Takedown opportunity and focus on countering attacks and
    look for another enemy to attack.
    
    -Enemies and Weapons-
    
    As mentioned earlier, there are some enemies that can't be hurt by normal means.
    The dagger-wielding enemies can't be struck or countered. Stun works on these
    guys, allowing you to hit them. Then there are the stun baton/torch wielders.
    You need to get behind them with Redirect to get to them.
    
    These two enemies will display a red lightning bolt image above their heads.
    This is not a counter prompt, but a dodge prompt. For stun baton/torch guys,
    consider this a prompt to use Redirect since that is your only real option if
    they're about to attack. For dagger-wielding enemies however, consider the red
    lightning bolts your cue to use Stun. You'll also see this prompt when enemies
    pull metal boxes off the walls and threaten to throw them. The only thing you
    can do here (besides attacking them first) is to evade by double tapping X.
    
    When you build up a combo, you get access to your special moves. The combo
    Takedown allows you to dispatch an enemy instantly. Save these moves in the
    situations where you have special enemies like the dagger and stun baton/torch
    guys. Eliminating them first makes the fight more normal and easier. This is
    helpful in Challenge Mode.
    
    In addition, you will see enemies scrambling to find weapons on the walls in
    areas. When this happens, you'll hear an alarm go off. That's your cue to stop
    them. Using Freeflow, try to maintain your combo but aim your attacks toward
    the enemy who is going for a weapon so that you can stop him. Again, some
    practice will be required to pull this off flawlessly and still maintain your
    combo. Besides normal weapons like pipes, they can get guns, which makes
    stopping them even more imperative. No alarm is tripped for guys who pull metal
    boxes off the wall so you need to watch out for them.
    
    Predator Mode     [bb03]
    -------------
    The combat will be interspersed by the more stealthy and just as entertaining
    Predator moments. Batman is all about striking from the shadows and instilling
    fear in his enemies. That comes out very well in Predator gameplay.
    
    When you come to Predator rooms, you'll have a few enemies, all of which are
    armed with guns. As you progress further through the game, the number of
    enemies will increase. Your objective will be to stealthily take them all out,
    making use of Batman's skills and gadgets.
    
    Detective Mode helps you see all the enemies in the area and allows you to plan
    your attack. It also delivers additional, but ultimately useless information
    such as your opponent's arsenal, their heart rate, and their condition.
    
    Next, there are the gargoyles. Gargoyles are extremely helpful in surveying
    the area in Detective Mode and staying easily out of sight. Enemies can't see
    you on the gargoyles and they cannot see you as you are in the process of
    grappling. If you are spotted, it's because they saw you before you initiated
    your grapple.
    
    Predator Mode is all about striking from the shadows and using various methods
    to dispatch your opponents. There are a wide variety of potential takedowns and
    stunning attacks that you can unleash on unsuspecting henchmen. Batman's
    arsenal expands beyond his fists and feet and his supply of gadgets. Let's look
    at the various Takedowns.
    
    -Melee Takedown-
    
    This is just a standard series of melee attacks intended to take down an enemy
    by pummeling them. It's no different than Freeflow Combat strikes, only you are
    aiming for an opponent that is armed. This Takedown is only recommended in
    emergencies when you are discovered by a single enemy.
    
    -Silent Takedown-
    
    One of your most valuable Takedowns. By crouching, Batman can move without
    making noise. Sneaking up on opponents in this fashion allows you to perform
    Silent Takedowns. Silent Takedowns will not alert any nearby enemies, unless of
    course, they see you doing it. When suicide collars are introduced later
    though, the enemies will be informed by Joker that you've taken someone out,
    even if it was silent.
    
    -Inverted Takedown-
    
    Batman can hang from a gargoyle and swoop down and grab an unsuspecting thug
    and then string him up. Inverted Takedowns, besides being really fun, are one
    of the many "loud" Takedowns that will alert the other enemies. Be sure to
    perform them on isolated enemies and also fly from your perch to another
    gargoyle. If you don't move, the others will discover you. You can also cut
    down enemies who are strung up by firing a Batarang at the rope. This also
    alerts the enemies though. To perform an Inverted Takedown, wait until an enemy
    is walking underneath a Gargoyle and a prompt will appear. You can do this
    either sitting on the gargoyle or by hanging with Circle.
    
    -Glass Ceiling Takedown-
    
    In a few areas where there is a glass ceiling in a small room, you can grapple
    up here and stand on the glass. Should an enemy pass underneath you, a prompt
    should appear for a Takedown. Batman will smash through the glass and crush the
    thug. A fun, cool, but also noisy Takedown. Be sure to hide afterwards.
    
    -Ledge Takedown-
    
    A Ledge Takedown is another fun one to do on enemies standing close to, well...
    ledges. Whether it's a walkway with a railing, or just a normal ledge. You can
    grapple up to these and wait. Enemies usually patrol along and peek over the
    railings. You can perform Ledge Takedowns on these enemies. They don't have to
    be peeking over the side to do it; just line up correctly with them.
    
    -Glide Kick-
    
    From a gargoyle or a high ledge you can target enemies and perform a Glide Kick
    with Square. The Glide Kick is intended for isolated enemies, as it causes some
    noise. The Glide Kick itself is not a Takedown; it only stuns the enemy. You
    have to follow it up with a Ground Takedown to finish the job.
    
    -Explosive Gel Takedown-
    
    Plant Explosive Gel on a wall where an enemy is standing or will pass by. Wait
    and then trigger the detonation to knock them out instantly. Note that you need
    to plant the gel on the opposite side of where they will be passing. The idea
    is that the wall needs to explode outward, toward the victim, so planting it
    on the other side may result in the enemies being only stunned at best.
    
    -Proximity Explosion-
    
    With an upgrade to the Explosive Gel, it can automatically detonate when a
    nearby enemy walks too close. This will usually only stun an enemy, so you'll
    need to get close and finish him.
    
    -Batarangs-
    
    Batarangs can disable henchmen for a short while (longer if you buy an
    upgrade), allowing you to move in for Takedowns. They only stun if you use them
    on enemies that don't see you (excluding Freeflow Combat). Upgrading to three
    Batarangs increases the effectiveness.
    
    -Sonic Batarang-
    
    Normally, the Sonic Batarang is a good way to lure enemies into traps or
    position for easier Takedowns or to isolate one from the pack. With an upgrade,
    the Sonic Batarang can be used to take out one enemy. Lure the opponent close
    and when he goes to inspect the Batarang, detonate it to take him out.
    
    -Batclaw Takedown-
    
    The Batclaw will normally only stun a thug when you pull them with it. Same
    goes for the Ultra Batclaw. If you use the Batclaw on an enemy near a railing
    or near a ledge, you can pull them off for easy Takedowns.
    
    -Batclaw Trapdoor-
    
    In a few instances where enemies stand above a destructible floor, you can use
    the Ultra Batclaw to pull on it and with some effort, destroy the floor from
    under them. This will take out any enemies caught.
    
    -Line Launcher Attack-
    
    If you use the Line Launcher and aim toward enemies, the momentum will allow
    Batman to deliver a swift and powerful kick as he's riding to stun an enemy or
    two. This can also be done to launch Batman through glass to attack a thug.
    They are only stunned though, so move in for the coup de grace.
    
    -WHAT TO DO WHEN YOU'RE SPOTTED-
    
    When an enemy sees you, you can flee either by getting far away and hiding
    behind a structure or some other piece of cover. The main method is to grapple
    up to a gargoyle and then swing from one gargoyle to another until the enemies
    can't see you any more. One other method is to jump into a grate and hide in
    the vents.
    
    
    Detective Work     [bb04]
    --------------
    Besides having the martial arts skills of a ninja, the physique of Hercules,
    and enough gadgets to make any geek wet themselves, Batman is also called the
    greatest detective. He is good at analyzing and interpreting situations. There
    are times where using the brain will be more valuable.
    
    Detective Mode is one of your most useful tools in Arkham Asylum. The display
    has some x-ray capabilities, allowing you to spot all hostiles in an area.
    Unarmed hostiles are in blue and armed hostiles are in red. As noted in the
    Predator Mode section above, the display gives you information on their weapon,
    heart rate, and condition. The conditions are as follows:
    
    Calm - The target is calm and carrying on normally
    
    Nervous - The target is flustered and unnerved. For enemies, they begin to step
    up patrols and pair up into groups to find Batman
    
    Terrified - Enemies are totally spooked and will fire their guns at the
    slightest noise. When Batman appears in front of Terrified henchmen, they are
    caught off guard, something that doesn't happen under other conditions. This
    gives you a moment to strike.
    
    Unconscious - The target is incapacitated
    
    Deceased - The target is dead. You won't find many deceased enemies.
    
    
    Detective Mode also renders important objects in bright orange. This includes
    gargoyles, vent covers, and objects like Riddler Trophies and Interview Tapes.
    It's a very useful tool for when you get stuck.
    
    There are also moments where Batman has to find something specific, but doesn't
    know where to look. In these instances, there will be a "Scanner" mode that
    automatically starts. The game takes a first person view and you can look for
    potential clues that can leave a forensic trail. Finding the object in the
    immediate area will do just that and a trail will appear. Note that the
    forensic trail will only appear while Detective Mode is on. The amount of trail
    uncovered will also appear on your map.
    
    Gadgets     [bb05]
    -------
    As you've no doubt seen, Batman has a slew of gadgets to use. Half of them are
    Batarang type gadgets. The other half are unique ones that can serve Batman in
    exploration, in Predator Mode and even in combat.
    
    -Batarang-
    
    Batman's trademark Batarang is with him from the start. He has an unlimited
    supply of these babies. You can equip one by holding L1 and this allows you to
    target specific enemies or other objects. You throw it with R1. You can also
    initiate a Quick Batarang by just tapping L1 and it will hit the closest or
    most important target without fail.
    
    Batarangs stun enemies that don't seem them coming. In combat, Batman can chain
    them in his combos to make his fights easier.
    
    -Multi Batarang-
    
    With an upgrade, you can upgrade to two Batarangs at once. This is treated as a
    totally separate gadget. With a second upgrade, you can make it three. This is
    used specifically for taking down more than one thug at once. It's good for
    picking off targets and going in for Takedowns on a few thugs. It's also very
    helpful in Freeflow combos.
    
    -Remote Control Batarang-
    
    The Remote Control Batarang must also be purchased from the Upgrades menu. When
    thrown the camera follows the Batarang and allows you to control its flight
    with both sticks. The RC Batarang can still only stun enemies at best, but it
    allows you to be a bit more strategic. It only has a certain amount of life
    before you lose control. You can use this time to take out a group of thugs in
    certain positions. If the RC Batarang crashes into something, you lose control.
    
    -Sonic Batarang-
    
    One thing I kept asking myself when I was playing was how I could lure enemies
    out, almost in Metal Gear Solid fashion. In most of the MGS games, you could
    tap on walls and basically manipulate enemy movement. That idea does live on in
    the form of Sonic Batarangs. Once suicide collars start appearing, you can buy
    this from the Upgrade menu. When throw to a floor or wall, it emits a signal
    that interferes with the suicide collar. An enemy will go over to investigate
    it. This allows you to isolate enemies and lure them into positions so you can
    sneak up on them, perform Inverted Takedowns, or just about anything.
    
    Sometimes enemies can outsmart you. When you plant a Sonic Batarang with the
    intention of luring a thug to that exact spot, it might backfire. Sometimes the
    enemies keep their distance just a bit and shoot the Batarang. It's also good
    to note that only one enemy will investigate it at a time.
    
    With an upgrade, you can make the Sonic Batarang a weapon. When an enemy gets
    close, target the Sonic Batarang and hit R2 to set off a detonation that will
    incapacitate the henchman foolish enough to stand there.
    
    -Explosive Gel-
    
    One of the most helpful inventions, the Explosive Gel allows Batman to break
    down most of the destructible walls he finds in Detective Mode. Walk up to a
    wall or a floor that can be destroyed and hit L1 to prepare and R1 to spray.
    When you are a safe distance away, target it and hit R2 to detonate it. This is
    a great method of taking down enemies.
    
    Besides this, you can also upgrade the Explosive Gel to go off when enemies get
    too close. You can use this to manipulate enemy movement somewhat. Planting it
    in a specific location with the intention of getting an enemy to trip it will
    draw the others over. You can also plant multiple charges and set them off at
    once or one at a time with an upgrade.
    
    -Batclaw-
    
    The Batclaw is a nifty item that allows Batman to pull off vent covers on high
    walls and clear objects out of his way that he can't reach normally. It also
    lets Batman pull thugs off ledges and in combat it can pull them towards him
    until they eventually fall over.
    
    -Cryptographic Sequencer-
    
    This really cool gadget finally allows you do away with those annoying electric
    barriers and other obstacles. The Sequences targets those electric control
    boxes that the cables run to. They mostly control electric barriers but other
    things as well. Getting this gadget is equal to opening up a lot of
    backtracking possibilities for goodies.
    
    At first the Sequencer only works in close range with the control boxes. An
    upgrade increases its range so that you can be at a farther distance, including
    the boxes you can't even reach (including ones that are behind the electric
    barriers instead of outside of them). This is an upgrade you should definitely
    get as soon as you can if you want to hunt for goodies immediately.
    
    The Sequencer works in an interesting way. Once it's found a security control
    box, you hit R1 to start it up. The display screen appears and there are two
    thumb pads that Batman uses to find the frequency, and these correspond to the
    Left and Right Analog sticks. To overload the box, you have to use the sticks
    and get both of them in two specific positions until it finally blows.
    
    There are two signals to use to tell you you're close to cracking it and thus
    two methods to use. One is by feel. If you have a DualShock 3 controller, it
    vibrates with certain intensity as you rotate the sticks. Using one stick at a
    time, rotate around until you decide where it is vibrating the most. Let go and
    then do this separately for the other stick. When you think you got it, push
    both sticks in those directions and adjust slightly as necessary.
    
    The other more standard method is to rotate both sticks and watch the display
    screen carefully. As both sticks get closer to the unlocking locations, the
    screen turns to green. When it is bright green it is about to overload, so hold
    the sticks in that position to break it.
    
    When targeting a box, the outside ring is occupied by some smaller yellow
    circles. These correspond to the "difficulty" involved in cracking a specific
    box. The more yellow circles, the more precise you have to be with the sticks,
    putting them in very, very exact spots.
    
    -Line Launcher-
    
    The Line Launcher is a very fun gadget used to get across very large gaps or
    distances that can't be normally traversed. There will be many situations when
    Batman can't get across a certain area. The Line Launcher comes in handy here.
    
    To use it, press L1 and then pay attention to the targeting reticle. If it has a
    yellow indicator at the top and bottom that means it has room to plant a line
    both back and forward. Hit R1 to fire it and the lines extend, allowing you to
    zip-line across a gap or distance. It has a very good range but it is still
    limited to some degree. It can only be used to go straight forward, not up or
    down. While zipping, you can hit X to drop down early.
    
    The Line Launcher can be aimed toward enemies to cast a line and zip toward
    them. Batman automatically delivers a powerful kick when he gets close. He can
    also break through glass by zipping toward it.
    
    -Ultra Batclaw-
    
    This gadget replaces the old Batclaw. It fires three claws instead of one. It
    not only makes for a nice weapon against thugs both in Predator and Freeflow
    Combat situations, but it has one very nice feature. The Ultra Batclaw can
    stick to those high destructible walls. The walls that look like they need
    Explosive Gel but Batman simply cannot reach. By hooking on these walls, you
    can pull on them and eventually pull them down, destroying them. This also
    makes for a nifty trap in some situations.
    
    The Ultra Batclaw can still be used on vents. With three claws now, it takes a
    lot less effort to pry one off though.
    
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       3        \  Walkthrough                                      [aawt]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    Right to the nitty gritty, eh? Here is the walkthrough I've provided for
    Batman: Arkham Asylum. Here to guide you every step of the way, whether you
    need a hand all the way through, or just get stuck every now and then.
    
    The game doesn't have named chapters so I'll be making up my own names so don't
    think they're in the game or anything. Since the delineations are not very
    definite in the game, I'll basically be dividing the walkthrough up into the
    sections the game does with Story Mode Trophies. Each time you complete a new
    part of the story, you get a Trophy or Achievement and that's how I'll be
    setting up the walkthrough parts.
    
    Now of a bit more importance, when it comes to all the Riddler's items for his
    challenges, I debated for a little on how I would do it. I decided to go with
    something pretty simple. When reading the walkthrough, keep your eyes out for
    the items like JOKER TEETH, and RIDDLER TROPHIES in all capitals just like
    that. This way you can make sure you don't miss anything.
    
    However, when it comes to actual Riddles I will be putting them down too. This
    was something I debated for a while too. Ultimately I decided to write them
    into the main walkthrough (they'll also appear in the Riddler section of
    course), but I STRONGLY encourage you to figure them out for yourself if you
    can first. It's more satisfying if you do.
    
    This guide is mostly but not totally spoiler free. What happens in cutscenes
    and so on will not be revealed but you'll see names and some other sections in
    this guide do spoil things (Trophy/Achievement section for example) but there
    are spoiler warnings there too.
    
    
    Let's get started...
    
    
                                     Prologue
                            --------------------------
                                 A NIGHT OF LAUGHS
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 0   |
    |Interview Tapes: 0    |
    |Joker Teeth: 0        |
    |Chronicles: 0         |
    o------------[aa00]----o
    
    
    After the cutscenes, you'll have control of Batman as he talks to the guard on
    the right. You can see Joker being strolled deeper into the asylum ahead of you
    with a heavy escort. Everything seems good. Follow the escort onto the elevator
    to go down.
    
    You'll walk forward into the following corridor where a scan will be performed.
    There will be a brief delay and then Joker and his escort will get moving again.
    Keep following.
    
    The party will go past some of the cells and some inmates will start cheering.
    At the end, one of the Arkham staff will request to check on Joker real quick.
    He happens to be voiced by Steven Jay Blum just FYI and is anyone else starting
    to get sick of this guy? I mean don't get me wrong, great, great voice actor,
    but he's everywhere now, and a doctor really doesn't strike me as a great role
    for him. Err, what? Oh right, I'm rambling, sorry. *Ahem* Anyways...
    
    After a quick "scare", you'll pass through the door and come to the area where
    an elevator needs to take Joker down to the holding cells. Problem is, another
    "patient" is using the elevator and is on his way up. Watch what happens and
    then get on the elevator when the escort when you are able to. Hm, that was
    pleasant, wasn't it?
    
    As you descend, Joker will continue to talk and then there will be a brief
    surprise but nothing happens. When the elevator opens, once again walk along
    with the group until you get a scene. The fun is about to begin.
    
    
    Intensive Treatment - Holding Cells
    -----------------------------------
    After the scene, the game truly begins at last. Joker is free (surprise,
    surprise) and on the loose. Moreover, he's left a group of thugs for you to
    face off against. Joy!
    
    This will seem extremely familiar for demo players. If you've had some hands-on
    time with the demo, then hopefully you won't have any trouble here. Even if
    this is your first time, this isn't really hard at all.
    
    The game will guide you anyway with the tutorial prompts at the bottom of the
    screen. As it says, use Square to Strike enemies. Using it in conjunction with
    the Left Analog Stick allows you to pick your targets. When you start hitting
    guys, you also can use the stick to quickly and easily jump from one enemy to
    the other. This is Freeflow Combat.
    
    Try it out and knock down all the thugs. Try to take them down if you can if
    they are stunned on the ground. Hold R2 and hit Triangle to do this. It'll take
    practice, but try to put ground Takedowns into your combos to really boost your
    XP gain.
    
    Once you've dealt with the first three, Joker unleashes another batch. Four
    enemies won't make things any more difficult really. Just try to get better
    acquainted with the combat system. It might seem tough at first, but it's
    really easy and Batman is quite mobile in this mode. Practice will make
    perfect. Also, try out Combat Challenges to hone up on your skills, but for
    now, let's get to the fighting.
    
    The game tells you about the Counter button which is Triangle. Any time you see
    the blue lightning bolts above an enemy's head, they're about to attack. Hit
    Triangle at these moments to counter. You can always counter, no matter which
    way Batman is facing and no matter which way he is being attacked from. As long
    as you hit the button at that moment, you're in the clear. On Hard difficulty,
    the blue bolts do not appear so you have to know the dynamics first or else it
    can be pretty tough.
    
    String together a good combo if you can, using Strikes, Counters and a takedown
    if you can do one. Either way, you should be rewarded with decent XP once
    you've cleaned all their clocks. Joker runs off and invites Batman to find him.
    With pleasure...
    
    
                                    Chapter 1
                            --------------------------
                                 KILLERS AT LARGE
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 3   |
    |Interview Tapes: 0    |
    |Joker Teeth: 5        |
    |Chronicles: 0         |
    o------------[aa01]----o
    
    
    You'll get a Character Bio for the Commissioner. We have to follow Joker, but
    let's not go just yet. You can find something in the area where you fought the
    thugs.
    
    Get acquainted with your map first by hitting Select. You'll be using this a
    lot. Use this to help get your North, South, East, and West in check. Face
    south in this area and look to the left wall. Right near the empty cell there
    is a vent on  the wall. Approach it tap X to pull it off. Go inside and find
    your first RIDDLER TROPHY. Schwing!
    
    Getting that also unlocks the Bio for The Riddler. If you look in the top right
    cell in this area, you can see it smeared with green question marks. Hmm, I
    wonder whose cell this was?
    
    Head up the north ramp, which is where the Joker was. Turn left at the top and
    enter the office here. You'll hear some strange chattering. Look to the ground
    and you can see the JOKER TEETH. They're totally harmless, but useful to
    Batman. Destroying them with Batarangs not only gets you XP, but they are part
    of the Riddler's many puzzles. Destroy all three in here and then go north down
    the hallway.
    
    
    Intensive Treatment - Processing Corridor
    -----------------------------------------
    At the corner, you'll find a dead guard and another set of JOKER TEETH. Destroy
    it and run down the following corridor. You'll turn again inevitably, so follow
    the hall down until you reach an intersection. Some more of Joker's men decide
    to greet you.
    
    Again, just try to get a feel for the combat system. Try to focus on chaining
    hits back and forth between both enemies. Learning how easily Batman is capable
    of just jumping from one enemy to the other while maintaining and building a
    large combo is the key to success. Also get a feel for the enemy's attacks and
    learn to counter.
    
    Wipe them out and turn left (east) down the next hall. Halfway down will be yet
    another set of JOKER TEETH. Destroy it and you should unlock the "Intensive
    Treatment" Challenge. Talk to the guard at the end if you want. You don't have
    to. Either way, go the complete opposite direction, west, down the hallway.
    Batman contacts Oracle and let's her know what's up. You get a Character Bio
    for her. Head through the next door now.
    
    
    Intensive Treatment - Patient Pacification Chamber
    --------------------------------------------------
    Talk to the guys here for the scoop. You'll see Zsasz trying to torture a poor
    guard. You're warned that Zsasz will kill him if he sees you. As Batman, you
    need to make sure you're not seen. Sounds easy, right? Let's go.
    
    Go past the guards and up the stairs in the following room. On the second
    floor, talk to either the doctor on the right or the guard ahead for a Bio on
    Zsasz. Talking to the guard will get you a hint about what to do. You need to
    turn on Detective Mode (L2). This highlights important items and objects in
    orange. The gargoyles are highlighted, and they are Batman's best friends.
    
    Grapple up to a Gargoyle with R1. This is also something you have to get a feel
    for but it's really, really simple to learn. Grapple from gargoyle to gargoyle
    around the room until you get to the one on the far east side, the one directly
    behind Zsasz. If you've played the demo, you should know this all too well.
    
    Wait for Zsasz to stop moving, then perform your Glide Kick with Square. Don't
    move at all and just wait for him to get uberly knocked out. He's down, but he
    isn't out. Move over to his body and use R2 + Triangle to perform a Ground
    Takedown and silence Zsasz. A cutscene starts.
    
    You'll get a Character Bio for Harley Quinn afterwards. After talking with
    Oracle, you need to find a way out of this room. Turn on Detective Mode and
    take a look around. You'll see how valuable this is to see things highlighted
    so easily and prominently for you. Whenever you are stuck, turn it on and you
    often find the answer easily.
    
    In any case, there are a few noteworthy things in this room. You'll see a wall
    in the southeast corner that says it can be destroyed. Unfortunately, you're
    not equipped for that just yet. Ignore it. Turn right from the wall and go to
    the southwest corner now. In the southwest corner of the room is a vent. Pull
    it off and go inside to take the RIDDLER TROPHY.
    
    In the opposite corner (northeast), there is another vent. This is the one you
    need to use to get out of this room. Enter it and follow the vent all the way
    through.
    
    Surprised, demo players? I was too. This vent doesn't lead to the same room it
    did in the demo. Very clever. As you are winding through the vent you will see
    a RIDDLER TROPHY. This one is like impossible to miss; it's right in front of
    your face as you near the end of the vent.
    
    Turn right from the trophy and tap X to kick the vent cover off. A guard ahead
    of you will run through the door. Drop down now and you'll be back in a
    previous area.
    
    
                                    Chapter 2
                            --------------------------
                               HANGING OVER MADNESS
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 1   |
    |Interview Tapes: 0    |
    |Joker Teeth: 3        |
    |Chronicles: 0         |
    o------------[aa02]----o
    
    
    Intensive Treatment - Processing Corridor
    -----------------------------------------
    You have no choice but to follow that guard. If you turn around and attempt to
    go in the other direction, the electric fence kicks on and Harley just taunts
    you. Bitch...
    
    Follow the guard through the door and you'll see three more JOKER TEETH. Take
    them all out and then turn the corner.
    
    Intensive Treatment - Decontamination
    -------------------------------------
    You'll see the guard watching through the window as his friends in the follow
    room are being gassed by Joker's infamous toxin. The door on the left is locked
    so it appears there's no way in. No way for a normal person that is. Look all
    around you and if you can't figure it out, the game kinda gives you a small
    hint. Look above you and find a grapple point to pull you up through the shaft.
    
    Climb out and open the vent here. Crawl through and kick out the other vent on
    the end. Drop down into the room. You can see the toxin won't reach you up
    here. If you accidentally fall down though, you have a few seconds to hit R1
    and save yourself. It brings you to the last safe place you were.
    
    Find the guard barely hanging on and approach him. Help him up and then run
    across the next gap. Do this by doing as the tutorial prompts you. Run by
    holding X and you will automatically jump when you reach the end of a platform.
    
    On this next platform, look up for a grapple point. Zip up there and climb up.
    Turn left and you should be able to see the second guard holding on. Help him
    up too. Finally, jump off this platform to the last one below and hold X after
    you jump to glide. This is also a very important trick to learn. It's also easy
    to learn so no worries.
    
    Glide to the last platform and you find a third person in need. This time it's
    one of Joker's own men though. Help him up anyway and Batman knocks him out.
    Bwahaha. Oh, hey, thanks! BAM!
    
    Your last task is to get the gas out of the room. Easier said than done. If you
    face the east wall and turn on Detective Mode (as the game instructs you to),
    you should be able to find the solution. The wires are highlighted in yellow.
    Follow them to an orange source, an electronic box that controls the fans in
    this room. Target the box with a Batarang and you should lock onto it. Throw it
    and that will turn on the fans, venting the gas out of this room. Phew.
    
    Drop down now and have a look around. Start by looking for a set of JOKER TEETH
    in that same small nook where the electronic box was that you hit with a
    Batarang. If you go back north, you can find some more JOKER TEETH. If you keep
    going north, there will be a third set of JOKER TEETH just near the door that
    was previously locked.
    
    Using your map to help you, go about to the halfway point in this room and face
    the west wall. On your right should be the electric fence. Just go slightly to
    the left and there is an area with a dead guard and a can of Joker's toxin. Go
    in here and look for a grate on the floor. Open it with R2 + X. The RIDDLER
    TROPHY is in this vent.
    
    
    That's all you can find in here so go south and through the next door.
    
    
    
                                    Chapter 3
                            --------------------------
                                 HUNTER AND HUNTED
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 1   |
    |Interview Tapes: 0    |
    |Joker Teeth: 5        |
    |Chronicles: 0         |
    o------------[aa03]----o
    
    
    Intensive Treatment - Transfer Loop
    -----------------------------------
    First whip a Batarang at the set of JOKER TEETH here. Follow the green arrows
    that are painted onto the floor. You won't need to go far before two thugs pop
    out and attack. Focus on one and counter the other. Try to take one down then
    they're both on the floor.
    
    After that, you should hopefully by now have enough XP to do your first
    upgrade. When you hit the required amount, you're taken to the Upgrade screen
    automatically, although you're not required to get one. Let's do it though.
    Take a look at what's there. There are combat upgrades, a Predator upgrade,
    armor upgrades, and gadget upgrades. I'm leaving this entirely up to you and
    only making my own suggestions. You don't have to follow my advice at all and
    do it how you feel you should. Personally, for a first upgrade, I like to get
    Inverted Takedown, but it's not necessary at all. You may want to opt for the
    first armor upgrade or Throw. You can also buy the Remote Control Batarang or
    Twin Batarang which both act as new gadgets. Up to you.
    
    An electric barrier prevents you from going west so just continue to follow the
    arrows. You'll come to a door eventually. Be sure to destroy the one set of
    Joker Teeth there first before approaching the door. A scene begins.
    
    Can it be? The first boss fight? Yes!
    
    [BOSS FIGHT - TITAN]
    
    Not a recognizable foe, but deadly nonetheless. The enemy will start off the
    fight most likely by charging right at you. As the game tells you, double tap
    X and use the Left Analog stick to dodge left or right. Do this before this
    giant brute tramples you. It will hurt, trust me.
    
    Besides that, the creature will pick up the body in the room sometimes and
    throw it at you. Dodge that in the same way. You can't fight this thing up
    close. Not only with your attacks do nothing against this monster, it will just
    as quickly hit you back for a lot of damage. Stay back and figure something
    out.
    
    The game usually tells you the trick eventually but here it is now. The way to
    beat this guy is simple. Wait for him to begin his running charge. It's easy to
    tell when because he roars first and sets himself. At this moment, quickly tap
    L1. Just tap it once. This is the Quick Batarang. Batman will fling his
    Batarang at the enemy he is facing and it always hits. Do this and immediately
    let your thumb embrace that X (or A for you 360 players) button and dodge the
    charge. The creature will be hurt a bit by the Batarang and crash into the
    wall. This leaves it vulnerable. Now is your chance.
    
    Attack the Titan with a few hits, only three or four. Evade and get out of
    there fast because it will regain itself. It usually performs a fist pound
    attack that lets out a small shockwave. Try to be out of range before this to
    avoid some damage.
    
    You probably won't get a chance to use this strategy again as the fight ends
    abruptly. It wasn't terribly glorious but hey, it's over.
    
    
    Intensive Treatment - Secure Treatment Transfer
    -----------------------------------------------
    Facing the defeated monster, you'll hear a guard calling you over on the left.
    He'll lower the electric barrier so you can pass through, but don't go just
    yet. Go instead to the right (east side on your map) and enter the little
    office here. Inside you'll find a hard-to-miss RIDDLER TROPHY.
    
    Enter the office with the guard and talk to him. He tries to let you follow
    Joker but there's no way with Joker in total control. You'll see a scene and
    you'll get a new objective. You have to rescue the Commissioner!
    
    Exit this room the way you came in. Refer to your map to see the location of
    your next immediate objective.
    
    
    Intensive Treatment - Transfer Loop
    -----------------------------------
    Go down the hall and you'll talk to Oracle for a bit. You'll also get a
    Character Bio for Frank Boles.
    
    Turn left (west) and enter the next hallway. Joker will come on the TV and you
    can learn a little bit of how this whole thing got started. Continue past and
    follow the hall down a bit.
    
    Eventually you will reach a pair of thugs. Try the Quick Batarang again as the
    game prompts and then begin the fight normally. Attack and counter and use
    Ground Takedowns to boost your XP. The fights are still easy so just keep
    trying to learn and get the rhythm down.
    
    Go to the door to the right of where they were standing. Enter.
    
    
    Intensive Treatment - Holding Cells
    -----------------------------------
    Another talk with Oracle. Batman explains how to find a trail that will lead
    him to Boles and the Commissioner. Enter the office on the left and turn on
    Detective Mode. You'll enter a special mode for it that looks specifically for
    evidence that can provide a trail.
    
    You should see the flask. Get it in view for the scanner and hold X to do a
    full scan. The Detective Mode then changes so that it can find a trail of
    alcohol in the air that you can follow. Neato!
    
    Keep Detective Mode on the whole time and follow the trail. It will
    automatically detect each trace as it makes a trail (remind you a little bit
    of Zelda: Twilight Princess?). The trail will take you first back into the
    previous room.
    
    
    Intensive Treatment - Transfer Loop
    -----------------------------------
    Follow the trail around the loop to the southern corridor. It will take you to
    the front desk where Batman encountered the Commissioner in the opening. Search
    around the front desk here for three sets of JOKER TEETH to destroy. Proceed
    through the next door when ready.
    
    
    
                                    Chapter 4
                            --------------------------
                               INTO THE OPEN NIGHT
    
    
    o----------------------o
    |Riddles: 3            |
    |Riddler Trophies: 0   |
    |Interview Tapes: 2    |
    |Joker Teeth: 3        |
    |Chronicles: 1         |
    o------------[aa04]----o
    
    
    Intensive Treatment - Secure Transit
    ------------------------------------
    Here you'll see a lone guard. A scene begins.
    
    Afterwards, you find that the elevator is indefinitely out of commission. That
    leaves Batman to take the long way up. Before we go up though, look for an
    item.
    
    Go to the southeast corner of this room and you should see a staircase. Take
    this up into a small room that overlooks the main area. On the left side of
    this room is a table with two big stacks of papers on it. In front of the
    papers is this INTERVIEW TAPE. Grab it and you can hear a patient interview
    from Harley.
    
    Return to the first floor again. Stand between the two elevator shafts and look
    for the grapple point above. Get up there and turn right. Look for another and
    zip up there as well. Jump the next gap and you'll catch the ledge. You'll need
    to shimmy over until you can climb up. Enter the shaft and move toward a vent
    cover. Take it down and leave the vent.
    
    Turn right and grapple up to the high platform. Grapple again to an even higher
    one above. You'll see a vent on your left on the wall but it's unreachable.
    Go straight ahead instead and jump the gap. Turn left and hold X (A) at the
    short wall to automatically climb onto it. Grapple up from here.
    
    Climb over the fenced off pipe, then crouch under the other. As you pass under
    here, you'll see a vent cover on your left. If you go through there, you'll see
    two walls in Detective Mode that can be destroyed. Once again however, you're
    not able to do anything just yet. Drat.
    
    Go straight instead and when you get out from under there, climb up the next
    wall in front of you. On top of there, climb up the next wall too and you can
    shimmy here. Go all the way around (don't jump at all) until you reach the
    next ledge. Pull yourself up.
    
    Here there is a path to the left and straight ahead. Both lead to the same
    place though so just turn left, toward the large fan in the wall. Looks like a
    dead end but if you turn left here and look up, you can see another grapple
    point. Head up there.
    
    Crouch under the object here and you'll be lead to a vent. Follow it through
    and then on the other side, you'll see an object ahead. It looks like a large
    stone tablet or something like that. You are prompted to use the Scan feature.
    Do so by holding L2 but be sure to be close or else it won't work. This is the
    first of 24 ARKHAM CHRONICLES. Each has a part of a long story and a mystery
    that has to be unraveled.
    
    From the chronicle, go right and then turn to see a platform to grapple up to.
    Joker's henchmen are waiting though and will spot you as soon as you pull
    yourself up. Time to throw down...
    
    This is by far the largest group you've faced off against yet. Try not to worry
    about mixing in Ground Takedowns (unless you're practiced a lot) and just focus
    on the basics only: Striking and Countering. Two of these guys will try to pry
    pipes off the walls and use them as weapons. Practice aiming for specific
    targets and try to strike them both while maintaining your combo. Look out for
    Counter prompts though and just keep it going until they're all down.
    
    Hopefully you should have enough for another upgrade. Go ahead and pick
    whatever you want. I went with Throw, but consider the first armor upgrade or
    anything that you feel looks "cool".
    
    Turning on Detective Mode brings up the alcohol trail. It seems to lead to a
    locked door unfortunately. To the right however is a vent. Enter and we'll find
    a shortcut. This takes you to a familiar room from the demo.
    
    Intensive Treatment - Cell Block Transfer
    -----------------------------------------
    Enter and stay behind the wall. Turn on Detective Mode and you'll see three
    enemies. They're holding guns. Not good. A talk with Oracle and Batman will
    discuss his plan. Look for a gargoyle above to begin.
    
    The path above is laid out for you. Zip from gargoyle to gargoyle until you get
    to the one at the far end. Tap X to drop down silently. Crouch to avoid making
    noise that will alert the thugs to your presence. Approach them cautiously and
    you can see a prompt for a Silent Takedown. Perform one on each of them while
    still holding R2 to crouch as you move from one to the other. Take all three
    down and then continue south.
    
    Go up the staircase and you'll see a fourth thug talking to Joker. Either stay
    and listen or go up there and take him down now. Either way, once he's down,
    Joker will address Batman. After that, look for the vent on the right. Take the
    cover off and enter.
    
    Intensive Treatment - Intensive Treatment Lobby
    -----------------------------------------------
    Another familiar demo room. The last from the demo room actually, so if you're
    one of the demo players, you're probably quite curious as to what comes after
    this.
    
    As you exit the vent, you'll see a thug picking a gun off a dead guard. Take
    him out with yet another Silent Takedown. A quick scan in Detective Mode shows
    that there are two other enemies in here. One is nearby on the above catwalk.
    Now, you have a ton of ways you can go about this so when it comes to many
    Predator moments, I'll leave it up to you, but I'll give lots of thoughts and
    tips and so forth.
    
    For starters, you can follow him into the office and do another Silent
    Takedown. If you want to have fun, you can instead grapple onto the top of the
    office. The ceiling is glass on three sides of this office. Follow him below
    (using Detective Mode to see him) and wait for him to pass under you while
    standing on the glass. A prompt should appear for a Takedown. Hit it to
    perform a really cool one.
    
    Doing this or other disruptive Takedowns like the Inverted Takedown will get
    the third guy searching. Get out of sight. You can hide in the grate in the
    floor of the office and wait for him to come in, then spring on him from behind
    with a Silent Takedown. Just be careful because enemies look in the vents when
    they find bodies nearby.
    
    A safer way is to leave the office and zip up to a gargoyle. The enemy will
    likely leave the office area to the east and you can use the gargoyle here to
    do an Inverted Takedown if you'd like and if you bought the upgrade.
    
    After this, a quick scene shows three more guys entering the area. Again, it's
    up to you how to deal with them. They're all isolated from each other so this
    makes it easy. You can wait for the one who lingers near the office to go onto
    the catwalk. If you can get to the front of his view without being seen, you
    can grapple to the catwalk right where he is standing (don't climb up though)
    and perform a Ledge Takedown. You can also go for another Inverted Takedown
    too of course.
    
    This leads to the other two coming to search (unless you go for Silent
    Takedowns of course). Wait for them to disperse before making your next move.
    The farther away they are, the easier it will be to remain unseen. Wait for
    them to pass under gargoyles or find a good line of sight and perform a Glide
    Kick. Totally up to you. This first major Predator room shouldn't offer too
    much of a challenge.
    
    When it's over, you're free to explore. There won't be much to find yet. Start
    by going back to the center and enter the office. Look in the east room and on
    the desk there, right near an open book is the INTERVIEW TAPE. If you have
    trouble finding it, search with Detective Mode on; it's bright orange. This is
    another for Harley.
    
    Turning Detective Mode on reveals the trail in the south. The lift platform
    is no longer working so just grapple up to the ledge here and pull yourself up.
    Turn Detective Mode off and approach the scene here. Guess it wasn't worth it
    for Boles.
    
    Around his body, you'll find three sets of JOKER TEETH. Get them all and then
    you should get a strange call. Who is it? Why it's Edward Nigma, AKA The
    Riddler. He's set up tons of riddles and puzzles all over Arkham for Batman.
    "Defeating" The Riddler requires that you find every object and solve every
    riddle. Sounds like a lot of work, right? It is actually, because there's 240
    in all. Not everything is a riddle. In fact, most of the "puzzles" are
    comprised of finding objects. All the Riddler Trophies, Interview Tapes, and
    Joker Teeth you've found are all part of it. Each area in Arkham has these and
    finding them all is necessary to bring Riddler down. Now you're able to track
    your progress though by hitting Select and going to the Riddler's Challenge
    page. That is, after you solve his first Riddle which he delivers to you.
    
    [RIDDLE ME THIS: "Don't cut yourself on this Sharply observed portrait"]
    
    This one is easy. On the same platform where you find Boles' corpse, there is a
    large painting of Warden Sharp. It's near the edge of the platform where you
    climbed up, on the left. Get close and Scan it with L2 (hold it) and you will
    solve the first Riddle. Easy, right?
    
    The Riddler's Challenge Page opens and you'll see a lot of the boxes turn into
    Bats. These are the ones you've solved so far. Again, they consist of Joker
    Teeth destroyed, Interview Tapes found, Arkham Chronicles found, and Riddler
    Trophies found. Each time you find one of these or solve a riddle, the box will
    be "checked off" in this manner.
    
    Riddles are the white boxes with the question mark. If you highlight them on
    the page, they tell you which area they are located in. If you see one of the
    boxes zooming in and out really fast, that means that there is a riddle in the
    area you're currently in right now. That means there's another riddle in this
    room. Let's find it shall we.
    
    [RIDDLE ME THIS: "A puzzle has many sides. But only some are visible.]
    
    Really vague, right? This is one of The Riddler's many special clever puzzles
    strewn about Arkham. The goal is to find one of his trademark question marks.
    The problem is that it can only be seen in Detective Mode. Secondly, the curled
    part of the question mark and the period underneath it are separated. What does
    this mean? You are required to stand in a certain spot and angle yourself and
    often the camera in a way that your perspective shows the two parts that make
    up the question mark align. Does it sound confusing? I'm sure it does, but it
    will make sense once you see it firsthand.
    
    Start by going back into the office area again. Ignore the guard who opens a
    door for you for now. Stand in the western room this time (it's the one with a
    broken TV in it). Face south in this room and you see three windows, right?
    Turn on Detective Mode here and you should the upper part of the question mark
    in the middle window. As I said above, you need to find the bottom part, the
    period mark. Where is it though? Well, with Detective Mode still on, you can
    see it on the south wall, slightly to the right, just underneath a large round
    vent. Move Batman and the camera until the two marks are just a little bit
    apart. When they are in the right alignment, hold L2 for Scan and you will
    solve the Riddle. The game will tell you if it's not aligned so keep trying if
    this happens.
    
    Find that guard now and talk to him to continue. Walk past him after getting
    the story and go down the stairs. Open the door to the next area.
    
    
    Intensive Treatment - Utility Corridor
    --------------------------------------
    There will be a Riddler Trophy blinking you right in the face, but
    unfortunately you can't reach it yet. You'll also notice another line of green
    text that appears with the area name on the screen. This is yet another riddle.
    You'll find a riddle in almost every area. Let's solve this one.
    
    Go down the stairs and proceed into the next room. You should hear music
    playing. On your left will be a radio on a small bench. You'll hear a message
    from Joker. After that, time to solve the riddle.
    
    [RIDDLE ME THIS: "You don't know Jack about Gotham"]
    
    View the radio in zoom mode (R3) and make sure the name Jack Ryder on it is
    clearly visible. Don't be too close to it and perform a scan. That solves the
    riddle and gets you Jack Ryder's Character Bio.
    
    Find the door in the northwest corner and open it.
    
    
                                    Chapter 5
                            --------------------------
                                WINGS OF A SAVIOR
    
    
    o----------------------o
    |Riddles: 10           |
    |Riddler Trophies: 22  |
    |Interview Tapes: 5    |
    |Joker Teeth: 18       |
    |Chronicles: 4         |
    o------------[aa05]----o
    
    
    Arkham Island - Arkham East
    ---------------------------
    There will be nothing but another vent here. Open the cover and slip inside.
    Follow it all the way to the end. Exit and then move forward. Look for a
    grapple point. Climb up and then just walk forward for a scene. You're on the
    outside at last.
    
    Eventually, an announcement will come from Joker, ordering his henchmen to find
    the Batmobile and trash it. Hey, that's not cool! About a minute later, Batman
    will get an alert that the Batmobile's automatic countermeasure system is about
    to activate. Knowing that Harley might be there with the Commissioner, he tells
    Oracle to turn it off so that he won't get hurt. Now it falls on Batman to
    protect his pimpin' ride.
    
    You can go off to the Batmobile, your next objective, now if you'd like. It
    might be in your best interest to look around this area a little first. It's a
    big place but this will only take a few minutes.
    
    First let's start with riddles. If you pull up the Riddler's Challenge page,
    you see three boxes blinking. Let's begin.
    
    [RIDDLE ME THIS: "The legacy of this island has been well and truly buried."]
    
    This one is pretty easy to figure out. It's especially easy if you've watched
    one of the last teaser trailers to come out before the game's release. In just
    about the very center of this area (refer to your map) there is a cemetery. If
    you can't find it for whatever reason, face the Arkham Mansion and go left. Go
    in and look for the grave that has been dug up. Zoom in on the headstone and
    the name. Give it a scan and riddle solved.
    
    Continue north just a bit from the open grave. You should see a small shack
    with a red light emanating from within. Enter it and grab the RIDDLER TROPHY
    off the table. If you proceed further north into the cemetery, you can find
    another RIDDLER TROPHY. It's right near the northernmost headstone and close
    to the cliff.
    
    The next two riddles require you to climb the Arkham Mansion. There will be a
    lot of stuff to find in between that though. Start by opening your map. Take a
    glance at the Arkham Mansion's structure. If you notice, there is the large
    southern part of the building, and the smaller rectangle-shaped area to the
    north. What separates them is a small inlet or indentation so to speak. What
    you want to is head into this area so go there.
    
    To make it simpler, you'll know you're in the right spot if you see two walls
    with a locked iron bar gate. Grapple up to and over the wall. You're in the
    area now. If you look on the right wall as you enter this large inlet area you
    will see some pillars sticking out from the wall. Watch the right wall and move
    forward. Between the second and third pillars is an ARKHAM CHRONICLE. Give it a
    scan.
    
    Move further into this area. Look for a ledge to grapple up to above you. You
    want to grapple up into a little area with a lone pillar. Search behind the
    pillar in this area and you should find the RIDDLER TROPHY there.
    
    Grapple out of there and onto the next highest ledge of the mansion. Run along
    the edge here and go in further east. As you run further across the roof, you
    should see this next RIDDLER TROPHY in the distance. It sits in front of the
    middle of three columns.
    
    [RIDDLE ME THIS: "Gotham's greatest family towers over the city."]
    
    If you can't tell, there's an obvious pun in that riddle. Tower. Grapple up to
    the tower of the Arkham Mansion. You should see a grapple point above you near
    the previous Riddler Trophy. Get up to this ledge and stand out on the north
    east side and look in that direction. Zoom in on the city and look for the
    one tall building with the "W" on it. Scan it to solve this riddle.
    
    On the east side of this level of the tower, you can grapple up to one of two
    other ledges above. Pick one and zip up there to the highest level. Now you're
    really high up. Go along the tower to the west side. Sitting right in front of
    the clock face is this RIDDLER TROPHY, waiting for you to pick it up. This
    unlocks the Character Trophy for Zsasz.
    
    [RIDDLE ME THIS: "My challenges appear to those with the correct position in
    life."]
    
    On the same level as the last Riddler Trophy (the highest level of the mansion
    tower) is where you can solve this. Stand on the southern side of the platform
    and look out at the rooftop below you. In Detective Mode, you see the top part
    of the question mark. Where's the dot? It's at your feet. Tilt the camera until
    the two are aligned and scan.
    
    Now face southwest and glide from the tower. Your target is a small "valley"
    like part of the roof where there are roofs slant toward each other and there
    is a large gate on one side. Down here in this low area you'll find a RIDDLER
    TROPHY on the ground.
    
    Get off the mansion now and travel over to the far west side of Arkham East.
    You should see the two guard towers high above. Grapple up to the southern of
    the two towers. Enter and on the desk near the stationary guard is an INTERVIEW
    TAPE. This one is for Joker. If you grapple up to the north tower, grapple
    again to the roof of it and find a RIDDLER TROPHY up there. It gives you a
    Character Trophy for the Blackgate Prisoners.
    
    The last item to find for now is on the very southern side of this area. Drop
    off from the mansion and look at your map. If you look on the south side, there
    is like a small little platform jutting out. Go down there (behind the large
    statue) and there will be such a platform, overlooking the precipice. Take the
    RIDDLER TROPHY here.
    
    You've found everything you can get for now. Ok, that probably took longer than
    expected but hey, you got a lot of XP out of it, right? In fact, you should
    have more than enough to do your next upgrade so let's take care of that now.
    Again, the choice is yours. If you got Throw last time, I'd consider getting
    the additional Combo Takedown or going for Critical Combo Strikes which will
    help you use Throw faster. If you didn't get Throw, consider the Armor upgrade,
    or buy a new gadget.
    
    Head over to the northwest side and find the large security door. Pass through
    and you'll see an ambulance. Turning Detective Mode on reveals two armed thugs
    on the other side and behind a gate. Try not to let them see you as you go
    around the ambulance. Grapple up to the ledge above the gate. Use this to get
    behind them. Crouch and then perform Silent Takedowns to dispatch them easily.
    Continue west now through the next door.
    
    Arkham Island - Arkham North
    ----------------------------
    In the distance you'll see the lowlifes beating up Batman's ride. Approach them
    and they'll think they can derive more pleasure from beating on Batman himself.
    Put an end to that thought. Again, this is a big group and most of them have
    weapons so make use of counter and just watch all the enemies closely. Try to
    use Throw or Combo Takedown if you have either and that will make things a bit
    easier.
    
    Once they're down, you can interact with the Batmobile to get a new gadget from
    the trunk, the Explosive Gel. This nifty gadget finally lets you open all those
    see-through walls. Unfortunately, you can't backtrack to use it. You're stuck
    in this area for now.
    
    Afterwards, you enter the special Detective Mode for searching for clues. The
    object you're looking for is near the front of the Batmobile. Lock onto it and
    then hold X to scan Gordon's pipe. It will soon bring up a trail for you to
    follow. Before we do that though, there are a lot more goodies to find in this
    area.
    
    [RIDDLE ME THIS: "Tweedledum and Tweedledee SAW it, can you SEE it?"]
    
    Again, another pretty obvious pun. You're looking for a See-saw. To find it,
    go all the way north, down the main road leading away from the grounds. When
    you get near the front gate, the see-saw will be on your right. Scan it to
    solve this riddle. It nabs you a Character Bio for Tweedledum and Tweedledee.
    
    Go toward the northwest corner and look for a large abandoned building on the
    west side with a lot of vines and ivy and so on growing from it. Look for an
    open window to grapple to. You can enter from a few different places but if you
    grapple to the window, it takes you right to an ARKHAM CHRONICLE. If you enter
    from the ground, grapple up to the second floor.
    
    Stand where you find the aforementioned chronicle and look to the south. You
    should see this RIDDLER TROPHY on the ground. You can just as easily find it by
    entering the abandoned building from the ground. You get a Character Trophy for
    Aaron Cash.
    
    [RIDDLE ME THIS: "Now I see it, now you don't!"]
    
    This is a tricky one and it took me a while to figure out. You're looking to
    find the two pieces of the question mark. The dot is underneath the bridge-walk
    walkway in the abandoned building. The top part is harder to find. Drop down
    to ground level and go west. You should see an archway. Turn on Detective Mode
    again and you can see that the top part of the question mark is under the arch.
    Move Batman and the camera until both are aligned and scan.
    
    If you go back toward the Batmobile, there are two small guard houses with more
    goodies. Unfortunately, you can't enter them through the front doors. There is
    one thing you can uncover though. Throw on Detective Mode again. In between the
    two guard houses but closer to the west one is a breakable floor area in the
    ground. Time to test out your Explosive Gel. Stand over it and spray it. Step
    back a bit and then detonate it. You'll unearth a RIDDLER TROPHY.
    
    Now, I said you can't enter the guard houses from the doors. This is true. You
    can get inside the eastern one by using a different method however. Grapple
    onto its roof and in Detective Mode, you can see another breakable floor. Spray
    your Explosive Gel and blow it open. Drop in and inside, you'll find the
    RIDDLER'S SECRETS MAP. Buh? What this nifty item does is it reveals the
    locations of all the Riddler's Challenges in the entire area. Each area has
    its own map. The riddle locations show up as green question marks floating
    about on your map if you hit Select to view it. Problem is that the locations
    aren't 100% specific as you'll see the question marks move around a lot. It
    helps a ton though.
    
    Climb out now. In addition, just above these houses are two towers. Grapple up
    to the west tower and search inside. This INTERVIEW TAPE is on the desk and
    it's an interview with Joker. Walk outside but don't leave the tower. Grapple
    up onto the roof of the tower. Face the north side of the map (refer to your
    new Riddler map to help you out) and glide in that direction, staying to the
    right. You want to land on top of the large rock cliff here. Near the other
    end is a RIDDLER TROPHY.
    
    Grapple up onto the western guard tower now. When you get onto the platform,
    grapple up to this one's roof as well. On top, you'll find another RIDDLER
    TROPHY. One more to find. Go to the south and approach the Intensive Treatment
    building. Grapple up to a ledge on the right side and above the entrance. On
    this ledge, go up and over the slanted roof and toward the top of the entrance.
    There's a RIDDLER TROPHY sitting there. This one gets you a Character Trophy
    for Warden Sharp.
    
    You should be up for yet another upgrade. Armor is a good choice if you still
    have not gotten it. If you got Throw and you got Combo Takedown though, I
    recommend getting Special Combo Boost which will let you use these moves
    earlier in your Freeflow combos.
    
    Finally, back to business. Follow the trail of tobacco west to a locked
    security door. You have no choice but to find a way around. To the right of the
    door is a wall that can be destroyed with your Explosive Gel. Spray it on, back
    off, and then push the button. Enter and open the door here.
    
    
    Arkham Island - Arkham West
    ---------------------------
    Go down this corridor and through the following door. The tobacco trail leads
    you further along. On your right though, you'll see two of Joker's men,
    apparently building something. Get their attention and punch their lights out
    for some quick XP.
    
    Follow the trail as it leads you south to a staircase. Take it up and the trail
    takes you right to a large group of thugs. Don't worry. If you've been
    practicing, this still isn't too hard. Again, focus on your countering, but try
    out your special moves like the Combo Takedown because they help a lot. They
    go down pretty easily.
    
    Once they've all kissed the pavement, be sure to destroy all three sets of
    JOKER TEETH here. Next, grapple up to the top of this building, the Medical
    Facility and go around the slanted roofs to the southwestern corner of the
    rooftop. On this side of the building there is a RIDDLER TROPHY to pick up. It
    unlocks a Character Trophy for the Batmobile.
    
    Although the trail leads right to this building's entrance, move away from it
    for now to explore for goodies. Look at your map and locate the dock area which
    is to the southwest sort of smack dab between the two buildings in this area.
    You should see it easily; it's by the water. Look for a small hut here and go
    inside. On the left is an INTERVIEW TAPE with an interview for Joker. Walk out
    of this hut now and instead, grapple up to its roof. On the left side of the
    hut's roof is a RIDDLER TROPHY.
    
    Go just a ways north from here and at the base of the Penitentiary building
    (underneath a high platform) there is a spot you can grapple up to. Do so to
    find a wall that can be destroyed. Spray your Explosive Gel then drop down to
    blow it up. Grapple back up and scan the ARKHAM CHRONICLE inside.
    
    [RIDDLE ME THIS: "Do you see what I see? No? Well then maybe I am in a stronger
    position."]
    
    Now climb up to that high platform above you. Grapple up to it and then proceed
    to grapple up to the very next platform above you. Since this is kind of
    unclear at the corners there are two spotlights on the railings and there is
    an electric barrier up here. If you see them, you're in the right spot. Turn on
    Detective Mode up here and on the railing you'll find the dot part of the
    question mark. Below you on the previous platform is the other part. It's a
    bit tougher but try to angle the camera and align them for a scan.
    
    For the next one, find the guard tower. It's a bit to the right when facing
    the Penitentiary main entrance. It's the only tower in this area so it should
    be pretty obvious. Stand underneath the tower. Partially shrouded by a bush, a
    RIDDLER TROPHY can be found.
    
    Last but not least, go a little bit northeast from that guard tower. You're
    looking for a waterfall up here in the northeast, just a little bit to the
    right of the doorway leading from here to Arkham North. Find the waterfall and
    drop down this small pit here. At the bottom is a RIDDLER TROPHY sitting in
    front of a drainage ditch. From here, grapple back up. Stand at the electric
    doorway leading toward Arkham North. Grapple up to a very small ledge above the
    doorway. Another RIDDLER TROPHY is just waiting for you here.
    
    That should be all for now. Approach the entrance to the Medical Facility
    building. Open the door and enter. Inside, you'll have a brief chat and you'll
    be denied entrance. Exit and as Batman suggests, find another way in.
    
    Immediately grapple up to the roof again. This time, go to the northeast side
    of the roof. On a lower roof than the main part of the building, there is a
    wall you can see with Detective Mode on that is breakable. Approach it and
    spray your Explosive Gel. Detonate it to gain entry.
    
    Medical Facility - Maintenance Access
    -------------------------------------
    Climb over the fence and drop into the area below. Look for the ventilation
    shaft on your right. Take off the cover and slip inside. Proceed through the
    vent for a while until you get to a small intersection with one path on your
    right slanting down. Turn right to take this path. It leads you to a RIDDLER
    TROPHY you probably saw as you came in.
    
    Go back and go the other way. You'll drop into a dark corridor which just leads
    to yet another vent. Take this into the next room.
    
    Medical Facility - Sanatorium
    -----------------------------
    You'll see something is going on below. You can go left or right but choose to
    go left. Slip into another vent and take this until you reach a large drop.
    Climb up the very next wall to a vent there and slip inside this one. You'll
    drop down another short fall. Turn around to find--surprise, surprise--another
    vent. This one takes you to an opening on the ground level. Look to your left
    though while you're under here and you should see a grate. Open it up and go
    inside.
    
    Proceed just a little ways and then pop out. If the camera view shifts out of
    the first person view, you went too far. Pop out before that and there is a
    hidden room with an ARKHAM CHRONICLE for you to scan. Go back into the grate
    and take it all the way to the other side. Pop out here.
    
    [RIDDLE ME THIS: "TICK! TOCK! News flash! Someone is not getting out of here
    alive!"]
    
    The beginning is a pretty clear indication of what this riddle has to do with,
    but the rest is pretty vague. Turns out you're right near the location if you
    followed all the instructions thus far. Right near the grate is a cell that has
    a small opening in the bars. Scan this to solve the riddle and get a Character
    Bio for Killer Croc.
    
    We'll search for more items in a bit. It's time to take out the thugs looming
    about here. Step out into the open and find a gargoyle to grapple up to.
    
    With your Explosive Gel in hand, you can really have more fun here. Plan the
    beginning of your attack like this. There are two enemies who will at the
    start, stay positioned right near two explodable walls. One is in the northeast
    corner, and the other is in the southeast corner. Flip on Detective Mode to see
    the walls. For the northeast guy, simply drop down from the gargoyle above and
    spray the gel on the ground (above him). Don't set it off just yet though. Zip
    to the other guy and he's standing in front of a small room where the wall is.
    Drop into this room from the gargoyle and plant the gel here (you want to plant
    the gel so it exploded outward and toward its victim to incapacitate them).
    
    Now you're ready. Zip up to a gargoyle that has a view of both of the gel
    charges. You can target both of them and detonate them both at the same time.
    Do so to wipe out both thugs. Now if you only planted gel at one gel, you can
    still get the other guy depending on which one you got. When the explosion
    goes off, the other thugs come to check what happened. If you went after the
    southeastern guy, then the northeastern guy leaves his area and he usually
    doesn't go back. The southeastern guy always returns to the wall though.
    
    Don't attack until they all disperse. You can take a moment while they're
    distracted to zip over to the west side and find another explodable floor.
    Spray your gel here and wait for a thug to walk over it to get them. You have
    tons of other options though.
    
    You can also try to wait for an Inverted Takedown but they're a little harder
    to get this time around. Glide Kicks will be a better choice if you can get the
    thugs to separate from each other. There is also a grate in the middle of the
    first floor that you can hide in to wait for unsuspecting thugs and use Silent
    Takedowns on them. Ledge Takedowns are also possible when the thugs peer over
    the glass barriers on the second floor ledges.
    
    When you've vanquished all of Joker's thugs, approach the hostages on the east
    side of the room and talk to the doctor there. You'll get three new objectives:
    rescue Doctors Young, Kellerman, and Chen. They can be found by going through
    the north door. Not so fast though, Speed Racer. If you want to look for more
    items, let's do that. If not, skip ahead.
    
    [RIDDLE ME THIS: "A question can only be answered from a new perspective. Don't
    you agree?"]
    
    If you didn't blow it up already, find the weak floor on the west side of the
    room, second floor. Blow it up with your gel. Turn on Detective Mode and look
    at it facing north. You can see the top part of the question mark, as well as
    the bottom part on the floor below. Manipulate your view to align them and
    solve the riddle by scanning.
    
    Drop down to the bottom floor and walk toward the south end. Near the end of
    the floor grate, you should spot three sets of JOKER TEETH. Destroy them all.
    Next, go to the east where the last set was and spray Explosive Gel on this
    wall. Blow it and you'll find a RIDDLER TROPHY on the other end.
    
    Last but not least, go onto the second floor and search the small room in the
    northeast corner. On the desk is an INTERVIEW TAPE, featuring audio from The
    Riddler.
    
    Exit to the north.
    
    
    Medical Facility - Upper Corridor
    ---------------------------------
    You can go straight or left. Go straight, past the corpse of the guard and down
    a small staircase. Just follow this hallway all the way down until you
    encounter some thugs. There's only three so they shouldn't be much of a threat.
    Be sure to counter when you can and so forth.
    
    You should probably have enough XP for an upgrade if you've gotten most of the
    goodies thus far. Go ahead and do so if you want. I'd suggest maybe buying a
    new Batarang gadget; the Sonic Batarang, Remote Controlled Batarang, or Twin
    Batarang. Or buy anything I've mentioned so far that you haven't gotten
    already.
    
    Enter the doorway behind the thugs.
    
    
    Medical Facility - X-Ray Room
    -----------------------------
    You can hear the voice of a woman and then some of Joker's thugs. Detective
    Mode shows them all in the room in the center. It also shows a weak wall to
    blow up. Go ahead and plant your Explosive Gel so that you can get the three
    thugs standing there. However, do not set it off yet. Doing so will alert the
    other two thugs on the adjacent side and the woman. Dr. Young, will be killed.
    You need to take them all out at the same time.
    
    Go around either the left or right to the other side. Note that if you go
    around on the right side, you need to crouch when you reach the windows, or
    else the thugs will spot you. Once you get on the other side, look for a narrow
    opening to slip inside and plant more Explosive Gel. Now you're all set. Make
    sure you are targeting both charges and then detonate them. All the thugs will
    be taken out at the same time.
    
    Go inside and talk to Dr. Young. After she's done boring me to death, go ahead
    and leave her. Don't go to the door though. Instead, look up and try to grapple
    up to the top of this center "room". Get on top of it and there is a RIDDLER
    TROPHY up here. Schwing! Feel free to leave now.
    
    Medical Facility - Upper Corridor
    ---------------------------------
    As you turn the corner, you'll see something a bit... different. There is a
    purple gift box in the hall. Approach it cautiously. Slower, slower... closer,
    closer... BOOM! Oh, whoops. Turns out it just releases three sets of JOKER
    TEETH for you to destroy. Well, good.
    
    As you make your way back, stop before making that final left turn that will
    take you back toward the staircase and where you originally entered this area.
    Look up at the wall and you should see an open vent. Grapple up to it and
    enter. There will be a RIDDLER TROPHY right there.
    
    Make your way through the halls and go to the southwestern corridor (hang a
    left at the two dead bodies). This will inevitably take you to some thugs
    guarding the next door. Take them out and then enter.
    
    
    Medical Facility - Patient Observation
    --------------------------------------
    You'll see some thugs taunting Aaron Cash, a man you've probably heard about a
    few times already. Take them out and then Batman will talk to Cash. He's locked
    in the room with the Doc you need to rescue, but the room just outside theirs
    is flooded with Joker toxin. Great.
    
    Look for a ventilation duct just above you and grapple up to it. Peel the vent
    off the wall and enter another vent. This will eventually take you to a
    platform above all the gas. There is nowhere to go though. The gas covers every
    other possible landing so you're stranded.
    
    Give the room a scan with Detective Mode and you should see one of those
    terminal boxes that power the fans. This is the closest one to you. To hit it,
    stand on the platform to the right so that you can get a view of it. Toss your
    Batarang to power the first fan.
    
    Now, from the left side of the platform, you can glide north to the next
    landing safely. Climb the two large ducts here and then jump to the platform in
    the corner. Turn right and jump to the next one. Now turn around and below your
    previous platform is the second box. Toss your Batarang again and that will
    activate another fan.
    
    The third one is a little trickier. It's located in a small room below but the
    gas makes it impossible to enter it. A Joker henchman hangs precariously from
    a rope above. Hmmm... You thinking what I'm thinking. Well if you are, you'll
    toss a Batarang at his rope. This cuts him loose and sends him crashing through
    the roof of the room. Now drop to the platform in the corner and you have a
    clear line of sight for the last terminal. Destroy it to clear the room of the
    gas. Genius!
    
    You'll get a Character Bio for Cash. Talk to him if you want. Go past him and
    the doctor (who is now considered rescued) and enter the room they were holed
    up in. Grab the INTERVIEW TAPE off the table. This one is also for Riddler.
    
    Next, look for the three sets of JOKER TEETH in this room. Two of them can be
    found in front of the first two electric terminals you had to disable. The last
    one is across from the first one on the roof of the room Cash and the doc were
    in.
    
    [RIDDLE ME THIS: Was this Firefly too hot off the press?"]
    
    Search thoroughly around the room for this one. The clue is something about a
    newspaper. If you can't figure it out, enter that small room where you dropped
    the henchman through the ceiling. On the right is an open cabinet and the door
    has some articles. Zoom in on the headline and scan. You solve the riddle and
    get a Character Bio for Firefly.
    
    We're done here, so return to the corridor.
    
    
    Medical Facility - Upper Corridor
    ---------------------------------
    When you turn the corner, you see another one of those boxes. Throw a Batarang
    from afar or just approach it to open it. Destroy all three JOKER TEETH that
    spring forth. Move on.
    
    At the intersection, go straight across. It'll be a short walk to the next
    room.
    
    
    Medical Facility - Surgery Room
    -------------------------------
    Approach the man strapped to the chair. You get a quick scene and then a fight
    erupts. Time to throw down.
    
    This might be a tough fight if you're still not totally comfortable with
    Freeflow Combat. Keep your eye out for the thugs who will try to pull metal
    bins off the walls and throw them at you. Aim for them while in the middle of
    your combo and dispatch them.
    
    More enemies drop in so deal with the appropriately. You'll likely get a lot of
    counter opportunities here so be ready. If you can finish all these guys in one
    combo, you'll get a really sweet XP boost. If you've practiced enough, this is
    possible.
    
    Set the doctor free and that should finish your objectives. Before we leave,
    grapple up to the balcony where the thugs dropped in on you from.
    
    [RIDDLE ME THIS: "Shhhhsshh! Rumors persist that Tommy Elliot operates in
    Arkham. Can it be true?"]
    
    On the balcony, turn right. There is a small marker board with a list of names.
    Zoom in out with R3 and look for Tommy Elliot. Scan to get the riddle and the
    Character Bio for one of my favorite Batman villains, Hush.
    
    There's a Riddler Trophy up here but it's out of reach. Drop down and leave
    this room.
    
    
    Medical Facility - Upper Corridor
    ---------------------------------
    Another return trip, another box. This "present" is a little different this
    time however. A new type of thug emerges. He wields two small knives and has a
    face mask of sorts to protect him. This guy can't be hurt by normal strikes and
    he cannot be countered. So what to do? As the game tells you, use Stun to
    well... stun him. This allows you to do normal strikes. Fire away once you've
    stunned him and he goes down. Easy!
    
    Be sure to destroy the three JOKER TEETH that were also let loose. Scurry down
    the halls now and return to the Sanatorium.
    
    
                                    Chapter 6
                            --------------------------
                               A FEARSOME OPPONENT
    
    
    o----------------------o
    |Riddles: 1            |
    |Riddler Trophies: 0   |
    |Interview Tapes: 0    |
    |Joker Teeth: 2        |
    |Chronicles: 0         |
    o------------[aa06]----o
    
    
    Medical Facility - Sanatorium
    -----------------------------
    You'll get a scene. After that, you'll gain control on top of a gargoyle as
    more thugs filter in from the elevator. You're already familiar with this room
    so it
    shouldn't be tough. There's only three of them and even though you won't have
    access to the Explosive Gel walls if you used them already, that's ok.
    
    Try for Glide Kick and Ledge Takedowns. If you want to make it really easy,
    since all the thugs start off pretty separated, you can just try to sneak up on
    each of them and go for Silent Takedowns.
    
    Once you've cleared the room yet again, you can take the elevator down.
    Approach it and destroy the two sets of JOKER TEETH first. Get on after that.
    A scene will begin and it seems that madness is reigning here. It's about to
    get a lot more chaotic soon.
    
    
    Medical Facility - Secure Access
    --------------------------------
    When you have control, spot the wall on your left and blow it open with your
    Explosive Gel. Follow this corridor for a ways, over obstacles and past a bunch
    of machines. You'll enter a new area.
    
    
    Medical Facility - Lower Corridor
    ---------------------------------
    You'll see an alarming sight. To follow, spy the vent on your left. Pull off
    the cover and enter. Exit the other end and approach the body here for a quick
    scene. Could it be? Also, you notice Batman's eyes are red?
    
    Things get even weirder when Batman tries to contact Oracle. Go south down the
    corridor and you'll see a lot of... bugs. Keep moving. Hmm, crunchy. Sorry. In
    any case, open the door to arrive in the...
    
    
    Medical Facility - Morgue
    -------------------------
    The place is dead. Ok, poor choice of words there. You'll soon discover you're
    not exactly "alone" either. There's a very creepy disembodied voice there with
    you, whispering ominous threats and so forth. Ok, stop... ._.
    
    Try to leave and you just wind up in the same room! Wait, something's
    different. Approach the center and you'll see three body bags. Only thing is...
    they're moving! ._. Open them one by one and you'll see some unsettling stuff
    that I will not spoil, but even the most casual Batman fan should grasp the
    significance of this. Open the third bag and you're in for a surprise. Your
    foe reveals himself!
    
    Turn around and you'll see a lot has changed. What the...? Hop the two gaps
    ahead and get a scene. You see kids, this is why you don't use drugs!
    
    [BOSS FIGHT - SCARECROW]
    
    Ok, this isn't a really conventional boss fight, but it is a fight nonetheless.
    More of a fight of will and all that but just go with it.
    
    To clear this sequence you have to reach the bat signal spotlight and shine it
    on Scarecrow who is a giant. Did I forget to mention he's giant? That's kind of
    important. Scarecrow rotates in the center and his eyes cast a ghastly orange
    glow. If they catch you in their light, you're toast and Scarecrow will attack.
    
    You need to use cover and move when he isn't looking. Any time there is a wall
    or some structure in front of you that will block Scarecrow's view, use it as
    he glances by. Crouch for lower structures.
    
    Start by running up the stairs and going around the corner. Stay here and wait
    for Scarecrow's eyes to sweep by before dropping down. Run to the end of this
    platform and crouch behind the white wall to avoid him again. When his gaze
    passes, jump the gap and then climb up the wall here. The next wall only leaves
    you room to shimmy. Wait for Scarecrow's gaze to pass again then shimmy over
    and climb up. Quickly take cover behind the next wall on the right.
    
    Jump the gap and take cover behind the tall vertical wall here with the morgue
    doors. Wait for Scarecrow to pass again then quickly plant Explosive Gel on the
    wall ahead of you. Detonate it but don't move anywhere. Stay behind the wall
    because Scarecrow will come looking. He'll peek around and keep searching. Just
    stay calm and wait. When he looks over to your left, run forward and jump the
    gap. Climb up and head over to the bat signal and use it with X. Scarecrow will
    be vanquished and the nightmare will end.
    
    
    Medical Facility - Morgue
    -------------------------
    You're back in the Morgue, and back in reality. Batman was under the influence
    of Scarecrow's fear toxin; it's clear now. He's gone now it seems though. We
    can continue on. You'll get a Character Bio for Scarecrow.
    
    [RIDDLE ME THIS: "What silent killer of the oceans can be found in a tiny
    jar?"]
    
    This one is pretty easy because there's not much in this room to begin with.
    At the end of one of the three tables in the center there is a small moveable
    shelf thing with a jar on it. Zoom in on the label and scan to solve the
    riddle. This also gets you the Character Bio for The Great White Shark.
    
    Head out now.
    
    
                                    Chapter 7
                            --------------------------
                                 THE DARK NECTAR
    
    
    o----------------------o
    |Riddles: 1            |
    |Riddler Trophies: 2   |
    |Interview Tapes: 0    |
    |Joker Teeth: 3        |
    |Chronicles: 0         |
    o------------[aa07]----o
    
    
    Medical Facility - Lower Corridor
    ---------------------------------
    Return from whence you came and you'll see the body you saw earlier was not
    Gordon's. Scarecrow played a little dirty trick. The Commish is still out there
    somewhere.
    
    The door ahead of you will be busted open and three thugs approach. Among them
    is one of those dagger-wielding baddies so be careful. You need to adjust to
    the possibility of incoming attacks from him while dealing with the others.
    When you see the red lightning bolts, that does not mean to counter. It means
    to either evade or use Stun. Condition yourself to go for stun in these
    instances and you'll stop him and also leave him open to attack. Try to take
    him down first but counter all other attacks too.
    
    With that out of the way, follow the green arrows. There is a set of JOKER
    TEETH around the corner. Go up the short stairs and find another set of JOKER
    TEETH. Turn and enter the narrow doorway where--yes--a third set of JOKER TEETH
    is busy chattering away. Destroy them all and that should make 20. Enter the
    door.
    
    
    Medical Facility - Experimental Chamber
    ---------------------------------------
    You can see through a window that the Commissioner is safe, but being watched
    by Harley. As the Joker explains, you need to get up to her by going through
    all the henchmen below without being seen. Sounds like a challenge.
    
    First, don't leave this room. Look on the table that was on the left as you
    entered (on your right if you turn around from the glass window). Pick up the
    Riddler's SECRETS MAP. To see all the puzzle locations in the Medical Facility.
    Schwing!
    
    [RIDDLE ME THIS: "Is this bear the Bane of his life?"]
    
    Right near the secrets map on the same table is a teddy bear. It's missing one
    ear. Zoom in on it but make sure you have a full view of its body. Scan it to
    solve the riddle. It unlocks the Character Bio for Bane.
    
    Pry the vent cover off the right wall and crawl through. The vent takes you
    past some openings where you can see the thugs in here. Keep going until you
    reach the other end and exit.
    
    Silent Takedowns is what this is all about. Your first victim will be right in
    front of you as you leave the vent. Stay crouched and take him out. That's one
    down...
    
    Now crawl through the other vent on the other side. There's actually two and
    one is open and the other needs to be but they are the same vent so take your
    pick. Go through and look for an opening behind the next thug in the corner
    here. Take off the cover and then perform another Silent Takedown. That's two.
    Also, enter the vent again on the right side and you should find a RIDDLER
    TROPHY.
    
    The last two are patrolling, one below and one on the upper platform. Silent
    Takedowns will do fine again, just stay out of sight. You can also go ahead of
    them (again, don't let them see you) and enter Corner Cover and wait patiently
    for them to walk toward you while you're hiding behind a corner. A prompt will
    appear to do a Takedown.
    
    With all four incapacitated, venture over to the southern side of the area and
    go up the stairs. An electric barrier is in place so you can't enter the room
    that way. Look up though and you can grapple to the top of the room. There's
    an impossible-to-miss RIDDLER TROPHY here so grab that. Next, venture over to
    the top of the room where Harley and Gordon are. Through the glass you can
    perform a Takedown to start a scene. After that, a boss fight!
    
    [BOSS FIGHT - BANE]
    
    Bane is well, big, as you would expect. He fights just like that Titan you
    fought in the beginning though, with some slight differences. The basic
    strategy is the same in that you want to wait for him to charge you, then use
    Quick Batarang (tap L1) and then get the hell out of there by evading.
    
    Aside from that, Bane will pick out large chunks of the walls and throw them
    at you. Dodge these too to avoid a walloping headache.
    
    When you strike Bane successfully and he crashes into the wall, stay back.
    Unlike the Titan, Bane isn't really shaken by attacks and although you will
    deal damage, it's not a lot and he recovers quickly. Make two quick hits and
    get out of there before he strikes back. Now repeat the process.
    
    Dodge his attacks and wait for his charge. Throw a Batarang and get out of the
    way. When he crashes, attack again and this time, Batman should automatically
    jump onto his back and sever some of the cables pumping Venom into him. This
    is what you need to do.
    
    After this run away from him as he pounds his fist into the ground, releasing
    a shockwave. At this point, Joker's henchmen will intervene. Now the fight
    becomes tougher. You'll need to take them out but you also need to keep your
    eye on Bane most of all. It's difficult but deal with the henchmen and look for
    Bane when he's throwing the wall chunks or about to charge. Get out of the way
    or for the latter, use Quick Batarang and then get out of there. That should
    stun Bane again and let you get some jabs in. Ignore any remaining thugs and
    just get in the quick hits, then finish them off and focus on Bane.
    
    Get him to charge twice and this will let you get on his back again and sever
    more of his cables. You only need to do it one more time now.
    
    Joker sends more henchmen to distract you. Again, if you're skilled enough, try
    to focus on the henchmen first and take them all out fast but just keep your
    eyes on Bane at all time because he will attack. Dodge by using Redirect
    (double tap X) to jump over a henchman and out of Bane's line of fire.
    
    Get Bane to charge two more times and Batarang him before dodging. The second
    and final time lets you pull the plug on him, literally.
    
    
                                    Chapter 8
                            --------------------------
                                CRASHING THE PARTY
    
    
    o----------------------o
    |Riddles: 1            |
    |Riddler Trophies: 9   |
    |Interview Tapes: 2    |
    |Joker Teeth: 11       |
    |Chronicles: 3         |
    o------------[aa08]----o
    
    
    Watch the scene. When you regain control you'll be back at...
    
    
    Arkham Island - Arkham West
    ---------------------------
    Batman gets on the horn with Oracle and he divulges his new plan. Ooooh, nifty!
    The music starts... to the Batcave! Head northeast toward the tunnel that would
    take you back to Arkham North. You can find a group of three thugs to beat up
    towards the southeast, and then a much larger group when you get closer to the
    tunnel. Try out your new moves on them and as always, counter, counter,
    counter. Build up your repertoire of moves each time when you become
    comfortable with the last one. Start including the Batarang into your combos
    and use Stun a little more often.
    
    As you make your way back through the tunnel you should see three sets of JOKER
    TEETH along the path. Remember to take the side door to get to Arkham North,
    as the main security gate still won't open (and never will).
    
    
    Arkham Island - Arkham North
    ----------------------------
    Run to the east and make a beeline for more victims, err... thugs to beat up.
    A group of four, but one is of the dagger-wielding variety. Keep in mind that
    you can't counter him. Also, with Freeflow Combat you can choose your targets
    as you get going with ease of the Left Analog Stick. Try to prioritize enemies
    with pipes and such, as they can sometimes be tougher to counter than normal
    ones.
    
    In this case, go after the dagger guy first by stunning him like you have
    before and then try to at least knock him down. Fend off attacks from the rest
    and try a Ground Takedown if you have the window. Otherwise, just try to
    maintain a combo.
    
    Once they've been dealt with, find the gateway with the two lanterns on the
    brick posts. The gate is locked but you can easily just grapple over. Ahead of
    you will be the cave entrance. Ignore it for just a moment. Instead, grapple
    up to a ledge just above it. If you can't get to it, grapple onto the building
    on your right first and you should be able to get up from there. Enter this
    cave and take the RIDDLER TROPHY here. You can see another one just a few feet
    away, but unfortunately it's blocked off. Darn.
    
    Leave and drop down and enter the lower cave now. Grapple up to a high ledge
    where there is a broken ladder. Get up here and immediately turn to your left.
    There's an ARKHAM CHRONICLE to scan. Turn right, grapple up to the next ledge,
    pull yourself up, and open the door.
    
    Just follow this corridor all the way until it opens up to a small room. In
    the center should be some rubble with a bunch of skulls (cozy...). Stand there
    and look to your right. See it? No? Turn on Detective Mode. Ah, yes, another
    destructible wall. Plant your Explosive Gel and blow it open. Retrieve the
    RIDDLER TROPHY.
    
    Now just climb up the south wall and go up this narrow passage. Eventually the
    game will take over and jump (quite literally) right into a scene. After that
    you'll be in... (dramatic music...!)
    
    
    Caves - The Batcave
    -------------------
    Proceed in and prepare a nerd squeal if you have one. Jump down to the main
    platform. Go up the stairs and approach the computer for a scene. After that,
    you will receive a Character Bio for Dr. Young, but more importantly, a new
    gadget, the Batclaw! Holy jumping monkey, Batman!
    
    The Batclaw will extend to distant objects and grab whatever the claw can hold
    onto. Once it has a hold, you can tap X repeatedly and pull it off or toward
    you. This nifty gadget will work on enemies too.
    
    Try it out by grabbing two of the boxes to clear the walkway on the other side
    of the gap to the north. Once it's clear, jump and head for the door. In the
    next room, you'll find another very helpful feature of the Batclaw. Aim it at
    the high vent cover on the wall. Tap X to pull it off and voila! Grapple up to
    it and get in.
    
    
    Caves - Old Sewer
    -----------------
    You'll drop into this new area and there will be an enemy right near you. He's
    on a call though, so let's just take a listen. After that, take him out with a
    Silent Takedown. Turn back around and on the west wall near the waterfall,
    there should be an ARKHAM CHRONICLE here to scan. Use one of the stairs to get
    up to the next platform after that.
    
    At the corner, you'll encounter a group of more thugs. These guys will be in
    the middle of their own conversation, so feel free to listen in if you desire.
    The game hints to you about using the Batclaw in combat by double tapping R2.
    It takes a while to incorporate into your repertoire of Freeflow Combat moves,
    but it may prove useful. Try to practice on other things first though.
    
    As this party starts, make note of an enemy or two scrambling for stuff on the
    wall. Try to target them first. The narrow corridor may make it hard to target
    a specific enemy, so just barrel through with constant Strikes until you get
    your man. Then counter the others and dispatch them one by one.
    
    Consider upgrading now if you're able. Always up to you. Definitely go for a
    new gadget if you haven't already. They'll start to come in handy.
    
    Now at the end of the east corridor, you'll come to an intersection. Just for
    kicks, go to the right (south door) and try to open it. You'll get a small
    surprise. Go back and look for a vent on the east wall. It's out of reach but
    thanks to the Batclaw, that's no problem! Target it and fire, then pry it off.
    Before jumping in, look for the corpse right below the vent and take the
    INTERVIEW TAPE off his hands. It's for Killer Croc. Go into the vent and take
    the RIDDLER TROPHY next.
    
    Go north a bit for a quick chat with Oracle. After that, throw on Detective
    Mode and spot the destructible weak wall on your left. Blow it open with your
    gel and take the RIDDLER TROPHY from within. After that, be sure to destroy the
    three sets of JOKER TEETH on your way toward the door.
    
    
    Caves - Main Sewer Junction
    ---------------------------
    The camera will pan around, giving you a nice look around this area. There's a
    lot to find too and the layout can be a tad confusing so stick with me. First,
    go forward and take a right. Go all the way toward the east wall and there will
    be a ledge you can climb onto on your left.
    
    Walk through this hollow pillar I guess you can call it and jump onto the
    walkway. Go left (west) and jump to the next one, drop down to another, and
    finally jump the gap to the west. Go around this corner and find a RIDDLER
    TROPHY. It grants you a Character Trophy for Bane.
    
    Make your way back and this time go east across the walkways. You'll go around
    the corner of a pillar. Jump the gap here to the large platform just ahead of
    you. The next gap ahead of you is occupied by two sets of JOKER TEETH. Go ahead
    and destroy them now but don't jump over there.
    
    While on this platform, turn left and face the wall. Climb up it to grab onto
    a ledge to shimmy on. Shimmy over to Batman's left around the corner. You'll
    be able to pull yourself up into a small doorway. Inside will be another
    RIDDLER TROPHY. To get back, carefully crouch near the ledge and look for the
    X button prompt to climb down. Shimmy back over and drop down. Now jump that
    gap to where the chattering choppers were.
    
    A fallen pillar becomes a makeshift bridge for you to take to far west. Just
    be careful going up. Turn left at the top and jump to the next platform. Climb
    up the following ledge and from there, you can jump to the top of this aqueduct
    with the running water. Just across from there you should see another gap you
    can jump to (to the south) to reach a RIDDLER TROPHY inside a pillar. This
    unlocks the Challenge Room, Sewer Bat.
    
    Take another overturned pillar up to the east. Stop at this platform now. On
    your left will be another fissure to climb into and shimmy from. Do so and
    shimmy around the corner until you can climb up. There will be another ledge to
    climb onto in front of you. Up here will be a RIDDLER TROPHY. This gets you a
    Character Trophy for Commissioner Gordon.
    
    [RIDDLE ME THIS: "A puzzle has many sides, but only some are visible."]
    
    This one is tricky so attempt to figure it out yourself if you'd like. It took
    me a long time to figure out. Anyways, at that ledge you're on where you found
    the previous trophy (you had to shimmy around and climb up twice, etc), turn on
    Detective Mode. At the same height as Batman's head, the lower part of the
    question mark is on the top of the brick wall. Higher above and on a more
    distant wall is the top part. Manipulate the camera until they're lined up and
    scan.
    
    Make your way all the way back, shimmy back, etc. Jump across the gap now to
    the southern platform. If you look to the east from here, there's a large
    platform with another trophy just taunting you. You can't reach it yet though,
    so don't bother. Instead, turn around and take out the chattering JOKER TEETH
    here. Proceed east to find another set of JOKER TEETH. Right in front of the
    exit is the third set of JOKER TEETH. Open it up and proceed.
    
    
    Caves - Surface Access
    ----------------------
    On your immediate left from entering this area, you'll see an INTERVIEW TAPE on
    a box. Snatch it to listen to an interview with Croc. Go up the stairs from
    here and just keep going (there's nothing to find from here on to the exit).
    You'll come to a dead end. A flip of Detective Mode reveals it's destructible
    so use the Explosive Gel. Hop this gap and use the door and you'll wind up
    at...
    
    
    Arkham Island - Arkham North
    ----------------------------
    You'll be on the second floor of the dilapidated building. After Joker chimes
    in for a bit, Batman will notice the two guard towers here are occupied by a
    sniper each. If they spot you they will fire until you get out of sight. We can
    have fun with this though.
    
    You can pester them with your Remote Control Batarangs (provided you bought
    it), or you can try to sneak in on the low ground, avoiding their sights and
    use your grapple to get up to the walkway and just hang from the floor and wait
    for them to stand right above so you can perform a Ledge Takedown. Take out
    both snipers and then from the east tower, look to the front of the Intensive
    Treatment building.
    
    Four thugs will be standing there. From the corner of the walkway of the tower
    you should be able to perform a Glide Kick on one of them. Do that to get the
    party started. Counter the others and aim specifically for the dagger guy with
    Stun, then some quick strikes. Try to do a Ground Takedown on him once the
    other three are also down. From there, just strike and counter until you're
    home free.
    
    Even with the Batclaw in hand, we can't get any new Riddler Challenges in this
    area. Intensive Treatment is also locked down so we can't go in there with the
    new toy either. Although with each major gadget (non-Batarang ones basically)
    we obtain, new goodies become available, we're not gonna do treasure hunt
    backtracking until we have all of them. I do this just so we can keep going
    with the story and maintain a good pace.
    
    Your next objective is in Arkham East so walk over to the gate. Destroy the
    three sets of JOKER TEETH right in front o fit. Go inside after that.
    
    
    Arkham Island - Arkham East
    ---------------------------
    The gate in this underpass is open now. Some of Joker's thugs ambush you
    though. No problem. Just keep your eye on the dagger-wielding foe as always.
    Fighting in the narrow underpass shouldn't be too problematic by now. After
    they're done, pass through the next gate.
    
    In the actual East area, you'll see two more snipers occupying each of the two
    guard towers. Again, try to go for Ledge Takedowns by grappling up to the
    bottom of the walkways when they can't see you. Or just swing up there and go
    for Silent Takedowns.
    
    As you approach the mansion which is your next objective, you'll likely see two
    more snipers. It's best to approach from the side so they won't see you. You
    have a couple options. You can get closer and toss a Remote Control Batarang
    up there to knock them both down in one shot. You have to grapple up there
    immediately to finish them. You can grapple in from the side and try for Silent
    Takedowns. If you try to do Ledge Takedowns, note that the other will spot you
    and even if you're hanging from the ledge, he can shoot you. Drop down and
    he'll suddenly forget you're there. Just grapple back up and do the other Ledge
    Takedown.
    
    Now that the area is clear, you can proceed. First though, we can look for a
    few items. This is the first time you've returned here with Explosive Gel so
    that opens up a few opportunities. Begin by facing the Arkham Mansion entrance
    and going left. In this courtyard area, turn on Detective Mode. Look for a
    nearby weak floor to blow up. Underneath is a RIDDLER TROPHY.
    
    Venture north and into the cemetery. Keep going north and a little northwest.
    You can see the staircase that leads up to the Botanical Gardens above. If you
    turn on Detective Mode, the side of the staircase wall is destructible. Plant
    your Explosive Gel and blow it open. Inside is an ARKHAM CHRONICLE.
    
    Try to go in through the main entrance of the mansion. Inside, the thugs will
    just taunt you safely from behind the electric barrier. I think we've heard
    this story before... There must be another way in. Exit and take a look.
    
    Back outside, get the two sets of JOKER TEETH first with some Batarangs. Next,
    Climb up to that ledge the snipers were occupying and use the Batclaw to pry
    off the vent on the wall above. With the main entrance impassable, this is your
    only way into the mansion. Open the next door to enter.
    
    
                                    Chapter 9
                            --------------------------
                               RELIVING A NIGHTMARE
    
    
    o----------------------o
    |Riddles: 6            |
    |Riddler Trophies: 7   |
    |Interview Tapes: 3    |
    |Joker Teeth: 14       |
    |Chronicles: 2         |
    o------------[aa09]----o
    
    
    Arkham Mansion - Mansion Entrance Hall
    --------------------------------------
    From this high perch, you can see three enemies below if you turn on Detective
    Mode. You'll notice one is in red, meaning he is armed. This is not a predator
    situation; it's a Freeflow Combat one so that means he is an immediate threat.
    If you came in with low health, this is especially true.
    
    You should see, if you stand at the very edge of the platform, that you can
    Glide Kick to that fellow. Go ahead and do it and knock him down. The other two
    thugs should be so surprised that it gives you a brief chance to do a Ground
    Takedown, so seize it. Fend off the other two and punch their lights out to
    clear this initial room.
    
    Before moving on, walk down to the south side of the room. Stand right where
    the electric barrier is and turn around so that you're now facing the
    staircase. From here, venture over to the right of the staircase and there will
    be a vent. Pull it off and enter. Inside you'll find a RIDDLER TROPHY.
    
    The door at the north end is blocked by something. Instead, look up and grapple
    to the vents above. Use this as a platform. Look straight up at the ceiling
    from here. Another vent is directly above you. Pull off the cover with the
    Batclaw and grapple up there. In here is an Explosive Gel so set it up and open
    the way, but be sure to back off.
    
    The destroyed wall reveals an ARKHAM CHRONICLE to scan, as well as a vent.
    After scanning, go through the vent and you can drop down to a new room.
    
    
    Arkham Mansion - Main Hall
    --------------------------
    You should see a lot of thugs in here. There are also gargoyles, leading you to
    believe it's predator time. Not yet unfortunately. None of these guys are armed
    anyway. Feel free to use a gargoyle to launch into a Glide Kick to start things
    off. From there, the rest will come after you. This should be the biggest fight
    yet.
    
    It can be tough too, depending on how comfortable you've gotten with the combat
    at this point. If you're good at countering, that's basically all you really
    need at the core. If you picked up most of the combat upgrades, this will make
    things very easy too. With the combo upgrades particularly, the ones that let
    you deploy your special moves faster, you can end this fight a lot faster.
    Since there are a lot of guys, consider Throw if you can aim one thug at the
    others like a hungry bowling ball to a set of pins. Combo Takedown is also good
    for eliminating one or two or more thugs from the fight fast. Other than that,
    just string together a good combo and go from one enemy to the next, looking
    for counters too.
    
    When they've all bitten the dust, we can explore a little. There's a couple
    goodies to find in this room.
    
    [RIDDLE ME THIS: "Who is the main man in the main hall?"]
    
    Stand basically near the south entrance and look to your right. There is a door
    leading to another room to the east. You should know it's right if you see a
    dead guard leaning up against the door. Well if you turn to your left from that
    door there is a portrait on the wall between two glass cases. It's of the
    Commissioner. Stand close and scan to solve the riddle.
    
    Approach the north end and take a glance at the large statue. In it's base is a
    vent cover. You know what that means. Pry it off with the Batclaw and get in
    there to uncover a RIDDLER TROPHY.
    
    Go up the stairs on the left side. Just past a desk you should see two sets of
    JOKER TEETH. Take them out. The third set of JOKER TEETH can be found in the
    very small room on the left, which you can get into by taking off the vent
    cover. Get it, then come back out.
    
    There is a second similar room but on the right (east) side of the room. The
    vent for this one is on the north side though so go around and you should find
    it. Enter in here and take the INTERVIEW TAPE inside. This one is for
    Scarecrow. If you can upgrade now, go for it. Try to finish off the combat
    upgrades soon if there are still more left.
    
    Take the top left (west) door out of here.
    
    
    Arkham Mansion - West Wing Corridor
    -----------------------------------
    In here you'll find one of Joker's thugs threatening a doctor and a guard.
    Sneak up to him and either use a Silent Takedown or pull him toward you with
    the Batclaw and beat some sense into him.
    
    You get a scene. The thug is wearing a device called a suicide collar. If a
    thug wearing one of these is incapacitated, Joker is alerted from his control
    area and can coordinate the rest of his men in that area to search around. It's
    a significant change to Predator gameplay from here on out, but it's not going
    to put much of a damper on your fun.
    
    In any case, there's nothing in this room so just go straight across to the
    next door.
    
    
    Arkham Mansion - Arkham Records Room
    ------------------------------------
    A Predator room finally. Take a scan around the room and see where the thugs
    are. This room can be a bit tricky because it's very long and not that wide,
    plus you have two floors with walkways and the large cabinets in the center.
    There are plenty of gargoyles though and that's all you'll need at first.
    
    You have several options and ways to go about this so it's really up to you.
    Starting things off with a Glide Kick can work. If you want to start off
    stealthily though, the closest thug should be on your left on the walkway.
    Climb up and go for a Silent Takedown. You can even do a Ledge Takedown, but
    that will alert the others.
    
    You'll notice that when they discover bodies, some of the henchmen will pair
    off. This makes them harder targets, because unless you can get a Silent
    Takedown in and the other doesn't see you, you need to find a way to isolate
    them. Batarangs can help, as can Explosive Gel. Now there are no Explosive Gel
    traps here, but if you bought the proximity upgrade, you won't need one. You
    can just plant it where you think an enemy will pass and it will go off when
    they get near automatically. Something to consider if all the enemies are
    distracted.
    
    Inverted Takedowns can work well on the walkway guys. Just try to pick off
    isolated enemies so you won't be discovered. There are also grates on the floor
    in the center of the room that you can use to hide and spring out for Silent
    Takedowns.
    
    You'll notice that the previous room was just a preview for what's to come. All
    these guys are wearing suicide collars. These pretty much render the effect of
    Silent Takedowns useless, in the sense that you get away without anyone coming
    to check. Silent Takedowns will still buy you more time to get away since they
    don't make any noise, but the thugs will still discover the body anyway. You
    can sometimes take advantage of this though, getting in position to prey on the
    one straggler who is last to join the rest.
    
    A combination of Silent, Inverted, and Ledge Takedowns will probably work best.
    Feel free to use your gadgets too though.
    
    When you've taken them all out, go and rescue Cash and his buddy in the center.
    You'll get some quick dialogue and Batman will get his next objective. Before
    moving on, let's explore just a bit first.
    
    Go to the southern part of the room, up a small staircase. There should be an
    electric barrier on the door. If you look up on the wall to your left from
    there though, you should see a vent. Use the Batclaw and enter. You'll come to
    a large room behind some iron bars. There's nothing on the walkway, so just
    drop down. Turn on Detective Mode to help you locate an INTERVIEW TAPE on the
    large table down here. Get it and retreat from this room.
    
    Get on the walkway in the main room and go to the southwest corner. There
    should be another vent on the south wall here. Open it and go into a similar
    room. This one has a RIDDLER TROPHY. Grab it and we're ready to move on.
    
    Now go up the north staircase from the center of the room. There should be a
    door on your right. Go through it.
    
    
    Arkham Mansion - North Corridor
    -------------------------------
    There's no way to go forward in here except by taking the short stairs on your
    right to a vent. Pull the cover off and enter. You'll drop into an open cell.
    Exit and there will be two sets of JOKER TEETH out here.
    
    [RIDDLE ME THIS: "Did Amadeus go mad, or was he just dizzy?"]
    
    If you enter the cell right next to the one you dropped into, you'll find a few
    odd circular markings all over. Step inside and scan the room. Easy.
    
    Now stand at the bottom of the small staircase in this room and look up.
    Grapple up to this vent. This takes you out on top of the previous room. If you
    go south and then hang a right, you'll find a RIDDLER TROPHY. There's another
    vent to the southeast up here. Go inside and take it to the next area.
    
    
    Arkham Mansion - Dr. Young's Office
    -----------------------------------
    You can see three thugs trying to break down the doors here. Their efforts
    prove unsuccessful however. Drop down when you're ready and target the middle
    guy (who is armed) and try a Silent Takedown. Since the other foes will spot
    you as you attack, the Silent Takedown will be a little more aggressive but
    produce the same effect nonetheless. Enter combat with the other two now and
    dispatch them.
    
    Go up the stairs here and in this morgue-like area, take a look around.
    
    [RIDDLE ME THIS: "It'll be a cold day in Hell when this Ghul rises again."]
    
    If you search these open morgue door things, you can see one body sticking out.
    There's a nametag on his toe. Zoom in to see the name. Ra's Al Ghul. The riddle
    is solved, and you get a Character Bio for Ra's.
    
    The south door here is locked. Instead, look for the vent on the north wall in
    the morgue-like area and pry it off with the Batclaw. Grapple up there and once
    inside, you get a quick three-way intersection. Both the left and right paths
    are dead ends. Just go straight and it takes you to another vent cover
    eventually. Kick it off and drop into the office for a quick scene.
    
    After that, you need to locate Dr. Young but having a trail to follow will make
    that task easier. In the scanning mode, look about the room. You won't find
    anything on the floor. If you can't find the clue, look at the safe and it will
    be there. Scan it to get Dr. Young's fingerprint.
    
    [RIDDLE ME THIS: "How do you mask your feelings without losing control?"]
    
    In Dr. Young's office, there isn't a whole lot to see or do. You might catch
    glimpse of the mask that is hung on the wall however. If you zoom in on it and
    get a full view of the mask, you can scan it to solve this riddle. It also
    gives you the Character Bio for Black Mask. Grapple out of here now since the
    front door is still locked.
    
    As you drop down, the door ahead of you is forced open by Joker's thugs. Batman
    will thank them... with his fists. As always, pay close attention to the
    dagger-wielding enemy. Stun him when he attacks or just go after him outright
    and then deal with the others in the mean time. By now you should definitely
    have the Combo Takedown move. You can use it to quickly take dagger-wielding
    guys out of the picture.
    
    Proceed through the now open doorway and into a small room. Look for an easy to
    miss INTERVIEW TAPE on the table here. Just open the next door after that to
    return to a previous area.
    
    
    Arkham Mansion - West Wing Corridor
    -----------------------------------
    At the bottom of the staircase will be one of Joker's presents. When it bursts
    open, there will be three sets of JOKER TEETH for you to destroy. There's
    nothing else to do now. Turn on Detective Mode and follow Dr. Young's trail. It
    will take you back to another old room.
    
    
    Arkham Mansion - Main Hall
    --------------------------
    Two henchmen have discovered your dirty work from earlier. They are no threat,
    so drop in on them and wipe them out when you're ready.
    
    If you pick up Dr. Young's fingerprint trail, it will lead you right to the
    southeastern door. Take it to a new room.
    
    
    Arkham Mansion - South Corridor
    -------------------------------
    As you follow the trail down this hallway, look for three sets of JOKER TEETH
    to destroy.
    
    [RIDDLE ME THIS: "What does a bird need in the rain?"]
    
    Less than halfway down this hallway, if you turn left (east) there should be a
    glass display case up against the wall. Inside will be a top hat and umbrellas.
    Hmm, who could these belong to? Scan it and you'll get a solved riddle and a
    Character Bio for Penguin.
    
    Proceed just a little further and while in Detective Mode, look for the
    question mark on your right.
    
    [RIDDLE ME THIS: "This fiendish puzzle literally appears out of thin air."]
    
    The top part is on your right. The bottom part is well, a little more cleverly
    hidden. If you look up near the ceiling on the left side, there should be some
    vents you can grapple onto as platforms. Stand up here and you should see the
    bottom part at your feet. Align them and scan.
    
    Stay on top of this platform with the bottom part of the question mark though.
    Turn around and Detective Mode reveals the wall here is destructible. Use your
    Explosive Gel and blow it open. Inside is an ARKHAM CHRONICLE. Drop down now.
    
    Proceed to the corner, where you can see some thugs are waiting in the adjacent
    hall.
    
    Follow the tutorial to take cover at the corner. You can throw your Batarang
    from here. Do that to take out the armed thug. Spring out from cover and
    assault his friend fast so that you can perform a Ground Takedown on the first
    guy. Finish off the other in the same fashion.
    
    After that's done, turn away from the next door and face the opposite
    direction. Turn on Detective Mode if you can't see it. There is a vent on the
    west wall, right in the southwest corner. Pull off the cover and grapple up
    inside. A RIDDLER TROPHY awaits you.
    
    Now open the next door.
    
    
    Arkham Mansion - Library
    ------------------------
    Approach the enemies and a lot more will just seemingly spring out of nowhere.
    This group is a bit more formidable since it sports two dagger guys. Build up
    a combo and try to use your Combo Takedown move to remove them from the fight
    quick. If you're becoming a lot better at the combat though, go ahead and make
    a good combo, alternating between Strikes, Counters, and Stuns.
    
    Once they're all down, go through the east door. Destroy the set of JOKER TEETH
    here and go down the stairs. Find a second set of JOKER TEETH along the way,
    with a third set of JOKER TEETH at the bottom of the stairs.
    
    Enter the doorway and an electric barrier cuts you off from the hostages. Joker
    threatens to gas the room in two minutes. It's a race against the clock, hurry!
    Go back up the stairs and into the first room.
    
    The only way to go is up. Grapple up to the next balcony, and from there to the
    next. Keep going until you get to the second to last balcony. A chandelier at
    the top prevents you from reaching the highest one. A chandelier huh...
    
    Instead, look for a low vent on the wall up here on the second highest balcony.
    Open it and slip inside. The vent takes you to a small corridor. Climb up into
    another vent on the left. In this small room, find a ledge to grapple up to.
    Enter yet another vent now and it will take you to the top balcony.
    
    Well here you are. The chandelier is here and now... what to do? Think fast,
    time is almost up! If you look at the chandelier in Detective Mode, you might
    be able to figure it out. If not, just do this. Aim a Batarang at the rope that
    holds the chandelier. Cut it down and it will break open the glass floor at
    the bottom.
    
    Without a second to lose, drop all the way down there and disarm the trap for a
    scene. After that, you need to find Dr. Young's notes which are in this room.
    Try to pick up her fingerprint trail again. It inevitably leads you to a book
    jutting out from the bookcase at the bottom level here, right next to the
    hostages. Search here with X and you'll get a quick scene. The task is done.
    
    A new problem arises and Joker will tell you all about it. Before leaving, we
    have a few things to find in this room. Start by climbing out of the lowest
    floor up to the one where the chandelier through. Look on the south wall for a
    vent cover. Pry it off and enter. Go straight to find a RIDDLER TROPHY.
    
    Next, zip up to the highest balcony again, where the chandelier used to be.
    Look for another vent here. Not the one you opened already to get here. There
    will be another one nearby that isn't opened. Open it up and find another
    RIDDLER TROPHY inside. That's all for now. Drop back down and leave this room.
    
    As you leave the room, you'll hear a strange sound. Batman will begin coughing.
    Uh-oh...
    
    
    Arkham Mansion - Wayne Manor (?)
    --------------------------------
    Go down and turn right at the corner. Immediately you can just sense that
    something is off. With caution, proceed down this corridor and the farther you
    go, the more things start to change. Keep going and keep walking, even as
    things begin to twist before your very eyes. Just keep on moving, even when it
    seems like what you're seeing is too real. Even when the greatest of fears
    present themselves. No matter what, just keep moving forward (if you can't
    tell, I was being a bit thematic here).
    
    And the end, it seems the twisted phenomena end. Open the door though and you
    will discover that the nightmare has only just begun.
    
    This twisted landscape can only be the work of one person. Jump the gap, then
    take the stairs on your right. Step forward and he will appear.
    
    [BOSS FIGHT - SCARECROW]
    
    This sequence will be similar to the last but there will be one chief
    difference. Scarecrow will no longer rotate in a full circle. Instead, he will
    simply shift his gaze back and forth between two points slowly. This means you
    have to time your movements better.
    
    Wait for him to move away and then jump the gap to the right. You should have
    time to run past the lower cover and just hide behind the statue instead. There
    is no cover to be seen from here though. If you look up above however, there is
    a crate that can be used. Select your Batclaw and target it. Pull it down and
    then when it's safe to move, run over and hide there. From here, repeat the
    process and pull down another crate. Wait for Scarecrow's gaze to move to the
    left before running here. Wait again to climb the following ledge.
    
    Take this path down some stairs to a fight with skeletons. Just stand at the
    far end and wait for them to come to you. You can see at that end where they
    appear, the light of Scarecrow's sight. If you step in there, he'll see you. So
    it's better to stay back, this way the constant movements of Freeflow Combat
    don't accidentally carry you into a fast demise.
    
    Wait for them and they won't fight you any differently than thugs. Strike,
    Counter and so on. They're pretty weak actually so it should be no problem.
    Wait for Scarecrow to move, then proceed.
    
    Climb up the wall and wait here. When his gaze comes all the way to the left
    toward you, wait. As soon as he moves, make a run for it. Jump the gap and
    shimmy around here. Either just hang on the ledge or try to climb up quickly
    and take cover on the other side. Wait, then jump the gap. Climb up the ledges
    here to the top.
    
    Wait here until his gaze goes past you and to the left. After that, jump this
    gap and climb up to shimmy. You need enough time to shimmy around the corner
    and if you moved right after his gaze passed over you, you should be fine.
    
    Hang on the ledge that has Batman's back to the camera and wait for him to pass
    by again. Wait patiently for him to go back to the left before shimmying all
    the way around and dropping down. Proceed quickly up the next path for another
    fight with the bone crew.
    
    After defeating them, climb up the following wall. Grapple up to a high ledge,
    then jump to ledge that you need to shimmy on. Pull yourself up when it's clear
    and look at what's ahead. Besides dodging Scarecrow's vision, you also have to
    worry about the pendulum. It's best to move when Scarecrow is looking toward
    you and then moves the other way. Jump to the next platform, then wait a second
    if you need to (you'll have the time) for the pendulum to move, then jump
    again.
    
    Wait on this next platform and hide. When Scarecrow's gaze soars over you,
    climb up and run all the way down this platform to the bottom and hide behind
    the short wall here. Just wait for his gaze to pass back over you, going left.
    Once you're clear, run to the right, hop the small barrier, climb up, and jump
    the gap to reach the bat signal. If you get a little caught up, hide before
    climbing up. Get to the signal and put an end to the nightmare.
    
    
                                    Chapter 10
                            --------------------------
                                    A CUT ABOVE
    
    
    o----------------------o
    |Riddles: 2            |
    |Riddler Trophies: 1   |
    |Interview Tapes: 0    |
    |Joker Teeth: 3        |
    |Chronicles: 1         |
    o------------[aa10]----o
    
    
    Arkham Mansion - Main Hall
    --------------------------
    Somehow you're up in the bell tower of the mansion. No clue how that happened,
    but I guess Batman was tripping worse than he thought. With Zsasz on the loose
    and Dr. Young in danger, we've got to get moving.
    
    To get out of here, cut the rope on the bell with a Batarang. This will cause
    quite a ruckus, but it'll be your ticket out of here. Drop down and it will be
    a long way to the bottom. If you can, try to land on the balcony just before
    you enter the room below. If you miss it, you can just as easily grapple up to
    it from the bottom. Up here will be an ARKHAM CHRONICLE.
    
    The bell destroyed one of the electric barrier doorways, so you can now enter
    the east door here. Do so and it will take you to...
    
    
    Arkham Mansion - East Wing Corridor
    -----------------------------------
    As you proceed in, you'll be greeted by a new type of foe. This stun
    baton-wielding enemy is a little different than what you're used to. Like the
    dagger-guys, he can't be attacked or countered. If you even try to attack him
    head on, you'll take damage actually so don't do it. The key to hurting him is
    to use Redirect (double tap X) and get over him to attack him from behind.
    Three strikes and he's out.
    
    [RIDDLE ME THIS: "A game of Cat and mouse can be painful."]
    
    If you turn around from where you encountered the enemy, there is another one
    of those glass display cases on the south wall. It's just in a little and to
    the right from where you entered. Zoom in on the contents and you'll see a mask
    and clawed gloves. Scan for the riddle solution and a Character Bio on Selena
    Kyle, aka Catwoman.
    
    Approach the door but don't use it. Turn right and enter the restroom area.
    Turn left and enter the men's room first. You'll see a thug standing over a
    guard's
    body. Take him out silently. That's all. Leave and take the north door now.
    
    
    Arkham Mansion - Warden's Office
    --------------------------------
    As you enter, you'll see Zsasz dragging Dr. Young off with a knife resting
    under her chin. He pulls her into the Warden's room and threatens to kill her
    if Batman shows himself. He will too so don't step out into view of the
    doorway. Instead, crouch and take cover beside it. Watch Zsasz closely and wait
    for him to poke his head out. Aim for him with your Batarang and fire at this
    moment to stop him. If you wait too long--about a minute--he'll kill her.
    
    Watch the scene that ensues. Afterwards, you'll be attacked by four thugs. One
    of these guys has a stun baton so be cautious. Go with the new tactics you
    learned. Try to build a combo and you can also use Combo Takedown to take him
    out of the picture. Defeat the others and then Batman will talk to Oracle. He's
    just as tired as you are of those electric gates and aims to get something to
    help him... oh and save the Warden from Harley Quinn.
    
    Start by entering Detective Mode and looking about for something that will
    create a forensic trail leading to the Warden. The staff has some of his blood
    on it. Scan it and you'll get a trail.
    
    Before following, look on the south side of room and take a Riddler SECRETS MAP
    off the table. Schwing! There happens to be a few in here, including one very
    close to you.
    
    [RIDDLE ME THIS: "Isn't the Warden too old for a puppet show?"]
    
    To the right of where the Secrets Map was, right near the railing on the south
    wall is another display case. This one contains the infamous puppet known as
    Scarface. No, not Tony Montana Scarface. The one used by The Ventriloquist.
    
    Leave the Warden's area (not the room entirely) and turn right. In a small
    office at the north end, a RIDDLER TROPHY can be found on the desk. This one
    gets you the Challenge Room, Record Breaker.
    
    Start making your way back to the door but stop in the first room. Look up at
    the ceiling and you'll notice there's a room above you. Grapple up to the
    balcony from here. There's nothing in this first room, so go north into the
    next one. Find two sets of JOKER TEETH at the north end. The third set of JOKER
    TEETH is hidden amongst the cabinets near the west wall. Return and drop down
    now. Open the door to go back to...
    
    
                                    Chapter 11
                            --------------------------
                                BEHIND CLOSED DOORS
    
    
    o----------------------o
    |Riddles: 6            |
    |Riddler Trophies: 11  |
    |Interview Tapes: 5    |
    |Joker Teeth: 25       |
    |Chronicles: 1         |
    o------------[aa11]----o
    
    
    
    Arkham Mansion - East Wing Corridor
    -----------------------------------
    Your map combined with the Riddler's Secrets Map shows there's one last
    challenge in this room. You can't get it now though.
    
    Instead, proceed toward the door and a Joker gift box explodes to release three
    more sets of JOKER TEETH. If you got all the others up to this point, you'll
    complete the Riddler Challenge for Arkham Mansion.
    
    
    Arkham Mansion - Main Hall
    --------------------------
    Following the forensic trail, you come back to this room. Only once again, you
    are not alone. The thugs in here are armed though. They don't move at all and
    they've all got pretty good views of each other, making Silent Takedowns sort
    of tough. You might be better off just using the gargoyles to stay above them,
    then dropping down behind the third guy and just leaving, ignoring them all
    together. If you attack them, they'll all gather near the door too.
    
    Here's a way to do it if you have at least the double Batarang upgrade. Swing
    to the south and jump to the platform above the last thug. Crouch at the edge
    and hit X to hang. Hit circle to drop down. You'll be standing behind the thug.
    Use your double Batarang and keep trying to get the targeting so that you hit
    the two thugs that are farther away. It's hard to do because it always wants
    to target the guy right in front of you. Keep adjusting until you have them in
    your sights. The upgrade that makes bad guys stay down longer from Batarangs
    helps here but isn't necessary. Throw them to knock the two down. Now perform
    a quick Silent Takedown (or melee Takedown) on the guy right in front of you.
    Quickly take to the air and flee.
    
    If you're fast enough, you should hopefully get out of there unscathed. If they
    spot you before you escape, don't worry. Just go from gargoyle to gargoyle and
    lose them. The other two will likely cover the exit. If you return to that
    platform, you can drop down behind them, target them with another double
    Batarang and perform Ground Takedowns on them both.
    
    Exit through the south door now.
    
    
    Arkham Mansion - Mansion Entrance Hall
    --------------------------------------
    Just keep going and follow the trail all the way out the door.
    
    
    Arkham Island - Arkham East
    ---------------------------
    Follow the trail away from the mansion. It will go pretty straight toward the
    abandoned tunnel, leading back toward Arkham West.
    
    
    Arkham Island - Abandoned Tunnel
    --------------------------------
    Use your grapple to get over the wall and then proceed further in. You'll have
    to grapple again to get over a locked iron bar door. Stand at the top though
    and survey the next stretch. A group of henchmen will have a charming little
    discussion. Two of them are armed. You can isolate the others by using a multi
    Batarang on them. You can also Glide Kick one of them and then melee the other
    real fast.
    
    The others will take a few moments to dispatch but it'll just be standard hits
    and counters. No other special enemies are in this group so it shouldn't be
    too much of a problem. Just watch out for any other thugs trying to pick up
    those dropped guns.
    
    From where you fought them, look on your right for an opening that you can
    grapple up to. In here will be a destructible floor, revealed on Detective
    Mode. Plant your Explosive Gel and blow it open. Drop down to grab a RIDDLER
    TROPHY. It gets you the Character Trophy for Scarface. Return and proceed west
    through the gate.
    
    
    Arkham Island - Arkham West
    ---------------------------
    The trail takes you northwest. Detective Mode reveals a large group of unarmed
    thugs in front of the Penitentiary building and a sniper on the tower just a
    little ways before that. Target the sniper first. Get underneath the tower and
    then grapple up to the ledge below him and do a Ledge Takedown. Climb into the
    tower to grab two sets of JOKER TEETH.
    
    Make your way over to the large group now for some Freeflow fun. You can just
    run up to them to start things off you can try something a bit more fun and
    instead grapple up to the ledge above them. Stand about in the middle and climb
    over the railing and you should land on one of the thugs.
    
    One of them wields a stun baton so you should know how to handle things in this
    case. Building up a combo to do a Combo Takedown helps eliminate that threat if
    necessary. The rest should provide little challenge.
    
    If you are due for an upgrade go for it. Start getting new Batarangs or
    upgrading older gadgets if you haven't already. Armor V2 wouldn't be a bad
    choice at this point either, especially if this is your first time playing.
    
    Approach the door to the Penitentiary but don't enter. Instead, look to the
    right wall. Pry off the vent grate here with your Batclaw. Claim the RIDDLER
    TROPHY inside.
    
    Enter the Penitentiary now.
    
    
    Penitentiary - Cells Access
    ---------------------------
    Walk forward a bit and grab the INTERVIEW TAPE off the desk on the right. This
    one is of Zsasz. Ahead of you are three thugs, one armed. You can go for the
    not-so-Silent Takedown on the armed guy, then fend off the other two, or you
    can deploy multi Batarangs.
    
    Turn on Detective Mode and follow the trail to the left. It passes through a
    now locked gate so instead, go left and around this gate. You'll find a corpse
    laying near three sets of JOKER TEETH. The door is on your left, go forward and
    around the corner is a path leading to the restrooms. Go into the men's room
    first and find a RIDDLER TROPHY in one of the stalls.
    
    [RIDDLE ME THIS: "How do you reflect on your successes and failures, Batman?"]
    
    The key word is reflect here. Try to figure it out on your own if you can; it's
    pretty easy. If not, go into the ladiesí room. On the back wall is a mirror.
    Stand in front of it and zoom in on your image. Scan to solve it.
    
    Go to that earlier door now. Let the camera scan you and then proceed in when
    it opens.
    
    
    Penitentiary - Main Cell Block
    ------------------------------
    The hallway opens up to a room with a bunch of crazy inmates trapped in cells.
    The forensic trail will take you all around this room for a nice, unsettling
    tour. You can just ignore it and go to where it leads, the only path you can
    take out of here which is to the south.
    
    There's an Explosive Gel wall on your left as you leave. Go ahead and blow it
    up and it will reveal a RIDDLER TROPHY, as well as a long corridor filled with
    water. The water is electrified and the security box controlling the
    electricity is on the far side of the room. Even if you upgrade the sequencer's
    range, you still can't reach it from here, so for now, traversing this corridor
    will be impossible. Come back later. For now, proceed through the next door.
    
    
    Penitentiary - The Green Mile
    -----------------------------
    Walk forward for a quick scene with a character who will become more important
    later. Ignore her and go around the large cell toward the door. You may also
    notice there are a lot of other inmates on the left and right.
    
    
    Penitentiary - Security Control Room
    ------------------------------------
    Follow the trail in and around the structure in the middle. The trail leads
    around and up the stairs here.
    
    [RIDDLE ME THIS: "A case of mistaken identity?"]
    
    This can be a lot clearer after you take care of your business in this room,
    but if you look to the north wall, you'll see something odd. Someone will be
    trapped behind a see-through wall here. You can try talking to them but they'll
    just say the same things after a while. After you're done in this room, the
    person may be the Warden, only, it's not actually him. Scan this person to get
    the real scoop and the solution to the riddle. It's Clayface, and you get his
    Character Bio.
    
    Follow the trail up to the room and approach the Warden. A scene starts. After
    that, cut the Warden loose. He'll give Batman the (cue Zelda music...)
    Cryptographic Sequencer! The... what? This is the nifty gadget that will
    finally let you bypass just about all of those electric security gates. By
    targeting the control boxes, you can use the sequencer with the left and right
    analog sticks to find the right frequency to overload it. We need to do that
    now to get out of here.
    
    The box is just outside the room. Select the sequencer and target it. Using it,
    adjust the sticks until you see the screen turn brighter green. When it does,
    you're getting warmer. If you have a DualShock 3 controller, it will vibrate
    more intensely when a stick is in the right position (that sounded dirty...)
    
    If you haven't done so already, talk to Clayface. He should be the Warden by
    now. He'll change into Gordon next. Go up the stairs beside his cell and look
    for the second cell up here. Plant Explosive Gel and bust it open to claim a
    RIDDLER TROPHY.
    
    Go back toward the exit but take the stairs beside it first. You'll pass by
    a strange inmate; not too sure what his deal is. In the next cell over is a
    RIDDLER TROPHY. To raise the gate and take it though, you need to use the
    Cryptographic Sequencer again. Getting this one unlocks the Intensive Treatment
    (Extreme) Challenge Room.
    
    
    Penitentiary - The Green Mile
    -----------------------------
    Poison Ivy may be free now, but she's not in here anymore. Go around her cell
    and face the west wall. The cells are open and in the one third from the right,
    there is another RIDDLER TROPHY.
    
    As you move toward the exit, there will be a sudden cry. One of those crazed
    inmates will jump out and charge you. Just as he nears, there will be a counter
    prompt will appear. Hit Triangle to throw him down. This stuns him, so follow
    up with a Ground Takedown. If he grabs you, tap X repeatedly to shake him off,
    then finish him. Expect to see a lot more of these guys.
    
    
    Penitentiary - Main Cell Block
    ------------------------------
    Harley appears and activates an electric floor below. Before you get trapped,
    grapple up to a platform above you. Hoist yourself up and prepare for a fight.
    At least one guy will scramble for a gun in the corner rather quickly. Go for
    him fast, running past and ignoring the others. Another may go for the other
    corner which also has a cabinet with a gun inside. While in the midst of your
    combo, you can fling a Batarang at him to stop him. Fend off the others and
    finish them off when you can.
    
    A bigger group attacks. Again, some of them will scramble for the guns, so try
    to incorporate the Left Analog Stick more into your combos to target these
    guys. They can take a lot of hits so keep countering when necessary and use
    your special moves.
    
    After that, walk from this platform north to a wide room. There are three sets
    of JOKER TEETH on your left. Destroy them, then walk into this corner room and
    look for an INTERVIEW TAPE on the desk on your right. Next, use your
    Cryptographic Sequencer on the security box here. This disables the electric
    floor.
    
    [RIDDLE ME THIS: "Two people, one voice, no gun?"]
    
    This one isn't too tough to figure out, because the solution does stand out a
    bit. Up here, on the north wall, there is a display case with a tommy gun
    inside. It's right under the "Mors Certa, Hora Incerta" sign on the wall (which
    Iím told translated from Latin means "Death is certain, but its hour is not."
    Scan the gun to solve the riddle and earn a Character Bio for The
    Ventriloquist.
    
    Drop down to the first floor now and go through the west door. One of the
    lunatics will attack you again. Wait for it and counter like you did earlier
    (hopefully). There's another on the south side of the room so be ready. Also
    search the third cell from the left on the south wall and take the RIDDLER
    TROPHY.
    
    [RIDDLE ME THIS: "This room is the end of days for even the most celebrated
    killer."]
    
    There's two clues in this one sort of. To solve this one, inspect the first
    cell on your right as you entered this room from the electric floor area.
    Stand at the doorway and scan this room with all the dates posted inside.
    You'll get a Character Bio for the Calendar Man after solving this riddle.
    
    Go up the stairs in the southwest corner and through the security door.
    
    
    Penitentiary - Guard Room
    -------------------------
    The only way to go is forward so just do that and move straight through the
    door to the next room.
    
    Inside, Harley has laid a trap. Two guards hang over electrified water. Cutting
    them loose will kill them in this case. If you turn on Detective Mode, you can
    see there's a few security boxes around. Target the one next to Harley's window
    and disable it. This doesn't do anything yet except turn on a timer that will
    release Joker's toxin.
    
    If you look in Detective Mode, you can trace the cables from the electrified
    pools to their sources. What you may not have noticed is that Harley turns the
    first box back on again. You'll probably need to crack it again. Do so to shut
    off the electricity running to the first trap pool. Feel free to cut down the
    guard now.
    
    The electricity also runs to the pool on the left. Before Harley turns it on
    again, you can step in the water quickly and use the sequencer to crack the
    box here. If you can't crack it fast enough and Harley starts counting down,
    cancel your operation and get out of there. You'll have to crack the first one
    again.
    
    Once you crack the second box in the water, cut down the second guard. After
    this, you have a set 30 seconds to get out of this room. Get to the door and
    use the sequencer on the box here. Crack it open fast and you'll escape safely.
    It's one of the ones that requires you to be a bit more precise so try to pay
    attention to both the screen and the rumble (if you have a DS3 that is).
    
    Run out of there with the guards and the door will be permanently locked for
    now. Harley taunts you to come find her. First, destroy the three sets of JOKER
    TEETH out here.
    
    Next, turn right and pass through the deactivated electric barrier gate. Look
    for a vent on the wall to your immediate left. Use the Batclaw and then grapple
    up to it. Take the vent all the way into the previous area, Main Cell Block, to
    find a RIDDLER TROPHY. Go back now and drop out of the vent. Go around the
    corner to get into the south room. The two guards are in here now. On your left
    will be an INTERVIEW TAPE, another for Zsasz. Leave this room now and go back
    to...
    
    
    Penitentiary - Main Cell Block
    ------------------------------
    There's another loose inmate here so watch out. Counter and take him down.
    Approach the east corridor and destroy the three sets of JOKER TEETH here.
    Continue on into the main room.
    
    Go straight across and take out three more JOKER TEETH as you wait for the
    electric barrier to drop. Enter this door now.
    
    
    Penitentiary - Controlled Access
    --------------------------------
    Proceed forward. You can hear one of those crazed inmates, but don't worry,
    they won't jump out from one of these cells on your left and right. Go up the
    stairs.
    
    [RIDDLE ME THIS: "What has four walls, two sides, and one ex-DA?"]
    
    You can probably tell who this is about if you're somewhat of a Batman fan. In
    the first cell on your right after going up the short stairs, there is a
    poster. It says "VOTE DENT". Zoom in on it and scan to solve the riddle. You'll
    also get a Character Bio for--that's right--Two Face.
    
    Walk to the west end of this room. There doesn't seem to be a way to move on.
    If you look up though, there is a vent. Pull it down and be ready. One of the
    inmates drops down and attacks. Counter him and then take him down. Now,
    grapple up there. Be sure to first, take the INTERVIEW TAPE off the desk
    immediately after you climb up.
    
    Use your sequencer on the box here too. It'll lower the electric barrier below.
    Don't drop down just yet though. Go out onto the walkway, going west. As you
    reach the end, approach the inmate to lure him into attacking. Do away with
    him. There's nothing at the end of that walkway so don't bother. Instead,
    approach the north wall here. There are three walls that can be blown up with
    Explosive Gel, allowing you to get into the cells below. The middle one and
    right one are empty though, but feel free to blow up the walls anyway just for
    fun. Drop into the left cell and take the RIDDLER TROPHY. Climb back out and
    take the stairs down to the door.
    
    
    Penitentiary - Extreme Incarceration
    ------------------------------------
    Walk forward and Harley unleashes a bunch of thugs on you. She doesn't want to
    get her own hands dirty. Sound like someone else?
    
    Anyway, take notice what the floor looks like here. As you start battling the
    thugs, the floor eventually becomes electrified. They'll scramble off and climb
    up to one of the upper tiers and you should follow. These areas can be
    electrified too though, so you'll be moving a lot.
    
    The thugs flee to the closest safe area, so if you stand in the middle, they'll
    probably split up and that might be at least a little helpful. Either way, beat
    up the thugs in the same area you're in now. Eventually, this floor will be
    electrified too, so climb back down. Deal with any survivors as a whole bunch
    more show up.
    
    Keep up with this strategy. The thugs are a bit harder, but still shouldn't
    pose a huge threat. Whenever the floor starts to activate below you, flee to
    higher ground by climbing the nearest railing. The next two batches of thugs
    will have stun baton users. Using Combo Takedown and Throw will help a lot.
    They like to crowd you and attack a lot so expect to see a lot of counter
    prompts.
    
    Once you've subdued them all, you get a scene. After this, you'll get a
    forensic trail that is tracking Harley's fingerprints, and that is further
    narrowed down to include ones with traces of chlorophyll. Where would she get
    that? In the Botanical Gardens, of course. If you go there, you'll pick up the
    trail.
    
    For now, take a look around. There's quite a few things to gather before we
    leave the Penitentiary completely.
    
    [RIDDLE ME THIS: "All alone in your cell? Why don't you break the ice with the
    most dangerous prisoners?"]
    
    It sticks out like a sore thumb so this shouldn't be hard. To the right of this
    room's entrance is a cell that is totally covered in ice and there are some
    large ice stalagmites on the electric floor platform. Just stand here and
    without zooming in, scan the entire cell. That should do it. You get the
    Character Bio of--who else?--Mr. Freeze.
    
    Next, take any of the three doors here. For the ease of things, just take the
    center door. Destroy two JOKER TEETH that will be just about right at your
    feet. Just a few steps forward and there is a Riddler SECRETS MAP on your left
    on the desk. Go forward and turn either left or right, and before going out the
    door, turn to go up the stairs. This takes you into Harley's little control
    room.
    
    On the desk in the first room there is an INTERVIEW TAPE. This is the last one
    for Zsasz. Go into the main room and you'll see there are several security
    boxes here. Each of them controls the opening of a cell below. They are
    numbered 1-6 and the boxes correspond to them. If you look at your map now with
    the new Riddler Secrets Map, you can see you only need to open one, and that is
    number 5. Use the Cryptographic Sequencer and overload the number 5 box. Return
    to the main floor and enter this cell.
    
    Retrieve the RIDDLER TROPHY from within the cell. As soon as you do, the bars
    suddenly close behind you! Harley chirps, claiming she's caught you in her
    trap. As Batman remarked earlier in the game though, she never was too bright.
    If you turn on Detective Mode, you can see the wall behind you is ripe for
    Explosive Gel goodness. Spray it and then blow it open. Scan the ARKHAM
    CHRONICLE here, then step forward and turn around. Look up and grapple to the
    ledge here. Plant more Explosive Gel on this wall and drop down, detonate it,
    then grapple back up to escape.
    
    Harley can't believe it. Leave her and this room now.
    
    
    Penitentiary - Controlled Access
    --------------------------------
    Simply walk through the gate and you'll see a gift box waiting. As you've come
    to expect, three sets of JOKER TEETH pop out. That should be all 20 for this
    area. Joker comes on the air, but keep moving.
    
    
    Penitentiary - Main Cell Block
    ------------------------------
    Just go northeast through the door and down the corridor. An inmate launches a
    surprise attack, but you should be able to deal with these guys by now. Hope
    so, because you're far from seeing the last of them, unfortunately.
    
    
    Penitentiary - Cells Access
    ---------------------------
    Make your way all the way back to the entrance. As you pass through the showers
    area, another loony bird drops in from the ceiling and attacks. Dispatch him
    and keep moving. There's a second one hiding in the grate in the floor just
    before the entrance, but you can see this one in Detective Mode, so you know
    it's coming. After that, return to...
    
    
                                    Chapter 12
                            --------------------------
                                 HIS PERSONAL ARMY
    
    
    o----------------------o
    |Riddles: 9            |
    |Riddler Trophies: 14  |
    |Interview Tapes: 7    |
    |Joker Teeth: 19       |
    |Chronicles: 2         |
    o------------[aa12]----o
    
    
    Arkham Island - Arkham West
    ---------------------------
    Now that you have the Cryptographic Sequencer in hand, your goodie-retrieving
    abilities have expanded greatly. Sure, you can just continue with the story,
    but this isn't backtracking. I'll have a section for finding the remaining
    goodies later, but these are of the "Well, while we're here..." variety. And
    it's true, these are all here in Arkham West and available to you.
    
    Begin by gliding down to the ambulance on the ground below in the near center
    of the area. Be careful though, you'll likely attract the attention of a few
    lunatic patients roaming about. Deal with them as you have thus far or try
    other means if they rush you at about the same time.
    
    Right near the ambulance is a small guard house with an electric barrier. Use
    your sequencer on the security box and overload it. Inside is the Riddler's
    SECRETS MAP for this area. This is a good start so that you can rely on this if
    my directions ever confuse you. Feel free to look on your own too; I'm just
    here to help if you need it.
    
    Go south, toward the Medical Facility building. There is a disabled lift
    platform here (right next to a sign that says just "Medical". There is another
    security box here. Tamper with it with your sequencer to get the lift raised
    permanently. Underneath it is a RIDDLER TROPHY, now free for the taking. It
    rewards you with a Character Trophy for Harley Quinn.
    
    Return to the Penitentiary building and climb up to the balcony above the
    entrance. There is that electric barrier here. If you have upgraded the range
    for the Cryptographic Sequencer already, you can crack the security box on the
    far wall. If not, you'll have to come back later. Inside, you'll find a very
    hard to miss RIDDLER TROPHY just sitting there.
    
    [RIDDLE ME THIS: "Zsasz is counting on you finding his work."]
    
    To the left as you enter this secret room (again, above the Penitentiary
    entrance) you can see a table and seated around it are three dead Arkham guards
    positioned as if they were playing a card game. The cards have tally marks on
    it, Zsasz's trademark. Scan this scene to solve the riddle.
    
    Your next destination is the Botanical Gardens in Arkham East. You can take
    the tunnel from West to East, or cut through Arkham North. Choose to take the
    Arkham North route, because you can grab a whole bunch of stuff along the way,
    while the other route has nothing (unless you missed some things earlier).
    
    Take the tunnel back toward Arkham North. Immediately look for a vent above you
    in this tunnel that you can grapple up to. On your left on the wall should be a
    vent. Look up to see it. Hit it with your Batclaw to pry it off. Climb up here
    to get a RIDDLER TROPHY. That's all for now in here. Proceed now into Arkham
    North.
    
    
    Arkham Island - Arkham North
    ----------------------------
    This place is simply crawling with those crazies so tread carefully. Use
    Detective Mode to see where they all are. At least two will be pretty close to
    where you enter from the side tunnel. The rest can rush you in pairs sometimes,
    so try to use Batarangs or melee attacks.
    
    After you've cleared them out, you can start searching around this old area.
    First, go to the west of the two guard houses. You were successful in breaking
    into the other earlier thanks to an Explosive Gel floor on the ceiling (and if
    you didn't do that, do it now). The west one needs the sequencer though, so use
    it on the security box to gain entry. Inside, you'll find an INTERVIEW TAPE.
    
    [RIDDLE ME THIS: "Let's face it, there are two Dents on the wall."]
    
    Inside this house there are more "VOTE DENT" posters on the wall. Scan them to
    solve the riddle with ease. They're easy to miss though. If you didn't get the
    similar riddle in the Penitentiary, this will unlock the Character Bio for Two
    Face.
    
    Exit and then go all the way to the northwest corner. Just outside the
    abandoned building is a small tower. Grapple up to it and there is an electric
    barrier. The security box is inside but if you stand as close as you can, you
    should be able to target it with the sequencer to crack it. Inside is a RIDDLER
    TROPHY.
    
    Time to move on. Go east and through the security door.
    
    
    Arkham Island - Arkham East
    ---------------------------
    As you go through here an inmate will attack you at the underpass. Put him
    down, then move on to the East courtyard. Even more of them are crawling around
    here though, unfortunately. You can avoid some of them if you choose. If you
    want the XP though, or just have some frustrations to vent, chase all the
    loonies down.
    
    More importantly, there is the matter of a few things to pick up here. From the
    tunnel exit, go down the path southeast and look for the three corpses. Just
    near them should be two sets of JOKER TEETH.
    
    Next, grapple up to either of the two guard towers. You likely noticed that
    each has a long walkway extending from them. They both lead to the same secret
    room so no need to be picky with which tower you choose. Follow the walkway in
    toward the cliff and you'll see the electric barrier. Luckily, you're equipped
    with the sequencer so use it to gain entry. Inside, you can find an INTERVIEW
    TAPE on a desk and a RIDDLER TROPHY close to the back wall.
    
    Next, there is that small guardhouse across from the Arkham Mansion entrance,
    right next to the large (currently defaced) statue of the Warden (there's also
    an enemy up there that you can pull down with the Batclaw). Approach the small
    guard house and use the Cryptographic Sequencer to disable the barrier. Enter
    to grab the RIDDLER TROPHY and the Riddler's SECRETS MAP. The former will give
    you the Character Trophy for Poison Ivy.
    
    You're done here completely in Arkham East for Riddler Challenges, save a few
    more of those chattering chompers. So for now, make your way up the stairs and
    enter the Botanical Gardens.
    
    
    Botanical Gardens - Glasshouse Entrance
    ---------------------------------------
    Just as you enter, there should be a set of JOKER TEETH at your feet. Destroy
    it, and the second set just a few steps ahead. The third set of JOKER TEETH can
    be found to the left from there.
    
    Next, stand back near the door as if you just entered. On your left and right
    are two little openings like windows almost. Choose either one to enter a short
    vent and then drop down to the area below. In a small nook down here, you
    should find an ARKHAM CHRONICLE. Scan it and add it to your collection. Climb
    out on either end.
    
    [RIDDLE ME THIS: "Is the number up for these guards?"]
    
    From the entrance, if you step forward enough so that the area opens a bit more
    wide, you can see a bench on your left. On the bench is a dead guard, and above
    it, another. Both are (or rather, were) reading books, or at least were made
    to look like it. Scan this somewhat disturbing scene to solve the riddle.
    
    Next, from the entrance go right, around the center structure. On a bench here
    against the west wall, there is an INTERVIEW TAPE. This one is the first of
    five for Poison Ivy.
    
    Turn on Detective Mode and you'll get the first view of Harley's trail. Follow
    it to the north and the following doorway will be guarded by two armed thugs.
    If they spot you, they probably won't open fire right away. Try to get the jump
    on them though by using corner cover and the multi-Batarangs to stun them for
    easy Takedowns.
    
    Now, whip out the sequencer and operate on the security box to lower the gate.
    Enter the next room.
    
    
    Botanical Gardens - Botanical Glasshouse
    ----------------------------------------
    A quick look in Detective Mode should make it all too clear this is a Predator
    room. Oh, goodie! It's been a while. Remember that all the thugs here are
    wearing those nasty suicide collars.
    
    There's a lot of ways you can plan your attack. You must always plan for the
    collars to alert the others though. Sometimes you can prey on a straggler late
    to regroup with the others but just be careful you aren't spotted. Since the
    suicide collars make things tough because the enemies like to start grouping
    together, you should try infusing gadgets into your strategies more. The Sonic
    Batarang is an excellent pick up for this point in the game. You can draw one
    and only one enemy to any spot you choose in an effort to isolate them and take
    them out quietly.
    
    I like to begin by climbing the high ledge on the left. There should be one
    thug here. You might be able to do a Ledge Takedown, but try to wait for him to
    turn around, climb over the railing and then use a Silent Takedown instead. The
    others come over soon enough. If you see a chance to pick off someone else as
    you perch yourself on a gargoyle, go for it.
    
    When you get down to four guys, one usually covers one of the exits, where
    there is no real way to get to him without being seen. The others group
    together usually. Try the Sonic Batarang if you have trouble finding a good
    opportunity and lure someone toward you for an Inverted, Corner, or Silent
    Takedown. The Silent + Corner Takedowns are a good combo. By defeating one
    enemy, you can wait at the corner of one of the small planters at the top level
    and strike again when the next thug comes to investigate, running toward you.
    Just be make sure he's not joined by anyone.
    
    With only one guy left, you get the joy of choosing how to dispatch him. After
    this, you're free to explore a bit.
    
    [RIDDLE ME THIS: "What time is tea time in Wonderland?"]
    
    From the entrance of this room, go up the left staircase. Just walk forward a
    bit. Under the above floor there is a little shelf here with a tea set. Scan
    this for the riddle solution. It also opens the Character Bio for the Mad
    Hatter, who looks a lot more like a leprechaun.
    
    If you go north from there just a bit (still on the second floor), there will
    be a cross of two grates. Drop in and there is a RIDDLER TROPHY under here. Hop
    over the railing now and search the area behind the giant statue in the center.
    In Detective Mode, you should see one of the walls can be destroyed. Use your
    Explosive Gel and climb into the vent here. Take it to a small room where yet
    another RIDDLER TROPHY is waiting.
    
    That will be all. If you pick up Harley's trail, it should lead to the north
    door on the top floor. Head on through.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    You get a scene and after that, the main exit to this room is blocked off. On
    top of that, the water is electrified here, making get over to that side
    impossible right now. Turn on Detective Mode and take note of the three cables
    running under the floor. Follow them back into the previous room.
    
    
    Botanical Gardens - Botanical Glasshouse
    ----------------------------------------
    Follow the cables. They go down to the second floor, leading you to the door
    that takes you east.
    
    
    Botanical Gardens - Statue Corridor
    -----------------------------------
    Walk down the corridor and destroy the single set of JOKER TEETH.
    
    [RIDDLE ME THIS: "Remember the Waynes? How could anyone forget?"]
    
    Right there should be a bench. If you step closer and zoom in on the small
    plaque on the bench, it has a message in memorandum. Scan it and you not only
    solve the riddle, but get a two-in-one Character Bio for Thomas and Martha
    Wayne.
    
    Don't follow the cables out of this small room with the bench. Go to the
    southeast corner. There, you'll find another set of JOKER TEETH, as well as
    another bench. What's special about this one? Look closer. It has an INTERVIEW
    TAPE on it.
    
    Follow the cables northeast and destroy the third set of JOKER TEETH in this
    hall. Open the door at the end here.
    
    
    Botanical Gardens - Glasshouse Generator Room
    ---------------------------------------------
    Within this room, you'll see a large group of thugs harassing a poor hostage.
    Start this off however you want; Batarangs, Batclaw one guy, etc. When they all
    inevitably swarm you, pick your targets. You have a dagger guy and a baton guy
    this time, the latter I find more important to take down. Again, if you have
    most of your Combat upgrades, try to focus on using your special moves early
    to limit the number of hostiles.
    
    This is also a good time to practice building a really high combo. You can
    easily get one in the upper 30's if you've been getting really good at it.
    Learn to recognize the counter signs and more importantly, the red lightning
    bolts which basically mean dodge (or if it's coming from a dagger guy, this can
    also tell you "Stun"). Overall, these guys shouldn't provide too much of a
    problem. Just watch out for them trying to pick weapons off the walls and such.
    
    After the fight, cut the man loose and you'll talk to him for a few seconds as
    Batman delivers probably one of the few weaker lines in the game. Just to the
    left from him, there is an INTERVIEW tape on the computer terminal. Grab that,
    then climb up to the higher platform on the west side. Climb the ladder next to
    face an electric barrier. The security box is on the other side, so you'll need
    the range upgrade for the Cryptographic Sequencer. Overload it and inside you
    can find the Riddler's SECRETS MAP on your right in the corner. On the other
    side is a RIDDLER TROPHY on a table.
    
    Drop back down to the main floor. The security box that will deactivate the
    generator is booby trapped. When you start fiddling around with the sequencer,
    there will be a very thin line (probably impossible to see if you're not
    playing in HD) at the top of the sequencer's display screen. It depletes slowly
    from right to left. The security box has three "locks" you need to crack, and
    each has one of these timers. Take too long to find the right frequency and the
    trap goes off.
    
    Make use of both the visual display and the rumble if you have a DS3
    controller. Try to quickly rotate each stick individually until you find the
    spot where each rumbles the controller most, then point them both there and
    adjust until you get it. Do this three times and you'll deactivate the
    generator.  Let's not waste any time then. Go back through the previous two
    rooms all the way back to where you encountered Joker.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    Cross the water to the other side of the room. The debris here makes the main
    exit impassable, as noted earlier. Instead, destroy the two JOKER TEETH here
    and pry open the vent on the left.
    
    [RIDDLE ME THIS: "The Ratcatcher needed more than just his charm to lead his
    army."]
    
    As you go through the vent, keep your eyes peeled for a part of the vent floor
    that is an iron bar grate. You'll see it if you look close enough. Stop here
    and look straight down through the bars. You'll see a part of a mask, gloves,
    and a book. Scan these objects for the riddle. The Character Bio for the
    Ratcatcher unlocks afterwards.
    
    The vent is pretty linear for the most part. When you do come to an
    intersection inside though, turn right first. Behind some apparent fungus (um,
    yuck?), there is a RIDDLER TROPHY. Grab it and then take the other path to the
    exit.
    
    Climb over the rubble in this room and blow up the west wall with your
    Explosive Gel. Drop down and turn right. Open the next door.
    
    
    Botanical Gardens - Abandoned Chamber
    -------------------------------------
    This is a large and sometimes confusing chamber. It's packed with hidden items
    and goodies though, so let's do our best to track them down. Begin by just
    dropping down to the floor below. Venture over the north side. Look for a
    single floor grate to slip inside. Follow this vent until you can pop out at
    the end. It takes you into a secret little room. Pick up the RIDDLER TROPHY
    here and make your way back.
    
    From the grate, go east to the northeast corner. Drop into this sewage ditch
    and turn right. Crouch to pass under the low hanging drain. It takes you to
    another RIDDLER TROPHY. Now, go around the bottom area until you get to the
    south side near a collapsed pillar. There should be stairs here to take to a
    large square platform. Two staircases lead away from here. The one on the left
    takes you back to the entrance so take the one on the right (going east).
    
    If you turn left, you can jump a gap, leading to the north door (and the exit).
    Ignore it for now. Turn left and there is a platform here too. It can be hard
    to jump to because of the pipe, but try to stand as far to the left as you can
    and jump mostly straight to reach this platform. Run up to the wall and grab
    onto the fissure here to shimmy over. Climb up the top here where the waterfall
    is and watch for a body to drop down (Yikes, that was surprising). Turn around
    here and jump to the platform here.
    
    Now that you're up here, walk south and look for something important on your
    left. There is a catwalk being held up by a rope. Cut it down and cross it to
    the other side. Turn left and jump the gap to the adjacent platform here. Claim
    the RIDDLER TROPHY here. Now, cross the catwalk again but turn around at the
    other end.
    
    At the start of the catwalk again, take just two or three steps forward. Notice
    the brick wall on your left with all the moss and such? Face it and climb it.
    Shimmy around it to the left and pull yourself up here. Crouch under a pillar
    and reach the end of this ledge. Turn on Detective Mode.
    
    [RIDDLE ME THIS: "This challenge can only be seen by those with a different
    view on life."]
    
    If you did all the previous steps correctly (I know it can be confusing), you
    should be looking at the two parts of the question mark. Just a quick review
    in case you got lost. Make your way to the platform that leads right to the
    north door. Turn left and jump to the platform. Climb up the wall, shimmy over
    and climb onto the waterfall platform. Turn around, jump to the ledge here,
    walk to the right, cut down the catwalk on your left and climb up the brick
    wall on the left. Shimmy over, pull yourself up, and crouch under the pillar to
    reach this point. Got that? In any case, line up the two pieces here (may take
    a little work--don't fall off!) and scan for the riddle.
    
    After getting that riddle, stay up here. Face the north wall and jump to it.
    You'll grab onto another fissure. Shimmy over to the left and pull yourself up.
    Inside this nook is an ARKHAM CHRONICLE. If you return to the opening, you can
    jump and glide to the platform directly ahead of you. There's only one more
    challenge remaining in this room. Unfortunately, you can't reach it yet. Make
    your way back to the north exit and open the door.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    Climb the two ledges then grapple into the vent. It leads right to two thugs
    harassing another innocent employee. When you emerge from the vent, they spot
    you. Only two of them though, so you should be ashamed if they give you a hard
    time.
    
    After you defeat them, talk to the man and you'll get a new objective. Before
    heading off anywhere, take a look around first.
    
    [RIDDLE ME THIS: "Looks like all the king's horses trampled all the king's
    men."]
    
    Go down the south corridor. Look for the small bench. On it are a bunch of
    figurines that look like they were run over. Zoom in and scan for the easy
    riddle solution. It also unlocks a Character Bio for... Humpty Dumpty?
    
    Return to the center room where Jordan Fraser is. Take the east path now, down
    some stairs.
    
    [RIDDLE ME THIS: Is this a tribute to what a mad dog left behind?"]
    
    At the bottom of the stairs that lead to the eastern doorway, there is a
    pedestal with a headless statue on it. The head is at its feet. Just below that
    is an inscripted plaque. It's actually been inscripted again if you look
    closely in zoom mode. Scan this to solve the riddle.
    
    To the left of the headless statue is an INTERVIEW TAPE sitting on a bench.
    This one is also for Poison Ivy, of course. Now go through the east door into
    the next room.
    
    
    Botanical Gardens - Aviary
    --------------------------
    You'll get a quick look at the newest trap Joker and his henchmen have set up.
    There are two more hostages, each being held in a cage hanging high above. The
    idea is that if Batman takes out any enemy, the suicide collar will alert the
    thug who is controlling the crane holding the cages and will drop the hostages
    to their deaths. Therefore, Batman deduces that to save them, the crane
    operator has to be the first to go.
    
    Easier said than done of course. The first thug standing a ways in front of you
    will not move. Move up slowly when he turns his back, hugging the left wall as
    you do so. Hide when he turns around. Look fro a vent on the left wall. Pull
    the cover off and enter.
    
    Grapple up and then climb the ladder here. Enter the vent at the top to come
    out on a higher level of the Aviary. Turn on Detective Mode to see where the
    rest of the thugs are positioned. There is one below you, to the left. Just
    leap off the ledge here and hold X to glide. Glide straight over his head to
    the wall. Grapple to the top of this wall and look for the next thug below. If
    he has his back turned, drop down.
    
    You need to get past this guy somehow. He patrols on this higher platform. You
    can't get around below. The only way is to grab the ledge just below the
    railing and shimmy across the gap. This way, you'll stay out of sight and you
    can make it past. Just don't shimmy when he's facing you, because you can
    easily be spotted. Shimmy over when he's moving away from you, then drop down
    when he turns around again.
    
    Under here, remove the vent cover and go inside. Grapple, then climb a bunch of
    ledges to the top. Turn around and jump to the next ledge that will lead you to
    the top of the observation room where the operator is. Drop in and take him
    down. That completes your objective, but you need to take care of the others.
    
    First, destroy the three JOKER TEETH in here. The other henchmen won't come up
    to check out what happened and will actually just patrol or stand by normally
    as if they didn't hear Joker's warning. Drop from the crane room and make your
    way toward the low corridor where one guy is walking, and on the other end,
    another is just standing. Try to sneak up quickly on the walking enemy and use
    a Silent Takedown. Then, just as quickly, do another on the guy on the other
    side of the narrow corridor.
    
    There should be a third guy just below. Turn around and grapple up to safety
    above and wait for him to inspect the bodies. When he passes underneath you,
    you can drop down and try to do a third Silent Takedown when his back is
    turned. You can also wait outside the corridor and try a Corner Takedown. Or
    just knock him out with a Batarang, lure him in, etc, etc, etc.
    
    After you silence the last enemy, you'll get a quick scene where the hostages
    are lowered down safely. You're done here now. You can venture on to the next
    room, but first, look around, as always.
    
    [RIDDLE ME THIS: "There's no closet in the Gardens, so someone is using the
    roof instead."]
    
    A tough one to figure out sometimes, because the clues aren't particularly
    helpful. If you look high up on the southwest wall however (you should have a
    view from almost anywhere in the room), you might be able to spot it. There
    will be a skeleton stuck in the wall. Zoom in on it and scan it for the
    solution. The Character Bio you unlock this time is for Killer Moth.'
    
    Make your way over to the lower platform on the southeast side. Look for the
    two hostages standing around here. Talk to them if you want. Just beyond them
    is a bench in the corner. Sitting on it is another INTERVIEW TAPE.
    
    You're done here for now. Go back over to the west side and climb up the ledge.
    Try to look for Harley's fingerprints in Detective Mode. They should be planted
    all over this metal wall. Investigate it and Batman removes a hatch, revealing
    another one of his booby trapped security boxes. Whip out the sequencer and try
    to beat the three locks. Remember, you're timed so be quick.
    
    Once you succeed, a secret door opens beside you. Enter for a scene.
    
    
    Botanical Gardens - Titan Production Facility
    ---------------------------------------------
    
    Joker's plan is visualized a bit more and boy is it ugly. Seriously.
    
    
    [BOSS FIGHT - TITANS]
    
    You've fought one of these guys already, and Bane who was pretty similar. Two
    at once is not as easy, obviously. You need to always be on the look out for
    their charges. They always advertise it by roaring and setting themselves
    first. Your strategy is the same, Quick Batarang them, then get the hell out of
    there. When they run into the walls, you can get a few quick shots in, then
    back away.
    
    What makes this different though is you have to watch out for the other one.
    If you're busy slugging the first Titan, and the then the second one charges,
    you have to move, immediately! Don't take your eyes off either one at any time.
    
    They should both start the fight by charging, but thankfully, not at the same
    time. Try to get them both to crash, then strike one, then the other. They'll
    both do the ground shockwave attack, and the first one will likely hit you. No
    big deal. Both are weakened, or at least one is hopefully. If you repeat the
    process one more time, you can make this fight a lot easier.
    
    Wait for one to charge again. Quick Batarang, evade, etc. When he crashes,
    strike him a few times and this time, Batman should jump onto his back. In this
    fashion, you can briefly control the Titan, like a buckin' bronco. Steer him
    toward the other guy and his hands will flail and strike, dealing a little
    damage. After a few hits though, you'll be thrown off.
    
    If the Titan you attacked in this method was already weakened earlier, he'll
    be stunned now too. You can attack and get on his back too now and repeat the
    process. Try to maintain this strategy for the fight. Not only does it deal
    damage, but you also are pretty safe when using these guys. Once one of them
    goes down, it becomes even easier. Just continue to dodge and attack. It won't
    be long before you emerge victorious.
    
    Next, you need to destroy the containers carrying the Titan formula. Detective
    Mode reveals six tanks along the west wall. Plant Explosive Gel on any one of
    them and it should trigger of chain of explosions that eventually destroy them
    all.
    
    After this, approach the exit. Use the Cryptographic Sequencer to raise the
    gate. Unfortunately though, Joker lowered the bridge, so there's no way to get
    across to the door. Hmm, what to do... Oh wait, I've got it! Call in the
    Batwing! Brilliant! Watch as this tremendously awesome scene unfolds. The
    Batwing crashes in and drops off a new gadget for you. It's the Line Launcher.
    
    The Line Launcher allows you to move over large gaps or distances on a zip-line
    kind of method. The launcher fires a line backwards and forwards, so it needs
    to have something to stick to on both sides. It has good range and it will come
    in handy.
    
    Stand at the exit and the door is just across from you. Don't use the Line
    Launcher on the door though. Angle the camera and look for an opening to the
    right of the door. You should see an alcove over there. Aim your Line Launcher
    there and fire. It should carry you across here where you'll find a RIDDLER
    TROPHY. This one unlocks the Silent Knight (Extreme) Challenge Map.
    
    Use the Line Launcher to traverse the gap and reach the door. Return to the
    previous room.
    
    
    Botanical Gardens - Aviary
    --------------------------
    Nothing to do here but just go through and backtrack to the next room.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    Go up the stairs and into the central room. Go straight across and stop at the
    large ravine. This would have been impossible to cross before. Now you have the
    wonder that is the Line Launcher. Use it to get over. On the other side, you'll
    find not only a RIDDLER TROPHY, but also three sets of JOKER TEETH. The trophy
    gets you the Shock and Awe Challenge Map.
    
    Pass through this doorway for a scene. After that nice chit-chat, you'll be
    back in the same area. Batman discusses his next objective with Oracle and
    determines that he needs to talk to Aaron Cash who should still be in the
    Arkham Mansion.
    
    Return to the ravine. At the other end is a large group of thugs, taunting
    Batman because he can't get to them. Oh, if they only knew... Fire up the Line
    Launcher and Batman will automatically kick a bunch of them. Disengage by
    hitting X right after that, so you don't go all the way toward the east door.
    Now face off with them. This is a tricky fight only because there's so many and
    the room isn't really big. Focus on countering mostly, and use Combo Takedown
    on the enemies wielding pipes. Throw also helps. If you'd rather not fight, you
    can also use the Batclaw from Batman's side to pull them into the ravine. You'll
    forego any XP you can earn by doing so though.
    
    Once clean up is done, you have to leave the Botanical Gardens. The southern
    corridor is still blocked though, so you need to take the long way. Look for
    the vent in the central room. Take it back down to the Abandoned Chamber.
    
    
    Botanical Gardens - Abandoned Chamber
    -------------------------------------
    Jump the gap and take the stairs down. Take the only other stairs that lead up
    to the next platform. Jump this gap, turn left and then turn right to find the
    exit.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    Climb out of the debris area and into the ventilation duct. Take this all the
    way back to the water room. In an effort to halt Batman's progress, two thugs
    have turned the generator back on, thus electrifying the water yet again.
    Apparently they didn't get the memo about Batman's Line Launcher. Use it to
    get across and knock them out. Perform Ground Takedowns to finish them. Open
    the door now.
    
    
    Botanical Gardens - Botanical Glasshouse
    ----------------------------------------
    A new group of thugs have made this room their home. There should be one
    standing right before you, near the railing. Take him out with a Silent
    Takedown. Before grappling up to avoid the rest of the thugs who will
    inevitably come looking, you can plant an Explosive Gel trap on the floor if
    you want.
    
    Try to pick off isolated targets with Inverted Takedowns or Ledge Takedowns.
    Remember to try using gadgets, such as the Batclaw to pull guys over railings,
    and the Sonic Batarang to lure one foe into a trap. The Sonic Batarang can also
    be upgraded to become a trap explosive. Consider this for some of your
    Takedowns.
    
    After you've cleared the room, return to the first room in this area.
    
    
    Botanical Gardens - Glasshouse Entrance
    ---------------------------------------
    Destroy the three JOKER TEETH here. Move toward the exit and there is a sudden
    interruption. Joker gave Ivy Titan and the results are a little annoying (but
    you'll see how more annoying they get in a moment) as her plants decide to do
    some redecorating. The entrance becomes blocked during the commotion.
    
    The grate on the floor is open so drop down into the basement. Go to the right
    and climb out by grappling. Use the vent to get on the other side of Ivy's
    giant plants and to the exit door.
    
    
                                    Chapter 13
                            --------------------------
                               DELIVER US FROM EVIL
    
    
    o----------------------o
    |Riddles: 5            |
    |Riddler Trophies: 4   |
    |Interview Tapes: 3    |
    |Joker Teeth: 4        |
    |Chronicles: 2         |
    o------------[aa13]----o
    
    
    Arkham Island - Arkham East
    ---------------------------
    As you can soon see, Ivy's "babies" have gotten out of control. Besides crazy
    trees, roots, and other abnormal things springing up, there are these purple
    plant pods you'll see all over the island. When you get within medium range,
    they release one or two red spores that home in on you and deal significant
    damage. What you might not realize is that they can be destroyed. Just get
    close and look for a prompt to pulverize them. You get rewarded 25 xp each, so
    it's not much.
    
    Go across the field toward the mansion, destroying any of the pods you
    encounter along the way. Also be on the watch for one or two lunatics still
    roaming around.
    
    The main entrance of the mansion is blocked by a mutated tree. Grapple up to
    your old secret entrance above.
    
    
    Arkham Mansion - Mansion Entrance Hall
    --------------------------------------
    Check your map and confirm Cash's location. As you can see, this entire area
    has been poisoned by Ivy's (get it?) plants. A toxic mist lurks and if you fall
    down you'll have to escape as if it were Joker Toxin. Your only option is to
    use your Line Launcher to go straight across.
    
    On this platform, look for the open vent above you. Grapple your way in. Take
    the next vent to drop into the following room.
    
    
    Arkham Mansion - Main Hall
    --------------------------
    There's no way straight across as the plants pretty much have become
    comfortable here. Look to the right wall and spot a gap you can use the Line
    Launcher to zip to. Drop down onto the walkway and go north as far as you can.
    Turn left and face the west wall. Use the Line Launcher again to get over to
    the opposite walkway. Go north from here and drop over the railing at the end
    to land safely on the staircase and away from the toxic mist.
    
    Go up here and find Cash and a few other people. Talk to Cash to get the scoop
    on what to do next. Your goal is to get into Killer Croc's lair to find the
    spores that might make an anti-Titan formula. Cash explains that the way into
    Croc's lair is by the elevator all the way back in the Intensive Treatment
    facility. Think back. You remember in the very beginning of the game, that
    elevator that Killer Croc came up from? Yeah, that's the one. We haven't been
    to Intensive Treatment in a while. Let's go there now.
    
    Grapple back up to the walkway and pretty much repeat what you did before,
    using the Line Launcher back and forth to get out of here. Zip across the gap
    in the previous room and leave the mansion.
    
    
    Arkham Island - Arkham East
    ---------------------------
    From the mansion grounds, travel northwest. Find the tunnel that will take you
    back to Arkham North. If you happen to have Detective Mode on, you can see
    there is something waiting for you in there. They're wearing the Arkham
    raincoat uniforms, but they're clearly Joker henchmen.
    
    They yell "Surprise!" Know how to say "Surprise!" back? A fist to the face will
    do the trick. One has a stun baton and that will be all for unique enemies. The
    rest is pretty standard. Expect a lot of counters. Try to use the triple
    Batarang mixed in with your combos, if you have it. This helps you limit the
    number of attackers, and even buys you some time to perform Ground Takedowns
    perhaps.
    
    Defeating the enemies allows you move on finally to Arkham North.
    
    
    Arkham Island - Arkham North
    ----------------------------
    The plants have blocked the entrance to the Intensive Treatment building too,
    wouldn't you know it? Holy plot device, Batman! In any case, a sniper guards
    the only other entrance. At the same time, the area is crawling with crazy
    inmates and those mutated plants.
    
    Clear enough of the plants and maniacs so that you can roam around a little.
    To get up to where the sniper is, you need to use the Line Launcher from the
    east tower. He might spot you if you grapple up there though. Try to stand as
    close to the tower as you can without him seeing you and throw a RC Batarang.
    Steer it into him and then crash it into the wall behind him to lose control.
    Quickly, while he's down grapple up to the tower. Use the Line Launcher from
    the corner of the walkway to get over to him. If you want, wait for him to get
    up, then knock him out with another RC Batarang before zipping over there.
    
    Take him out permanently, then destroy the three JOKER TEETH here. Enter the
    building now from here.
    
    
    Intensive Treatment - Maintenance Access
    ----------------------------------------
    This room can be a bit confusing with all the walls, pipes, and ventilation
    ducts. Favor the right wall and go forward. Look for a vent cover near the
    ground. Pull it off and take this to another vent. Enter this one too to come
    to a small area with a RIDDLER TROPHY. To get it, step onto the left edge and
    walk toward the wall. There is an opening here to get it. This gives you the
    Sewer Bat (Extreme) Challenge Map.
    
    Make your way to the left side of the room now, using the first vent again or
    by climbing over all the obstacles from the entrance. Look for a platform in
    the back to climb onto a vent cover just waiting to be ripped off.
    
    You'll come to a small room with a very large vent shaft on your right. Take
    this down and drop at the end. A smaller vent leads you to a familiar room.
    
    
    Intensive Treatment - Intensive Treatment Lobby
    -----------------------------------------------
    Remember this room? Ah, the memories. Predator is still the name of the game,
    only now, Joker has taken things one big step farther. As the scene
    illustrated, the gargoyles are now all booby trapped. If you grapple up to one,
    it sets off a proximity bomb that blows up in about three seconds. This means
    that you can't stay there long for one thing, and two, the gargoyles you use
    will be destroyed.
    
    This being the case, you're a lot better off just not using them. You're
    thinking what, you crazy, man? Te loco, hombre? No, no. You can do this, trust
    me. You just have to perform Silent Takedowns and a variety of other Takedowns,
    so long as you don't use the gargoyles for anything. Keep track of enemy
    movement by having Detective Mode on and this become easy. In an emergency,
    yes, you can use the gargoyles to get away. It's best if you just do this as
    inconspicuously as possible though.
    
    Start by removing the vent cover at the end. One thug will be walking toward
    you. Wait for him to stop almost underneath you. Now push the Left Analog Stick
    all the way forward so that you can try to land on top of him. Stun him
    immediately. The others will be running toward your location so quickly jump
    over the railing on the left and down to the floor below. Watch the enemy
    movement in Detective Mode and plan your next move.
    
    There's a variety of ways to go here. The key is attacking lone enemies or
    using Silent Takedowns correctly. Try to go for any enemies that drop down to
    the first floor and use either of the two side corridors to get around them if
    they go down the middle and use Silent Takedowns. Batarangs can also help stun
    them.
    
    For the others, again, it's a matter of getting them alone. Ledge Takedowns,
    Explosive Gel, Batclaw usage, it's all possible. You just gotta wait and see
    what's out there. Remember to use the Sonic Batarang (hopefully you have this
    at least by now) to draw them to where you want them. This might be useful for
    one enemy in particular that likes to stay in the center office. It's hard to
    get to him without drawing him out first. You can sometimes use corner cover
    in the east side room and try to throw a Batarang at him but it's kind of
    tough.
    
    One way is to perch on a gargoyle near the office real briefly and then get off
    before it kills you. The explosion might draw him out. Now wait for him to go
    back and then stand on top of the glass above the side room and perform a
    Takedown through there.
    
    Anyway, once you have taken out all of the thugs, return to the center office
    room and use the sequencer on the security box. It's booby trapped so again,
    be quick. The second upgrade for the sequencer will help if you're having
    trouble with these things.
    
    Drop down and take either of the two doors to go north. It doesn't matter which
    you pick.
    
    
    Intensive Treatment - Cell Block Transfer
    -----------------------------------------
    Walk down the hall and you can see it's quiet. Too quiet, as they say, and that
    is never good. Keep moving and then something will happen. Wait a minute, what
    the hell? Is the game freezing? No, it's not. The screen will start bugging out
    and your first thought will be that your game/system is busted. This is
    supposed to happen so don't worry. I REPEAT, THIS STRANGE "GLITCH" LIKE
    FREEZING SCREEN BUGGING OUT THING IS SUPPOSED TO HAPPEN SO DON'T FREAK OUT.
    NOTHING IS WRONG WITH YOUR GAME OR SYSTEM.
    
    Once that is over, a scene plays, nearly identical to the opening game scene,
    but with some significant differences. You regain control, only... you're not
    playing as Batman. I won't spoil it so just move forward through this area
    until a scene plays. Almost looks like game over, but read the "retry" message
    carefully. Oh, very clever. Hit "Retry" and obviously, it's all a trick. You'll
    be brought to a very strange area. Only one person could be behind this...
    
    Go up the walkway and past all the strange visions of yourself. At the end
    you'll see another... eating a... rat? No, you can't punch yourself. Wait for
    the large wall to swing to the left and then use the Line Launcher to get
    across here. Once you do, the architect of all your greatest fears will reveal
    himself again.
    
    
    [BOSS FIGHT - SCARECROW]
    
    Wait for his gaze to go to the left and quickly jump the gap and hide behind
    the object here. When he moves to the left, climb up the ledge here. Scarecrow
    unleashes his minions, so just wait for them to come to you. Remember that you
    don't want to accidentally fight yourself into his gaze. There's a lot of them
    but they all go down without many hits.
    
    Once Scarecrow retreats, go down and climb up the wall here. Take cover and
    wait. When Scarecrow's vision goes from left to right, immediately run, climb
    up the wall, and hide behind the object again (some sort of tank?). When he
    passes over you to the left, bolt to the right.
    
    Jump to the next platform when he starts moving right. Move toward the camera
    and duck beside the stage where above you can see a vision of Zsasz zapping
    another Batman. Wait for him to pass over to the left, then run over and jump
    the next gap.
    
    Climb up the next ledge when it's safe and hide here. Wait for one of those
    sliding walls to come into view. When it gets close, step out in front of it.
    Use this as mobile cover to protect you and keep up with it so that you don't
    get caught.
    
    At this next gap, wait for him to move from left to right as usual. Jump the
    gap and climb up the wall. Find the low cover to crouch behind here. Move when
    it's safe from here to jump to a large platform that will drop on you. Stay
    down here if Scarecrow's gaze is passing by above. Wait and then grapple up to
    the other one.
    
    Up here, you can see the bat signal. To get to it, you need to wait for
    Scarecrow's gaze to move over to the right. When it does, make a run for it and
    try to use it. Unfortunately, Scarecrow will have none of this, and back in the
    world that doesn't run on LSD, you will see him trying to inject Batman with
    more of his toxin.
    
    Back in LSD world, you'll fall down to a lower area. You'll be attacked by more
    skeletal minions. They'll take a little more damage than before, but they still
    are not tough. Counter as necessary and keep up your attacks until they all
    go down. This activates the first of three bat signals.
    
    Next, a larger creature appears, almost like the skeletal version of a Titan.
    It has the same charge attack, so use the same strategy. Use Quick Batarang and
    dodge. This time, when it crashes into the wall, it explodes. That will
    activate the second one.
    
    In this final phase, you'll have to face both the large group of skeletons and
    one of the special creatures at once. Try to make your focus the big guy. Just
    watch for counters in the mean time. When he charges, use Quick Batarang. What
    direction and where you're aiming will not matter at all, just hit the button
    fast and dodge. He'll be down. Now just fend off the others normally until you
    activate the last signal and wake up from this infernal nightmare for good.
    
    
    Intensive Treatment - Cell Block Transfer
    -----------------------------------------
    With that over, Scarecrow runs like the pansy we all know he is. Your goal is
    ahead of you, but take a look around first.
    
    [RIDDLE ME THIS: "Hook up with your relatives before you're transferred out of
    here."]
    
    This one gave me a little trouble because I thought the riddle was speaking
    explicitly to Batman, making me read into the "relatives" comment so I was
    looking for bats, haha. To figure this one out the correct way, go into the
    eastern corridor of the Cell Block Transfer area. In the bottom right corner is
    a staircase. Use the sequencer to get rid of the barrier first. In this small
    office, there doesn't seem to be anything of interest. Zoom in on the picture
    frame on the table though and you'll see a family picture with Aaron Cash and
    his family. Scan it to solve it.
    
    Go further up, again using the eastern corridor. Another barrier is in place
    for the top right staircase. You need the range upgrade for the sequencer to
    reach this one though. Crack it and go up inside to find an INTERVIEW TAPE for
    Harley.
    
    Pass through the north door and into the next area.
    
    
    Intensive Treatment - Secure Transit
    ------------------------------------
    You'll see Scarecrow descending in the elevator. Looks like he wasn't kidding
    about his plan. The elevator shaft closes after he goes down, meaning you have
    to open it again to follow him.
    
    Start by turning to your right and destroying the single set of JOKER TEETH
    there. Take the staircase up near it. Go into this office and find the
    INTERVIEW TAPE on the table on your left.
    
    Now, approach the elevator shaft. Jump and glide to the far platform below.
    Turn left to pass by an old chronicle and then go down here and make your way
    into the vent. Take this to another area and drop down this ledge all the way
    down below. Go to the southwest corner and jump to the fissure so you can
    shimmy over to the right. Drop down when you can, then turn around. Crouch to
    get under this pipe and then turn right immediately. It's an old vent opening
    (the cover will still be there if curiosity didn't tempt you earlier). Go
    inside and there are two Explosive Gel walls. Open the one on the left to find
    an ARKHAM CHRONICLE. The right one has nothing, surprisingly.
    
    Drop down the rest of the way until you get to the bottom. I choose to do this
    for the next and last challenge in this room just for the sake of clarity.
    Begin climbing up again like before. You'll have to shimmy, climb up into a
    vent. Once you get out of the vent, grapple up twice. As soon as you do that,
    turn left (Detective Mode helps). Step onto this ledge and notice the vent
    cover on the wall. Use your Batclaw to open it, then carefully jump to the vent
    to lay claim to this RIDDLER TROPHY.
    
    Drop back down to the bottom again. Find the staircase in the corner leading to
    the above office. You can see three thugs waiting inside via Detective Mode.
    Use your Batclaw or your Batarangs if you want, just make sure you target the
    armed thug first. The tight space here makes fighting a bit uncomfortable, but
    you should manage.
    
    Turn your sights on the security box. It's booby trapped like a lot have been
    lately so you know what to do. When you crack it, the elevator shaft opens up
    again.
    
    Drop down and you land on the elevator's roof. Just near you will be a large
    group of Joker henchmen. Start things off with a triple Batarang if you want.
    When you drop down to their level, one or two of them may run off to grab guns
    from the gun lockers. Try to prevent this, but as always, watch out for other
    attacks. You can use the Batclaw to pull a thug away from the locker, but it
    takes a few seconds and leaves you vulnerable, so you'd be better off just
    attacking head on.
    
    Once they're all down you can explore a little bit. Go up the stairs next to
    the elevator (going north) and in the office, you should find a Riddler SECRETS
    MAP.
    
    [RIDDLE ME THIS: "Dr. Jonathan Crane plans on elevating fear to new depths."]
    
    Next, return to the elevator and although you can't climb on top of it, look to
    the east part of the shaft wall. There should be a vent that you may or may not
    have opened earlier. Get inside and hang a right, to go down the red lit path.
    You'll pop out in a small little cave-like room with a bunch of pictures of
    Batman, graphs, and other things laying about. Scan this room and you'll solve
    the riddle.
    
    Now that you have the Secrets Map, this would be a great time to explore the
    rest of Intensive Treatment for goodies. You're here, so why not? If you'd
    much rather continue on though, by all means skip the next several paragraphs.
    If you want to explore, grapple your way out of the bottom floor and back up to
    the middle level (the dark blue room).
    
    One of the doors is locked, but the other is not. Take this back into...
    
    
    Intensive Treatment - Transfer Loop
    -----------------------------------
    Go all the way down the corridor until you get to the loop. Turn right and then
    turn right again to go down this hall here.
    
    [RIDDLE ME THIS: "A top hat and tails is the only dress code for this party in
    the north."]
    
    Go through the red lighted hall going east from the loop area, then look for a
    low hanging gate that says "Emergency Shutdown" on your left. Crouch under here
    and then turn right. On the wall is a poster of the Penguin, advertising
    something. Scan it and solve the riddle.
    
    Go further east down the hallway and go all the way until you reach the exit
    that will take you into the north room. Don't go through yet though. Turn
    around and face the scene. To make sure you're in the right spot, you should
    see two corpses, a green painted arrow, and a portrait of the Warden. Right?
    Good. Now look up at the wall above all of this. You should see a vent cover.
    Use your Batclaw, then your grapple to get up there. Inside you'll find an
    ARKHAM CHRONICLE.
    
    Drop out and then go back east and take that door this time.
    
    
    Intensive Treatment - Decontamination
    -------------------------------------
    Go north through this hall until you reach the near end. Look for the electric
    barrier on your left. Use your Cryptographic Sequencer on the security box
    (located to the right) and go inside. On your immediate left will be an
    INTERVIEW TAPE. This should be the last one for Harley. Climb the ladder and
    you'll also find a RIDDLER TROPHY.
    
    Now leave Decontamination to go west.
    
    
    Intensive Treatment - Processing Corridor
    -----------------------------------------
    Use your sequencer on the security box to proceed further. Go all the way down
    the hallway and at the intersection, just go straight. Turn left at the corner
    and enter a familiar room.
    
    
    Intensive Treatment - Patient Pacification Chamber
    --------------------------------------------------
    Start by going straight instead of turning left. Go through the doorway and up
    the stairs, just like you did at the waaaaay beginning of the game. As you
    reach the top, have Detective Mode on and look for the vent cover on the wall.
    You know what to do. When you get in there, snag the RIDDLER TROPHY.
    
    [RIDDLE ME THIS: "Even I was shocked when I saw how Maxie Zeus was treated!"]
    
    Now, go east into the main room where Zsasz once was. Go to the southeast
    corner of the room and use your Explosive Gel here. Inside you'll find a
    strange cell. Scan pretty much anywhere in here to solve the riddle. It gives
    you the Character Bio for Maxie Zeus.
    
    Leave the way you entered.
    
    
    Intensive Treatment - Processing Corridor
    -----------------------------------------
    Return down this hall but make a left as soon as you are able. Follow this
    corridor all the way back to a very nostalgic room.
    
    
    Intensive Treatment - Holding Cells
    -----------------------------------
    Use your sequencer to get rid of the annoying barrier in place. Go down the
    ramp and there is only one thing for you to find here.
    
    [RIDDLE ME THIS: "Where would you find my home sweet home?"]
    
    From the ramp, turn left. Investigate this cell in the northeast corner of the
    room. It should be a really obvious answer. Scan this cell to solve the riddle.
    
    Now go south and up the next ramp. Remove the barrier as you always do and go
    into the next room. Basically use your map if you get lost. We're done treasure
    hunting so make your way all the way back to Secure Transit.
    
    
    Intensive Treatment - Secure Transit
    ------------------------------------
    Drop back down to the bottom area. From there, drop down the elevator shaft
    to where you were quite a while ago. We're done treasure hunting so it's time
    to move on. Take the south door out of here.
    
    
                                    Chapter 14
                            --------------------------
                                   IN HIS REALM
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 1   |
    |Interview Tapes: 1    |
    |Joker Teeth: 0        |
    |Chronicles: 0         |
    o------------[aa14]----o
    
    
    Caves - Control Room Access
    ---------------------------
    Walk down here and take the INTERVIEW TAPE off the crate. Then, just take this
    path to the very next door.
    
    
    Caves - Croc's Lair
    -------------------
    Step forward and a scene plays. After that, you're free to move on. At this
    opening, look toward the southeast. You should see a large tunnel opening with
    water coming out. Use your Line Launcher to land right next to this. There will
    be a RIDDLER TROPHY sitting there. It gives you the Survival Tactics Challenge
    Map.
    
    Go back across and this time, go west. Go as far as the walkway will take you.
    Use your Line Launcher at this point to get across and go further west. You'll
    soon see an opening on your right. Line Launcher toward this to gain entry.
    
    A loud roar billows out as you come to the entrance. Oh, that's comforting.
    There's no map schematic for this area, so you're going in blind. Even better.
    Luckily, Batman, being the clever thinker he is, comes up with a plan, a few
    actually. You can locate the spores using a trace signal that will measure your
    distance from each in meters, as shown on the left of your screen. Right next
    to it is an image of a vial that will display how much of the spores you have.
    
    Go forward and just walk full speed but don't run. Watch as the distance
    depletes on the left. It's easy to figure out which way to go. As long as the
    distance keeps decreasing, you're getting warmer. If it turns red and starts
    beeping, you're going the wrong way.
    
    You'll climb over two gates on your way through. The path is very linear in
    the beginning. Keep moving and as you reach a certain platform, notice the
    autosave kicking in. When you look left down this next corridor, you just get
    that feeling...
    
    Sure enough, as you proceed forward, Killer Croc pops up and starts running
    toward you. Oh shi-! You might be paralyzed with fear, but you need to act
    quickly. When he gets close enough, he'll drag you down under the water and
    then it's all over. When you see him pop up, prepare a Batarang by holding L1.
    Target him and you should see it lock on around his neck area. Throw it and it
    will hit the collar, knocking him over and into the water. This protects you...
    for now.
    
    Walk up to the intersection and you should be within 30 meters of the first
    spore. Walk forward and climb over the fence. Approach the next intersection
    and Croc may attack again. Prepare another Batarang (and remember that Quick
    Batarang will not do the trick) and let him have it. Turn right after this and
    find the first spore. To cut it down, throw your Batarang at it. Approach it
    and hit X to collect some.
    
    The vial fills, but not nearly enough. As if you didn't already guess, you need
    to find a lot more. Turn around and take a right. Go down to the next
    intersection and you should be about 50 meters away from the next one.
    
    Be prepared for Croc to attack at any time as I don't think all of his attacks
    are scripted for precise moments. If you can't see him, you'll know he is
    coming by the change in music and the loud splash. Prepare your Batarang and
    pan the camera around quickly. Look for the platforms that are causing the
    water to ripple and you can locate him before he gets you.
    
    Go forward and turn right. The next spore is behind the gate so climb up it.
    Croc may attack you from behind here so be careful. Hopefully he won't attack
    until you get the spore. Either way, wait for him to break open the gate, then
    throw your Batarang. Collect the second spore sample when ready and then get
    out of there.
    
    Go straight across from here and make a left. Croc will probably attack again
    at this point so be ready. At the intersection, go straight. You'll very soon
    reach another one. Turn right here and climb the gate. Go straight and you
    should see meat and some other things hanging here. Turn left at this point and
    you should see Croc bust down a large gate in front of you and attack. Knock
    him out with another Batarang and then continue.
    
    Go past where he broke down the gate and cut down the third spore. Collect this
    sample and then keep your eye on the gate to the right. Prepare a Batarang and
    as soon as Croc busts it down, fire. Continue down this path now.
    
    You should be about 40 meters away at the next intersection. Go straight and
    there will be a left and right path. Turn left and the next spore is right
    there for you. When you approach the spore though, Croc destroys the platforms
    leading up to it, effectively cutting off your escape route. Going into the
    water would be suicide, Batman knows this. You'll need to find another way.
    
    Collect the spore sample. You only need one more, but it's far away and you
    have to get across the water. Use your Line Launcher to get across. You'll see
    Croc's hand grope through the air in an effort to stop you, but he should
    miss.
    
    Turn right and go forward until you see a sudden prompt to run. Croc starts
    destroying more platforms and if you don't hoof it out of there, you're done
    for. Run until it stops. You'll come to rest at an intersection. Turn left and
    climb over the gate. Immediately start running as more platforms start to be
    destroyed. Turn right and then continue on from here. Remember to just follow
    the gauge on the left if you get lost.
    
    The only way to go from here is left and that forces you into another left
    turn. Turn right here and Croc will probably come charging through a gate so be
    ready to take him down again.
    
    You should be within 100 meters as you pass through this gate. Start running
    straight as Croc destroys more platforms. You can go straight or turn right at
    this next intersection. Turn right and go forward. You can see the spore in
    the distance. Go this way but watch out for Croc. Go all the way down and get
    the last spore sample.
    
    You've got what you came for. The task is to escape now. Batman turns on the
    beacon he planted when he came in. It's over 500 meters away, giving you a good
    idea just how deep you are into Croc's territory. He may have the advantage
    here but he's still no match for the Dark Knight.
    
    You can just use the gauge to make your way out, but I feel like I'm not doing
    my job if I don't give directions. Go forward and hang a left. You come to a
    dead end. Wait for Croc to burst out from the gate on your right, then take him
    down. Go this way now (right) and prepare to run forward as Croc strikes again.
    
    You'll be stranded here as the path ahead is a dead end, and the paths on the
    left and right aren't fully connected. Use your Line Launcher and fire it to
    the left to make it across. Turn here and go down this next path. Run forward
    when Croc strikes and turn right.
    
    Turn right again and go down this next path. Croc might attack you from behind
    so be ready. Always look for where the water is disturbed if you can't
    immediately locate him.
    
    There will be a gap on your left. Use the Line Launcher again and turn left
    as Croc attacks from underneath yet again. You'll eventually come to a spore
    location and you should be under 300 meters away. Turn left from the spore and
    go all the way down and then make a right turn. As you approach this
    intersection, Croc might appear right in front of you so be fast.
    
    Go straight at the intersection, climbing the gate. Go right and then prepare
    for another Croc attack (if only the late, great Steve Irwin was here. RIP).
    Turn left at this intersection and then right. Go down this path and you're
    almost there. When you get to within 120 or so meters, something happens.
    
    Croc starts chasing you, destroying each platform underneath your feet. Start
    running. You'll have to run toward the camera, Crash Bandicoot style so it can
    be a little tricky at first. Keep going until you reach the tunnel. Croc
    emerges and will give chase. If you try to leave, the gate slams shut on you.
    Remember that Batman planted a trap though. Select your Explosive Gel and wait
    until Croc comes to the charge that he planted. Detonate it at this moment to
    send Croc falling to his demise.
    
    
                                    Chapter 15
                            --------------------------
                                 A GROWING THREAT
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 8   |
    |Interview Tapes: 2    |
    |Joker Teeth: 12       |
    |Chronicles: 2         |
    o------------[aa15]----o
    
    
    The next thing to do is use the spores to create the antidote for Titan. The
    Batcave is therefore our next logical destination. Fortunately, it's nearby.
    From the mouth of the lair, go west. You should be able to Line Launcher your
    way over to the opening on that side. As you approach the door, destroy three
    sets of JOKER TEETH.
    
    
    Caves - Old Sewer
    -----------------
    Go left and down this next corridor. As you near the next opening, you can hear
    the Joker henchmen around the corner talking. One of them is armed, so enter
    corner cover and hit him with a Batarang to stun him. You have two dagger
    enemies, but overall, there shouldn't be much to worry about here. Remember to
    stun them and try to take them out early with Combo Takedowns. Throw can also
    be effective here. You can use it to toss guys down to the lower level.
    
    When that's over, chat with Oracle for a moment. Go south and look for the
    large circular opening across a large gap here. Use the Line Launcher to get
    over there and snag the RIDDLER TROPHY here. This one is good for obtaining the
    character trophy for Killer Croc. Get back across then grapple up to the ledge
    on the west wall to exit.
    
    Drop down to the rocky bridge and go forward.
    
    
    Caves - The Batcave
    -------------------
    Go down and jump to the central platform. From there, go up the stairs and a
    scene starts. After that, the Batcave is trashed. Son of a... The good news is
    you get a new gadget, or rather, an upgraded one. The Batclaw becomes the Ultra
    Batclaw! Schwing! It fires three hooks at once. This has a few uses. It can not
    only pry off vents with almost no effort, but it can pull on three thugs at
    once for Predator mode or even combat. More importantly however, it can destroy
    all of those high destructible walls you've seen, the ones that are too high to
    reach with your Explosive Gel.
    
    One such wall is behind you and this is your only way out. Use the Ultra
    Batclaw and fire it at the wall. Pull by tapping X repeatedly for a few seconds
    to break it down. Jump in here and grapple up to a ledge above. Walk out here
    and you can see there is a path, but it's a long one.
    
    Glide all the way down to the nearest cliff east of your location. When you
    land, be sure to collect the RIDDLER TROPHY on the lowest ledge of this cliff.
    Climb up to the top and use the Line Launcher to get across this large chasm
    to the cave opening across from you. Go through and then look for a spot to
    grapple up to.
    
    Grapple up once and just once and you can step to a ledge outside. Look to the
    northeast. There is a small ledge all the way down there. Glide to it and take
    the RIDDLER TROPHY here. This one gets you the Record Breaker (Extreme)
    Challenge Map. To get out of here, look to the east and use the Line Launcher.
    From there, you can grapple up to the ledge you jumped from.
    
    Enter the cave again and now grapple up again to a higher ledge, then one more
    time to the top. Use the Line Launcher here to go across to a cave. It takes
    you down a narrow tunnel which eventually comes to an opening overlooking the
    bridge leading away from the Batcave. Glide down to this bridge and go east,
    back into the Old Sewer.
    
    
    Caves - Old Sewer
    -----------------
    Drop down, then before rushing up here, look at the ceiling for a weak
    structure (use Detective Mode if you have to) and use the Ultra Batclaw to open
    it up. Grapple up here and take the RIDDLER TROPHY.
    
    Now, go up the stairs. Ivy's plants have taken over here so destroy the pods
    you encounter. Get rid of the first one, then turn right down the next
    corridor. At the end, another pod is waiting. Turn left and go through the north
    door.
    
    
    Caves - Main Sewer Junction
    ---------------------------
    The pods are here too and if you took damage earlier, you're best off avoiding
    them. You can use the Line Launcher to just zip to the platforms ahead of you
    and avoid a few of them. Make your way to the northeast corner where the
    toppled pillar is. Go up this to the next level.
    
    Make your way to the aqueduct where it is now flowing with the bright green
    Titan. Don't go up the next toppled pillar just yet. Turn to the south. You
    should see the large hollowed out pillar structure. Jump to it and turn left.
    You'll see another platform in the distance with a RIDDLER TROPHY. Use your
    Line Launcher to go over there and get it, then use it again to get back. That
    one bestows upon you the character trophy for Scarecrow.
    
    Go up from the aqueduct and from there, to the top. You've obviously got
    a new problem on your hands with Titan, and it's something we need to deal with
    now. Ivy will have to wait.
    
    At the top, jump to the platform with the plant pod and destroy it. The east
    exit is blocked, so turn around. There's that impassable gap from before. Now
    however, you got the Line Launcher. Use it to get across here. Pick up the
    RIDDLER TROPHY here and get the Rumble In the Jungle Challenge Map. Ignore the
    plant pod if you are low on health and just run to the north end of this
    platform.
    
    Climb up this ledge then another on the left. Turn around and hop these gaps.
    Climb up a few more ledges and make your way to the very highest point in the
    back here. Turn around and use the Line Launcher to zip back toward the other
    end and you can climb up from here.
    
    Climb up the structure from here and walk up a small slope. Walk to the very
    east end. Turn right here and use the camera to spot a lower ledge below you.
    Try to drop down here and take the RIDDLER TROPHY. Climb back up and then find
    a spot to climb back onto the slope again.
    
    Turn around and turn Detective Mode on. There's a weak wall here and three
    enemies on the other side. Use the Ultra Batclaw to remove the wall. The thugs
    come to check it out. Try out the gadget on them next for some fun. Walk down
    a bit and then grapple up here.
    
    
    Caves - Pump Control Room
    -------------------------
    There will be one more thug, so just beat his brains in. After that, take a
    quick look around. To the right from where you entered there is a Riddler
    SECRETS MAP so definitely take that.
    
    Go down the corridor and right before you turn left to get to the door, look
    for the INTERVIEW TAPE sitting on the drum barrel.
    
    
    Caves - Pressure Control Junction
    ---------------------------------
    Go up the stairs and you'll see two enemies. Go with multi-Batarangs or your
    new Ultra Batclaw, or handle it straight on if you wish. Once they're down you
    can go left or right. Let's go left first.
    
    Look for one JOKER TEETH after the first staircase. After the second staircase
    is another JOKER TEETH. Right above it is a weak wall. Use the Ultra Batclaw on
    it and climb up here for a RIDDLER TROPHY. The third set of JOKER TEETH is just
    a few steps away from the door.
    
    
    Caves - Pump Room
    -----------------
    Start by using the Line Launcher to get across the room to the small platform
    in the southwest corner. It's occupied by a lot of drum barrels and more
    importantly, an INTERVIEW TAPE. This should be the last for Killer Croc.
    
    Now, use Detective Mode and identify your enemies. One is armed, one has
    daggers, and one has a stun baton. These are your most important targets. Aside
    from that, other thugs will try to pull metal bins off the walls and throw them
    at you. Your special moves do wonders here, but so do your gadgets. Combo
    Batarang and the new Ultra Batclaw can help you temporarily take some enemies
    out of the fight as you deal with others.
    
    When you've taken them all out, look for the two security boxes on the wall.
    Use your Cryptographic Sequencer on both to shut down the first two pumps.
    Grapple up to the ledge and use the exit.
    
    
    Caves - Pressure Control Junction
    ---------------------------------
    There shouldn't be anything hindering you as you make your way across the room
    to the east corridor. Look for three more sets of JOKER TEETH along the way.
    
    
    Caves - Control Room
    --------------------
    As the other room was a combat one, this is a Predator room. There are a whole
    lot of enemies in here too. Step toward the exit and look for a gargoyle above.
    Zip up to it and use this plan your attack.
    
    You can begin by grappling to the gargoyle that is above the southwest walkway.
    A thug will pass underneath it really soon so try not to miss the window for an
    Inverted Takedown. That starts things off, so get out of there and plan your
    next move. You can drop down to the lower level. Some thugs will patrol down
    here so Corner Takedowns are possible, but watch out for groups. In these
    cases, you can hide in a grate and see if maybe you can spring out and perform
    a Silent Takedown on one, then hide again, and get the other by surprise.
    
    Ledge Takedowns are also quite possible, but it can be difficult when there are
    a lot of thugs in the beginning. One strategy to try is to use a Sonic Batarang
    and plant it on the southwest walkway or another walkway where there is a
    railing. Have a thug investigate and either detonate the Batarang or take him
    out a different way. When the others come to investigate, get into position
    where you can use the Ultra Batclaw and pull all three of them over the
    railing. Sweet!
    
    There are also two enemies holed up in the control room in the east. They are
    easy to take out. Using the lower area, find a vent cover to use. Take the vent
    to a little area sitting right below the control room. The floor is weak there
    so use the Ultra Batclaw to pull it out from under them, taking them both down
    at once. Flee before the others investigate.
    
    Choose how to deal with the remainders--it shouldn't be tough by now. After the
    room is clear, go to the southwest wall and pull it down with the Batclaw (use
    Detective Mode to find it). Climb inside and scan the ARKHAM CHRONICLE here.
    Do the same for the northwest wall. This one has a RIDDLER TROPHY inside.
    
    Go to the east now and on the left wall inside the control room, there is a
    security box. It's of the Joker variety so remember you're timed and have to
    disable three "locks". Once it's shut down, the third pump is also shut down.
    That takes care of that threat.
    
    As you make your way back to the door, two thugs try to stop you. Easy. Clobber
    them and then use the door.
    
    
    Caves - Pressure Control Junction
    ---------------------------------
    Go back down this corridor. Before you reach the center room, a gift box will
    explode, launching three JOKER TEETH. Destroy them, then proceed.
    
    In the center room, you'll be trapped. Joker then sends down a Titan to deal
    with you. You've handled these guys before, so it shouldn't be too much of a
    problem. He'll charge you from the start, so Quick Batarang and evade, then
    hit him a few times and back away. After this, Joker's other thugs enter the
    fray. Now you have to deal with these guys while also watching the Titan.
    
    Counter any incoming attacks from them but remain focused on the Titan. When
    he charges again, activate another Quick Batarang and get out of there. Run
    to him and attack, countering other enemy attacks in the process. When he
    kneels, attack again to get on his back. Now, use the Titan and attack the
    other thugs until you get thrown off. Hopefully, by the time you're finished,
    the next batch of thugs will emerge.
    
    This is where things can get difficult. Don't engage the other enemies near
    the Titan because he will smash you to death. Put some distance between you and
    the Titan and lure the others to you. Counter their attacks and just wait for
    another charge. Batarang, evade, and then attack. Keep this as your general
    strategy. Never get too close to the Titan before it charges. Also watch for it
    to throw bodies and such.
    
    Use the Titan again to help you defeat some of the henchmen. The third and by
    far largest group shows up. Try to take some of them down as well before you
    get thrown off again. Again, avoid the Titan and then wait for it to charge and
    attack it until you finish it off. After this, you have only the large group of
    henchmen to deal with. This can be a tough fight overall so having at least
    Armor Upgrade V2 will help. Counter and use your special moves until the last
    thug has gone down.
    
    After that, give yourself a small pat on the back. Go through the north doorway
    where the Titan burst through. Look up and find the wall that you can use your
    Ultra Batclaw on. Pull it down and then grapple up to this ledge. Inside is an
    ARKHAM CHRONICLE.
    
    From here, turn around and pull down another wall above. Grapple up here and
    then turn around and jump on this little platform. Plant Explosive Gel in the
    center, then jump back to the previous platform. Detonate the gel and the
    elevator above crashes down. You can now escape by pulling down the next wall
    above you and grappling to it. Follow the hall down to a door.
    
    
    Arkham Island - Arkham West
    ---------------------------
    Destroy the wall in front of you with Explosive Gel and your location will soon
    become a bit more clear. As you can observe here, Ivy's influence has
    expanded to the whole island. Her plants and more of those lunatics are roaming
    about. There's also a sniper in the tower to watch out for.
    
    You can do some nearby goodie hunting but I'm still saving a small section
    before the end of the game for that. We're gonna try to just get the ones that
    are sort of along the way for now. That being said, you need to get to Arkham
    East, right? Go southeast, but not toward the tunnel just yet. Instead go
    to the Medical Facility building and climb to the roof.
    
    On the roof, go to the northeast corner (you can also just grapple directly up
    to that part of the roof) and have Batman face north. You should see a cliff
    on the far side with  RIDDLER TROPHY. Use the Line Launcher to get over there
    and grab it. This gives you the Character Trophy for the Batwing.
    
    Go down to where the tunnel entrance to Arkham East is, but again, don't go
    through it.
    
    [RIDDLE ME THIS: "Does Scarecrow's gas break down barriers as it drives you
    insane?"]
    
    Standing in front of the gateway, look for the two overhanging platform/pillar
    things. Grapple up to the one closest to the door and then with Detective Mode
    on, examine the rock wall on your left. There is a structurally weak wall here.
    Use the Ultra Batclaw first, then grapple up to it. Within this nook are a few
    canisters of what we assume is Scarecrow's fear toxin. Scan it to solve this
    riddle.
    
    Drop down and now and proceed east, passing just under the sign that says
    "ARKHAM EAST" but yet again, do not pass through the door. Stand right in front
    of the door and look straight up. Detective Mode reveals another weak wall. Use
    the Batclaw again, then zip up here to find a sneaky RIDDLER TROPHY.
    
    Yes, you can proceed through the door, finally.
    
    
    Arkham Island - Abandoned Tunnel
    --------------------------------
    Not much here except more of Ivy's plant pods and her voice channeling,
    reaching your ears from deep within the Botanical Gardens. Keep your eyes out
    for two sets of JOKER TEETH near the exit.
    
    
    Arkham Island - Arkham East
    ---------------------------
    You'll have to fight your way through more mutated plants as you tread toward
    the Botanical Gardens building. God only knows what's waiting there. Of more
    importance in this area are the two snipers, one in each tower. Get the two
    sets of JOKER TEETH near the Warden's statue, then go up after the first sniper
    in the south tower and perform a Ledge Takedown. Two additional sets of JOKER
    TEETH in this tower.
    
    When the other sniper isn't looking, Line Launcher yourself over to him and
    take him down too. After that, drop down from here and make your way over to
    the staircase leading to the gardens. Up the first small flight, you'll
    encounter another plant pod and right next to it, what should be the last two
    JOKER TEETH for Arkham East.
    
    Go around the tree and enter the Botanical Gardens yet again.
    
    
    Botanical Gardens - Glasshouse Entrance
    ---------------------------------------
    You need to take the detour to get around the large roots again. Slip inside
    the opening on your left and just go all the way through until you can grapple
    up through the open grate.
    
    More plant pods are strewn about. Destroy them and Ivy becomes understandably
    upset. Proceed north and through the doors.
    
    
    Botanical Gardens - Botanical Glasshouse
    ----------------------------------------
    More plant pods. Remember to sneak up on them and destroy them. Simply fight
    your way through to the top level and the doors up there.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    A giant vine clears the main corridor of the debris that Joker once created a
    while back with his explosion. On your right are three JOKER TEETH, the last
    three for this area hopefully. Get them before moving on.
    
    The water is still electrified so use your Line Launcher to get over there. Go
    through the corridor and chase the vine as it leads you to the center room. In
    here, two Arkham guards, under Ivy's influence, will attack you. Don't hold
    back because they're good guys. Smash them to the ground.
    
    Peer down the west corridor and the vine is simply waiting for you. Fire up the
    Line Launcher to get there. Proceed down this short passage to arrive at the
    doors and the site of the impending fight.
    
    
    Botanical Gardens - Elizabeth Arkham Glasshouse
    -----------------------------------------------
    A scene plays. Giant plant monster? Should've seen that one coming...
    
    
    [BOSS FIGHT - POISON IVY]
    
    Ivy, with the power of Titan, has conjured up this behemoth beast of a plant.
    It's a formidable opponent. Try to have at least Armor Upgrade V3 for this
    fight.
    
    The creature's outer vines pierce the platform you're on and cause many other
    smaller vines to appear. Each vine patch covers one third of the platform at a
    time and if you don't get away in time, they'll ensnare you and drain your
    health until you free yourself by tapping X. This is a really easy thing to
    avoid though for the most part.
    
    For the next stage, Ivy has her plant attack with the two inner vines. These
    ones shoot spores directly at you. Left or right movement is the key. After a
    few shots, the main core of the plant opens up to expose Ivy. This is your
    window of opportunity to attack. Use a Quick Batarang and you should hit her
    for a small amount of damage. This is your strategy.
    
    Problem is, the window is somewhat small and you have to try to focus on not
    taking damage from the spore shots. The first idea is to evade from these by
    double tapping X. I don't prefer this strategy though. I find it a lot better
    to just run left to right by holding X. Evading makes it hard to prepare a
    Batarang right after and sometimes when you try to go Quick Batarang + Evade
    in quick succession, you'll still get hit by that last spore. Running makes it
    easy to avoid the spores and also set yourself for a Quick Batarang before Ivy
    protects herself again.
    
    Also, one important thing to keep in mind is that you should keep throwing
    Batarangs when possible. Even when she's protected you'll still deal a very
    small sliver of damage.
    
    After you get a direct hit, the two vines unleash a bunch of spores at once so
    consider evading for this or just run all the way to the left or right to avoid
    all of them.
    
    This will be the basic flow of the fight for the first half. Stay away from the
    vine attacks and then dodge her spores by running and use Quick Batarang when
    she is open to attack. It seems pretty simple once you get the hang of it.
    
    Deplete her health and the plant falls to the platform, begging you to run up
    to it. Select your Explosive Gel and spray a charge on her protective capsule.
    He automatically detonates it, but unfortunately, it's not enough. We need to
    do this again. Now it gets a lot harder though.
    
    Your health is automatically restored and this marks a checkpoint in the fight.
    Ivy adjusts her strategy slightly. Now, while you have to worry about her vine
    attacks, she sends controlled guards after you. The difficulty here is dealing
    with and countering their attacks all the while watching for the vines to come
    to your area. When they do, use Redirect quickly and just get out of there,
    fleeing to safety. Also, don't let a combo attack carry your momentum towards
    the vines.
    
    Once you defeat them, the shooting phase starts. Again, try to run instead of
    dodge. She fires them a lot faster now so try to stay on the move and find a
    quick moment to use Quick Batarang. She usually opens the capsule after the
    first shot.
    
    The fight will continue like this. You want to try to avoid losing any health
    in the first phase with the guards. It gets tough because Ivy shifts the vines
    around a lot. You can try to knock the guards off the cliff though and that
    makes it a lot easier.
    
    Once you bring her health down again, plant the Explosive Gel for a scene and
    the end to this fight.
    
    
                                    Chapter 16
                            --------------------------
                                 TREASURE HUNTING
    
    
    o----------------------o
    |Riddles: 5            |
    |Riddler Trophies: 13  |
    |Interview Tapes: 5    |
    |Joker Teeth: 4        |
    |Chronicles: 6         |
    o------------[aa16]----o
    
    
    Arkham Island - Arkham North
    ----------------------------
    The first thing you'll likely notice is that there are fireworks. No, that's
    not the speakers on your TV crackling; it's fireworks. They're directing you
    over to the Penitentiary in Arkham West where the "party" is being held. By all
    means feel free to run off there if you're in a hurry to finish the game. You
    can still collect goodies afterwards. I put this chapter in to just finish them
    all off before the final fight.
    
    This will be assuming you've followed this guide to the letter up to this
    point. If you need extra help, seek out the Secrets Maps in each area. We begin
    in Arkham North where there a few things we still need.
    
    For starters, over near the east exit (leading back to Arkham East) there are
    two JOKER TEETH on the ground. Next, go over to the west side and grapple up to
    the west guard tower. Up here are the last two JOKER TEETH. These should be all
    of them in the game too.
    
    Standing up here on the tower, look to the west wall. Fire the Line Launcher in
    this direction to reach a distant platform with a RIDDLER TROPHY upon it. Drop
    down now and then turn around. There's a weak wall high up, a little bit under
    that platform, again on the west side. Use the Ultra Batclaw, then grapple up
    to find a RIDDLER TROPHY. This one gives you the Henchman on Titan Character
    Trophy.
    
    Next, go into the west corridor leading back to Arkham West. Grapple up to the
    vent above you. Turn around and look for a weak spot on the wall here. Ultra
    Batclaw it like always and then grapple up to find this RIDDLER TROPHY. This
    one is good for the Invisible Predator Challenge Map.
    
    Go right back out to Arkham North. We're taking a small detour but be prepared
    to come right back to Arkham North again so we can enter the Intensive Treatment
    building. For now though, go to the path to the left of the building, that one
    that leads back to the Batcave. Go all the way through until you arrive at the
    cave. You should be able to go straight through to the main exit that will take
    you back to the Old Sewer. In the Old Sewer, make a right at the intersection
    and enter Croc's Lair.
    
    
    Caves - Croc's Lair
    -------------------
    As soon as you enter, look up to the ceiling for a weak structure to use the
    Ultra Batclaw on. You'll find a RIDDLER TROPHY when you grapple up here. It
    unlocks Rumble In The Jungle (Extreme) for Challenge Mode. Return all the way
    back to Arkham North.
    
    Arkham Island - Arkham North
    ----------------------------
    You need to go to the Intensive Treatment Building. The only way in is the upper
    level again so climb the guard tower and use the Line Launcher again. Once
    inside, make your way through until you reach Intensive Treatment Lobby
    
    
    Intensive Treatment - Intensive Treatment Lobby
    -----------------------------------------------
    In this very familiar room, you'll want to drop down to the bottom floor and go
    to your left (west side). There is a doorway down here a guard opened for you
    a long time ago. It was covered by Ivy's roots last time we were here so the
    passage beyond it was off limits. Now you can go through.
    
    
    Intensive Treatment - Utility Corridor
    --------------------------------------
    Go down the stairs and look for the Explosive Gel wall here. Detonate it and go
    inside to take this RIDDLER TROPHY. Instead of going back, just follow this
    corridor all the way to the exit. It eventually takes you to that cliff
    overlooking....
    
    
    Arkham Island - Arkham East
    ---------------------------
    We're back here again. Drop down to the main area below. We have pressing
    business in the Botanical Gardens and Arkham Mansion. Head to the Gardens first.
    Make your way back to the center room of the Flooded Corridor area.
    
    
    Botanical Gardens - Flooded Corridor
    ------------------------------------
    Now, if you've been following this guide to a T, you'll see on your map there
    should only be two nagging Riddler Challenges left. Find the vent which should
    be cleared now and enter. Go down the ledges to the doorway to return to that
    big, confusing room.
    
    
    Botanical Gardens - Abandoned Chamber
    -------------------------------------
    Turn right and try to jump to this platform. Again, it can be a little tricky
    sometimes. You can also jump to the one across from the door and then Line
    Launcher over. Go around, and shimmy up to the waterfall ledge. Jump across
    from here and follow this ledge down to the catwalk you should have cut down
    earlier from the ceiling.
    
    Take the catwalk down to the near end and stop. Look up on the east wall for a
    weak spot. Use the Ultra Batclaw. From here, you can try to jump up to it (you
    need to hug the wall and jump from the nearest platform) or drop down and
    grapple up to it. Inside is a RIDDLER TROPHY.
    
    Exit this room and go back to the Flooded Corridor. From the center room again,
    go east this time to reach the Aviary. Go up to the secret doorway you found
    earlier on your first visit. Use this to get back to...
    
    
    Botanical Gardens - Titan Production Facility
    ---------------------------------------------
    Use the Line Launcher to get into the big room. Turn around immediately and at
    that doorway, have Batman face northeast. Use the Ultra Batclaw to remove the
    wall here. Use the Line Launcher to reach the ARKHAM CHRONICLE here. Now you
    should be finished with the Botanical Gardens.
    
    Return to the courtyard and go southeast toward the mansion. You want to enter
    the mansion and make your way to the Library first.
    
    
    Arkham Mansion - Library
    ------------------------
    Turn left immediately upon entering and in this passage there is an electric
    barrier in place. Use your Cryptographic Sequencer to disable it. On the other
    side is an INTERVIEW TAPE sitting on the desk. As you get closer to getting all
    240 challenges, The Riddler becomes increasingly frustrated.
    
    Return to the Main Hall and take it all the way up to the north end. Go east,
    past the giant crashed bell and through this doorway.
    
    
    Arkham Mansion - East Wing Corridor
    -----------------------------------
    This one will be quick and easy. Enter and turn left. Look for the structural
    weakness on the west wall. Pull it down with the Ultra Batclaw, climb up, Merry
    Christmas. This RIDDLER TROPHY gives you Survival Tactics (Extreme) in
    Challenge Mode.
    
    Return to the Main Hall again and just go straight across, to the west wing
    this time.
    
    
    Arkham Mansion - West Wing Corridor
    -----------------------------------
    Go down and then up the stairs to the location of one of Joker's gift boxes
    which has long been open. Turn left and look for the structural weakness on the
    wall to use your Ultra Batclaw on. This one drops you down to an area with an
    INTERVIEW TAPE.
    
    Proceed further west now.
    
    
    Arkham Mansion - Arkham Records Room
    ------------------------------------
    There should be only one thing left in this room.
    
    [RIDDLE ME THIS: "Our records show that a Strange transfer request was made in
    this room."]
    
    Go down and then turn left when you reach the center of the room. Go up this
    staircase and it requires the sequencer. The floor in this narrow corridor is
    electrified. You'll need to use the Line Launcher. Inside this room, look for
    the pile of red books on your right with papers saying "STRANGE FILES". Zoom
    in and scan this for the riddle solution and a Character Bio for Hugo Strange.
    Technically, you can get this as soon as you obtain the sequencer. You just
    need at least Armor Upgrade V2 or V3 (not sure exactly) and you can roll down
    the corridor by tapping X to make it through with little damage.
    
    You're done for Arkham Mansion. Return to Arkham North.
    
    
    Arkham Island - Arkham North
    ----------------------------
    Go to the side passage near the Intensive Treatment facility. It's on the east
    side of the building on your map. You should remember it from earlier in the
    game. You might have to meander a bit to get around the giant roots blocking
    the entrance, but you should be able to squeeze in.
    
    Grapple up to a ledge here. Turn right from the chronicle here (that you should
    already have) and then grapple up to the next ledge. Turn around immediately
    and use your Ultra Batclaw on the wall here. Jump in here to find that RIDDLER
    TROPHY that taunted you so long ago. This one is redeemable for the Character
    Trophy for Joker. That should finish off the Arkham North page.
    
    The majority of your remaining Riddler Challenges should be in the Medical
    Facility. Go to Arkham West and make your way to the building.
    
    
    Medical Facility - Medical Foyer
    --------------------------------
    Walk right up to the table and take the INTERVIEW TAPE.
    
    [RIDDLE ME THIS: "Is the generosity of our benefactors on the Wayne?"]
    
    From the entrance, turn right and just go about two steps. Face the north
    wall and look for the gold plaque. Zoom in on it to see the name Bruce Wayne.
    Scan to solve. You'll get the Character Bio for Alfred.
    
    Go around to the north exit. Stand at the staircase leading up to the door and
    turn around. On the wall here is an Ultra Batclaw weak spot. Pull it down and
    grapple up here to scan an ARKHAM CHRONICLE. Go north to the next area now.
    
    
    Medical Facility - Sanatorium
    ------------------------------
    Make your way to the northeast corner immediately. Look for the vent cover and
    pull it off with the Ultra Batclaw (which takes no effort at all). Grapple up
    here and drop into a small room to collect another RIDDLER TROPHY.
    
    Go down to the first floor of this room and take the north door out.
    
    
    Medical Facility - Upper Corridor
    ---------------------------------
    You need to reach each of the three rooms that this corridor leads to. Start
    with the east room, the X-Ray Room.
    
    
    Medical Facility - X-Ray Room
    -----------------------------
    Enter this room and immediately grapple up to the top of the central structure,
    the same that Dr. Young was once held in. Turn around and use the Ultra Batclaw
    on this wall. Drop down before grappling up to this ledge. Inside is another
    ARKHAM CHRONICLE.
    
    Return to the Upper Corridor and take it to the north room.
    
    
    Medical Facility - Surgery Room
    -------------------------------
    On your immediate left will be a security box. Use the sequencer and once
    cracked, you'll open a doorway. Go up these stairs and find a RIDDLER TROPHY
    on a small shelf.
    
    Again return to the corridor and take it to the west room this time.
    
    
    Medical Facility - Patient Observation
    --------------------------------------
    Grapple to the vents above to get over the debris that blocks your path. Drop
    down and turn right to go through the door. Immediately turn right and look for
    the vent cover on the east wall. Pull it down and then climb up to eventually
    claim the RIDDLER TROPHY within.
    
    You're done up here. Return all the way back to the Sanatorium.
    
    
    Medical Facility - Sanatorium
    -----------------------------
    Go to the elevator on the east wall. It's not working, so you need to find
    another way to reach the lower levels. Just to the side and above the elevator
    doors there is a vent cover. Pull it down and grapple up to it. Follow this
    vent for a while and then at the intersection, turn right.
    
    
    Medical Facility - Secure Access
    --------------------------------
    [RIDDLE ME THIS: "Are you going to take your hat off to Harley, Bats?"]
    
    From the vent, turn right and drop down into this secret room. It's quite
    obvious who it belongs to. Zoom in on the mannequin head with Harley's old hat
    on it and scan it to solve this riddle.
    
    Climb back out and enter the vent again. Go the other way now and kick out the
    other vent cover. Go forward and make a quick right. Look in Detective Mode for
    a weak wall to your left, above. Pull it down with the Ultra Batclaw and enter.
    Take the RIDDLER TROPHY off the medical table here. It unlocks the Challenge
    Map, Shock and Awe (Extreme).
    
    Either use the sequencer to get out of here or climb out the way you entered.
    Either way, you need to disable the next electric barrier so you might as well
    climb out and find the security box which is right across from it on the
    opposite wall. It's one of the tougher ones to crack (less so with the
    sequencer upgrade).
    
    Enter the small office now once the barrier is down. On your immediate right is
    an INTERVIEW TAPE. Take it and we're done in here.
    
    Go back out into the corridor and go through that path you had to blow open
    with Explosive Gel your first time here. It'll take you southwest to...
    
    
    Medical Facility - Lower Corridor
    ---------------------------------
    Go forward and make a right through the open doorway. Follow the green arrows
    up the stairs, into the small room and through the door.
    
    
    Medical Facility - Experimental Chamber
    ---------------------------------------
    You'll have to tediously make your way through the vents to the ground area
    below. Then walk around to the south side and you'll find Bane's old cell.
    Enter it and take the INTERVIEW TAPE off the table. This is the last one for
    Riddler. You should also be done with Medical Facility. The burden is on you to
    make the long trip out of here.
    
    Our last destination is the Penitentiary, so head to Arkham West. There's a
    reason I chose this as our last destination and you'll see soon enough. Make
    sure when you enter, you choose the main old entrance, not the one that the
    thugs are all crowded around at.
    
    
    Penitentiary - Guard Room
    -------------------------
    This is where you rescued the guards from Harley earlier. The room is still
    flooded with Joker Toxin, but now we have the means to do something about that.
    Go left from the entrance into the area where the guards actually are. Grapple
    up to the vent above and find the wall to use Explosive Gel on.
    
    Once you detonate it, you can get a look at the room. The toxin prevents you
    from landing anywhere. Look in Detective Mode and you can see the security box
    for the fan is behind another weak wall. Use your Ultra Batclaw from here and
    it will reach. Pull down the wall and then aim a Batarang at the box to destroy
    it and make the room safe again.
    
    Start by using the Line Launcher to go across to where the security box is. Go
    through the door and turn right to find a RIDDLER TROPHY. This unlocks
    Invisible Predator (Extreme) for Challenge Mode.
    
    Walk back inside now and stay on this ledge.
    
    [RIDDLE ME THIS: "When is something right in front of your eyes but still
    hidden from view?"]
    
    From the north ledge, look back toward the south one with Detective Mode on.
    You should see both parts of the question mark. Just align them correctly (use
    zoom if you have to) and scan to solve this riddle.
    
    [RIDDLE ME THIS: "Prometheus, Arkham guard's most wanted and most hated."]
    
    With that, next drop down to the room below. If you drop down and turn left
    to explore the northeast corner, you can find some papers on a bulletin board
    on the wall. Zoom in on the wanted poster and scan it to get this riddle
    solution and the Character Bio for Prometheus. That should complete all of the
    Character Bios! Schwing!
    
    As you near the last few challenges, you'll notice Batman finally has the means
    (somehow) to track The Riddler's location and he forwards this information to
    the Gotham police. We need just a few more though.
    
    In the main toxin-free room again, walk over to the south side. There is the
    water in front of a weak wall. Use your Explosive Gel here to reveal a nook
    with an ARKHAM CHRONICLE inside.
    
    You're done here. You only have one more. Return to the Main Cell Block.
    
    
    Penitentiary - Main Cell Block
    ------------------------------
    Run through the cells area and into the main room with the deactivated electric
    floor. Turn right and find the south doorway. Enter and immediately turn left.
    You should see that wall you blew up a while back. There is the ledge on the
    far, far side. Use the Line Launcher to get to it. Turn right from the box
    though and find the ARKHAM CHRONICLE here. Scan it and pay close attention to
    this message.
    
    Read the story page too and if you've paid attention to these messages, you can
    deduce that the spirit of Amadeus has possessed someone now. The question is
    who? I'll allow you to figure it out, but the answer is probably as obvious as
    you think it is. If you're not sure, read on.
    
    More importantly perhaps is that you solved every riddle and defeated The
    Riddler. Listen to his last transmission and pat yourself on the back. You will
    earn the "Crack The E Nigma" Trophy/Achievement for this.
    
    You can't zip back across with the Line Launcher for whatever reason, so use
    the sequencer on the security box to remove the electric charge from the water.
    Return to the main corridor and turn left. Pass through the doorway, going
    south to the next chamber. Pass through The Green Mile and into the final
    chamber.
    
    
    Penitentiary - Security Control Room
    ------------------------------------
    Go up the stairs to the small room above where Warden Sharp once was. He's gone
    now. Look on the floor though and you see "BATMAN" written about a dozen or
    more times. Scan this for the final ARKHAM CHRONICLE and the secret to be
    revealed. It awards you with the "World's Greatest Detective" Trophy or
    Achievement.
    
    That's everything! Everything except the final battle that is. Ditch this dank
    place.
    
    
    
    
                                    Chapter 17
                            --------------------------
                                   LAST LAUGHS
    
    
    o----------------------o
    |Riddles: 0            |
    |Riddler Trophies: 0   |
    |Interview Tapes: 0    |
    |Joker Teeth: 0        |
    |Chronicles: 0         |
    o------------[aa17]----o
    
    
    Go right next door, going left (east) from the exit of the Penitentiary to
    another entrance into the building. Right outside, there is a welcoming party
    for Batman. They don't attack, and instead, surprisingly, they welcome you. If
    you open the door, there is a whole horde of them also ready to cheer you in.
    
    It's up to you, but you can defeat all of these guys first for a Trophy. Just
    note that you need to defeat the first four thugs outside first before you go
    in (the door locks after you go in). Then when they're down, go inside and take
    care of all the others. There's enough space and they're not super aggressive,
    so it's an easy fight. Defeat them all, outside and inside for the "Party
    Pooper" Trophy.
    
    Go through the door now, on to the final confrontation.
    
    
    Visitor Center - Visitor Room
    -----------------------------
    The game takes on a first person view for now. Walk toward the glass window and
    Joker appears. Listen on and then Joker hints at a bomb. No matter how far away
    you try to get, the result is the same. After the explosion, go through the
    glass where Joker was and turn right. A scene starts up.
    
    
    Visitor Center - Throne Room
    ----------------------------
    After the scene, you're pitted in a fight against two Titans and a bunch of
    thugs! Yeah, it can be tough. By now you should have all of your upgrades so
    that's a good start. The titans are your biggest priority obviously. Whenever
    you're fending off attacks from the thugs, always keep your distance from them
    and wait for them to charge. When they do, tap L1 for Quick Batarang and then
    get out of the way as always.
    
    When attacking a stunned Titan, you always need to watch for thugs and of
    course the other Titan. Your goal is to ride one of them so you can whack the
    thugs and the other Titan around. The thugs will just keep coming, so you
    should focus on the Titans. Always keep your distance and use your
    multi-Batarangs to keep thugs down. Focus on countering at the least and not so
    much attacking, this way you can avoid damage from the lowlifes. When they
    charge again, do the same and attack. It's good to put yourself in a position
    where one Titan that charges knocks the other one down in the process, giving
    you a chance to hit both of them.
    
    It might take a few tries but eventually you should be able to overcome this
    assault. Two scenes play so sit tight before the finale unfolds.
    
    
    [BOSS FIGHT - TITAN JOKER]
    
    He's not like any Titan creature you've faced. He's a bit more dangerous
    actually, but he doesn't make up much of the fight. At the beginning, he'll
    flail away at you with his claws, coming closer with each strike. Try to run
    around the perimeter of this arena to evade him.
    
    After that, Joker jumps up to the high ledge and sends his goons after you.
    It's a big group so mind what you have learned, young padawan, save you it can.
    *Ahem* Hopefully by now you're pretty proficient at Freeflow Combat. The camera
    here can be a tiny bit annoying but it shouldn't pose a significant threat.
    Also all the thugs are normal ones, no stun baton or dagger guys. Build up for
    your special moves and use them. Watch out for Joker to drop weapons and a
    small moving trap that follows you around and blows up. Wait until it gets to
    you and then evade to get away from it.
    
    Once you've smote each thug, turn your eyes to Joker. He'll have his back
    turned to you. Use your Ultra Batclaw and aim it at him. You can hook on to
    him and pull him down. Do so and he'll be stuck in the floor temporarily. Use
    this opportunity to strike him and knock off a large chunk of his health. Good,
    now you just need to repeat this two more times.
    
    Joker will start striking again. Get away and let him chase you around the
    arena, running and evading as you go. You should be able to make it without
    getting hit this way. When he retreats, you have more thugs to deal with. Watch
    out for the traps again and use Combo Takedown and Throw to help you out. The
    outer walls are electrified so you can use those to help you a little. In this
    batch should be two dagger guys and identifying them with this camera can be a
    little tough. Try to save your Combo Takedowns for them.
    
    After that, pull Joker down again and attack. Thus begins the last leg of this
    fight. After dodging him, the last batch of thugs is not much harder than the
    last. One will try to go for a gun so beware of that. Try to build up for Throw
    and use it to toss a lot of the thugs into the electric walls.
    
    Once you've beaten them all, use the Ultra Batclaw on Joker one more time. This
    will promptly end the fight. Watch the scene that plays and that will do it.
    
    Congratulations! You've beaten Batman: Arkham Asylum!
    
    
    
    
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       4        \  The Riddler's Challenges                         [rd00]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    In this section, we will go through all of the Riddler Challenges in the game.
    They will be listed by type first (Trophy, Riddle, Teeth, etc), and then by the
    area they are found in. Further information will also be available like gadgets
    necessary to get them, and so on.
    
    
    BEWARE! There are spoilers in this section!
    
    
    Types of Challenges     [rd01]
    -------------------
    
    This section has had "COMING SOON" attached to it for an exorbitantly long
    amount of time. Therefore, as of now, it is easier to say it is in a permanent
    hiatus. If that, you know, makes sense.
    
    
    
    
    Map Locations     [rd02]
    -------------
    Here's a list of the locations of the Riddler's Secret Maps, which show you the
    locations of all other challenges on your main map.
    
    ===============================================================================
    ARKHAM NORTH|
    ------------'
    
    Room: N/A
    Gadget: Explosive Gel
    Location: In front of the entrance to the Intensive Treatment building are two
    small guard houses. The eastern one can be entered by blowing up part of the
    roof with Explosive Gel. Grapple up and blow it up to find this inside.
    ===============================================================================
    MEDICAL FACILITY|
    ----------------'
    
    Room: Experimental Chamber
    Gadget: N/A
    Location: As soon as you enter, it's on a table ahead of you on the left side
    of the room.
    ===============================================================================
    ARKHAM MANSION|
    --------------'
    
    Room: Warden's Office
    Gadget: N/A
    Location: In the exact area where you take down Zsasz, look on the table on
    the south wall.
    ===============================================================================
    PENITENTIARY|
    ------------'
    
    Room: Extreme Incarceration
    Gadget: N/A
    Location: After the fight and scene, go through the center door and the map
    will be on a desk on your left.
    ===============================================================================
    ARKHAM WEST|
    -----------'
    
    Room: N/A
    Gadget: Cryptographic Sequencer
    Location: Near the center of the area but shaded a little to the southwest are
    two ambulances in the middle of the field. Next to them is one of those guard
    houses. Use the sequencer to get inside and take the map from within.
    ===============================================================================
    ARKHAM EAST|
    -----------'
    
    Room: N/A
    Gadget: Cryptographic Sequencer
    Location: In front of the entrance to the Arkham Mansion is the large statue
    of the Warden. Next to that is a guard house. Use the sequencer to lower the
    barrier and go inside to find this.
    ===============================================================================
    BOTANICAL GARDENS|
    -----------------'
    
    Room: Glasshouse Generator Room
    Gadget: Cryptographic Sequencer (RANGE UPGRADE REQUIRED)
    Location: After the fight, climb up the left ledge and then the ladder. Use
    the sequencer to overload the security box on the far wall. You need the range
    upgrade to reach it. Inside, the map is in the corner to the right.
    ===============================================================================
    INTENSIVE TREATMENT|
    -------------------'
    
    Room: Secure Transit
    Gadget: N/A
    Location: After you open the elevator shaft again, drop down, defeat the thugs,
    then go north, up the stairs, and into the office. The map is inside.
    ===============================================================================
    CAVES|
    -----'
    
    Room: Pump Control Room
    Gadget: Ultra Batclaw
    Location: Note that you enter this room without passing through a door by
    coming in from the Main Sewer Junction area and grappling up. The map is on
    your right after you climb up.
    ===============================================================================
    
    
    Riddle List     [rd03]
    -----------
    
    
    ===============================================================================
    INTENSIVE TREATMENT|
    -------------------'
    
    Room: Intensive Treatment Lobby
    Riddle: Don't cut yourself on this Sharply observed portrait
    Location: After the Riddler contacts you for the first time, turn around and
    look on the left wall near where you climbed up to this ledge. Look for a
    portrait of the Warden and scan it.
    ===============================================================================
    
    Room: Intensive Treatment Lobby
    Riddle: A puzzle has many sides. But only some are visible
    Location: Go to the center of the room and into the office there. Stand in the
    western room and face south to see three windows. In Detective Mode, you'll see
    the top part. Through the window on the south wall, underneath a round vent
    cover is the bottom part.
    ===============================================================================
    
    Room: Utility Corridor
    Riddle: You don't know Jack about Gotham
    Location: After going down the stairs, the hallway will lead you to a locker
    room. You should hear music playing. A radio is on the bench here. Zoom in on
    the name "Jack Ryder" on the radio and scan.
    Reward: Jack Ryder Character Bio
    ===============================================================================
    
    Room: Cell Block Transfer
    Riddle: Hook up with your relatives before you're transferred out of here.
    Gadget: Cryptographic Sequencer
    Location: Enter the east corridor and in the southeast corner there is an
    electric barrier. Use the sequencer and go inside. Find the framed picture and
    zoom in and scan it.
    ===============================================================================
    
    Room: Secure Transit
    Riddle: Dr. Jonathan Crane plans on elevating fear to new depths.
    Location: On the east wall of the elevator shaft, there is a vent cover. Pry
    it off and enter. Turn right and it'll take you to a small cave with a lot of
    pictures and graphs. Scan this room.
    ===============================================================================
    
    Room: Transfer Loop
    Riddle: A top hat and tails is the only dress code for this party in the north.
    Location: From the loop area, go east and follow the corridor until you see a
    low hanging gate that says "Emergency Shutdown". Crouch under here and enter.
    Turn right and scan the poster here.
    ===============================================================================
    
    Room: Patient Pacification Chamber
    Riddle: Even I was shocked when I saw how Maxie Zeus was treated!
    Gadget: Explosive Gel
    Location: In the southeast corner is a wall to blow up. Inside is a room with
    a bunch of Greek symbols and such. Scan it.
    Reward: Maxie Zeus Character Bio
    ===============================================================================
    
    Room: Holding Cells
    Riddle: Where would you find my home sweet home?
    Gadget: Cryptographic Sequencer
    Location: Find the northeast cell in this room and scan it.
    ===============================================================================
    ARKHAM EAST|
    -----------'
    
    Riddle: The legacy of this island has been well and truly buried
    Location: In the northeast, next to the Mansion grounds there is a cemetery.
    Enter and look for the one grave that has been dug up. Zoom in on the headstone
    and scan it.
    Reward: Amadeus Arkham Character Bio
    ===============================================================================
    
    Riddle: Gotham's greatest family towers over the city
    Location: Grapple up to the roof of the Arkham Mansion and look for the clock
    tower. Grapple up this as high as you can get. From here, look to the northeast
    and find the building in the skyline with a big "W" on it. Zoom and scan.
    ===============================================================================
    
    Riddle: My challenges appear to those with the correct position in life
    Location: Grapple up to the top platform of the clock tower of Arkham Mansion
    and stand on the south side, overlooking a rooftop below. Turn on Detective
    Mode. The top part of the question mark is on the roof below you and the bottom
    part is at your feet.
    ===============================================================================
    ARKHAM NORTH|
    ------------'
    
    Riddle: Tweedledum and Tweedledee SAW it, can you SEE it?
    Location: In the northeast corner, right near the gate is a see-saw. Scan this
    to solve.
    Reward: Tweedledum and Tweedledee Character Bio
    ===============================================================================
    
    Riddle: Now I see it, now you don't!
    Location: On the west side of the map is an abandoned building. Find the main
    entrance which is through an archway. Stand underneath the arch with Detective
    Mode on and above you is the top part of the question mark. Angle the camera
    so you can see inside the building and the bottom part is underneath a walkway
    in the building.
    ===============================================================================
    
    Riddle: Let's face it, there are two Dents on the wall
    Gadget: Cryptographic Sequencer
    Location: Approach the west guard house and use the sequencer to get inside.
    There are "VOTE DENT" posters inside. Scan them.
    ===============================================================================
    ARKHAM WEST|
    -----------'
    
    Riddle: Do you see what I see? No? Well then maybe I am in a stronger position.
    Location: Go to the northwest corner and the entrance to the penitentiary.
    Grapple up to the ledge above the entrance and then turn around. With Detective
    Mode on, you can see the dot is on the railing and the top half is on the
    ground below.
    ===============================================================================
    
    Riddle: Zsasz is counting on you finding his work
    Gadget: Cryptographic Sequencer (RANGE UPGRADE REQUIRED)
    Location: Grapple up to the platform above the Penitentiary entrance and use
    the sequencer on the security box behind the electric barrier to disable it.
    Enter and on your left are dead guards holding cards. Scan this scene to solve.
    ===============================================================================
    
    Riddle: Does Scarecrow's gas break down barriers as it drives you insane?
    Gadget: Ultra Batclaw
    Location: Go to the southeast, toward the doorway that takes you from Arkham
    West to the tunnel leading to Arkham East. Grapple up to one of the platforms
    near here above you. Look in Detective Mode for a wall on your left to use the
    Ultra Batclaw on. Grapple up here and scan what's inside.
    ===============================================================================
    MEDICAL FACILITY|
    ----------------'
    
    Room: Sanatorium
    Riddle: TICK! TOCK! News flash! Someone is not getting out of here alive!
    Location: On the west side of the room on the bottom floor, there is a cell
    where the bars were removed. It's right next to a grate. Scan this cell.
    Reward: Killer Croc Character Bio
    ===============================================================================
    
    Room: Sanatorium
    Riddle: A question can only be answered from a new perspective. Don't you
    agree?
    Gadget: Explosive Gel
    Location: On the west side of the room, the top floor (not counting the
    walkways). There is a weak floor. Blow it up with your Explosive Gel and on the
    inside of the hole, there is the top part of the question mark if you put on
    Detective Mode. The bottom part is on the floor as you look down the hole.
    ===============================================================================
    
    Room: Patient Observation
    Riddle: Was this Firefly too hot off the press?
    Location: Once you clear the room of toxin, enter the small room where you
    dropped a thug through the roof. On the right side is a cabinet. Zoom in on
    the articles and find the one about Firefly and scan it.
    Reward: Firefly Character Bio
    ===============================================================================
    
    Room: Surgery Room
    Riddle: Shhhhsshh! Rumors persist that Tommy Elliot operates in  Arkham. Can it
    be true?
    Location: After the fight, grapple up to the higher ledge. Look on the wall to
    your right and there is a marker board with names. Zoom in on the name of
    Tommy Elliot and scan.
    Reward: Hush Character Bio
    ===============================================================================
    
    Room: Morgue
    Riddle: What silent killer of the oceans can be found in a tiny jar?
    Location: After the boss fight, find a jar sitting on a small moveable shelf
    in the center of the room. Find the label on the jar and zoom in on it, then
    scan it.
    Reward: Great White Shark Character Bio
    ===============================================================================
    
    Room: Experimental Chamber
    Riddle: Is this bear the Bane of his life?
    Location: As you enter, there will be a table on your left. There is a teddy
    bear missing one ear. Zoom in on it so you can see its full body, then scan.
    Reward: Bane Character Bio
    ===============================================================================
    
    Room: Medical Foyer
    Riddle: Is the generosity of our benefactors on the Wayne?
    Location: From the entrance, turn right and walk just a couple steps before
    turning left toward the wall again. Zoom in on the plaque on the wall and scan
    it.
    Reward: Alfred Pennyworth Character Bio
    ===============================================================================
    
    Room: Secure Access
    Riddle: Are you going to take your hat off to Harley, Bats?
    Location: Enter the vent next to the elevator in the Sanatorium to drop down
    and then enter the vent down here. Turn right at the vent intersection and
    you'll drop into Harley's room. Find the mannequin head with her hat on it and
    scan it.
    ===============================================================================
    CAVES|
    -----'
    
    Room: Main Sewer Junction
    Riddle: A puzzle has many sides, but only some are visible.
    Location: Climb through this chamber until you have to walk up the second
    toppled pillar. At the top, on your left will be a fissure in the wall to
    shimmy on. Shimmy around until you can climb up. Climb up the two ledges here
    (there is a Riddler Trophy here, too) and stand here at this partly wrecked
    wall with Detective Mode on. The bottom part is at head level with Batman and
    the top part is in the distance on the above ledge.
    ===============================================================================
    ARKHAM MANSION|
    --------------'
    
    Room: Main Hall
    Riddle: Who is the main man in the main hall?
    Location: From the entrance staircase, go forward a bit and turn right down
    the adjacent path where there is a door. On your left in this alcove, there is
    a painting between two glass cases. It's a painting of the Commissioner. Scan
    it.
    ===============================================================================
    
    Room: North Corridor
    Riddle: Did Amadeus go mad, or was he just dizzy?
    Location: After entering the vent, it'll take you inside a small cell. The
    cell right next to it has a bunch of strange designs and writing all over. Step
    inside it and scan.
    ===============================================================================
    
    Room: Dr. Young's Office
    Riddle: It'll be a cold day in Hell when this Ghul rises again
    Location: Go up the stairs to the morgue-like area of the room. One of the
    bodies is sticking out and has a tag on its foot. Zoom in on the tag and scan
    the name.
    Reward: Ra's Al Ghul Character Bio
    ===============================================================================
    
    Room: Dr. Young's Office
    Riddle: How do you mask your feelings without losing control?
    Location: In the very small office room, the same one where you scan for
    Dr. Young's trail, there is a plaque on the wall with a mask. Scan the mask.
    Reward: Black Mask Character Bio
    ===============================================================================
    
    Room: South Corridor
    Riddle: What does a bird need in the rain?
    Location: Halfway down the corridor on the east side there is a glass display
    case up against the wall. Scan its contents.
    Reward: Penguin Character Bio
    ===============================================================================
    
    Room: South Corridor
    Riddle: This fiendish puzzle literally appears out of thin air
    Location: About halfway down the hall there is a vent near the ceiling on the
    left side that you can grapple up to and stand on top of. Put on Detective Mode
    and look at the floor, pointing west. The bottom part of the question mark is
    at your feet, and the other part is against the wall.
    ===============================================================================
    
    Room: East Wing Corridor
    Riddle: A game of Cat and mouse can be painful
    Location: As you enter, go forward and then look to your right for another
    display case. Scan the contents.
    Reward: Catwoman Character Bio
    ===============================================================================
    
    Room: Warden's Office
    Riddle: Isn't the Warden too old for a puppet show?
    Location: In the part of the office where Zsasz was, look on the south wall
    for a display case with a puppet inside. Scan it.
    Reward: Scarface Character Bio
    ===============================================================================
    
    Room: Arkham Records Room
    Riddle: Our records show that a Strange transfer request was made in this room.
    Gadgets: Cryptographic Sequencer + Line Launcher
    Location: From the center of the room, go south, up the stairs. Use the
    sequencer to lower the barrier, then use the Line Launcher to cross over the
    electrified floor. You can also cheat and get this before getting the Line
    Launcher by having some armor upgrades and rolling down the hallway to reduce
    damage from the floor. Inside, find the books on the floor on your right that
    say "STRANGE FILES" and scan them.
    Reward: Hugo Strange Character Bio
    ===============================================================================
    PENITENTIARY|
    ------------'
    
    Room: Cells Access
    Riddle: How do you reflect on your successes and failures, Batman?
    Location: Near the exit is a path leading to the restrooms. Enter the ladies'
    room and find the mirror on the back wall. Zoom in on Batman's reflection and
    scan.
    ===============================================================================
    
    Room: Security Control Room
    Riddle: A case of mistaken identity?
    Location: On the far wall there is a cell that is sealed with a see-through
    wall and the person inside will take the form of Aaron Cash, Commissioner
    Gordon, and the Warden. Scan him to find out who he really is.
    Reward: Clayface Character Bio
    ===============================================================================
    
    Room: Main Cell Block
    Riddle: Two people, one voice, no gun?
    Location: After the fight with Harley's thugs, go north into this wide room.
    Right in front of you is a glass display case with a tommy gun. Scan it.
    Reward: Ventriloquist Character Bio
    ===============================================================================
    
    Room: Main Cell Block
    Riddle: This room is the end of days for even the most celebrated killer.
    Location: Take the west corridor from the main room and search the first cell
    on your right as you enter this sub-room. Scan the cell.
    Reward: Calendar Man Character Bio
    ===============================================================================
    
    Room: Controlled Access
    Riddle: What has four walls, two sides, and one ex-DA?
    Location: Go up the small staircase and enter the first cell on your right.
    Scan the poster on the wall.
    Reward: Two Face Character Bio
    ===============================================================================
    
    Room: Extreme Incarceration
    Riddle: All alone in your cell? Why don't you break the ice with the most
    dangerous prisoners?
    Location: To the right of where you enter is a cell completely covered
    in ice. Face it and without zooming in, scan the cell.
    Reward: Mr. Freeze Character Bio
    ===============================================================================
    
    Room: Guard Room
    Riddle: When is something right in front of your eyes but still hidden from
    view?
    Gadgets: Explosive Gel, Ultra Batclaw
    Location: Enter the south room where the guards are and grapple to the platform
    above. Blow open the wall here and then use the Ultra Batclaw on the far wall.
    Throw a batarang at the box behind it to shut off the gas, then use the Line
    Launcher to get across. Turn around and face where you were with Detective Mode
    on and you should see the question mark parts.
    ===============================================================================
    
    Room: Guard Room
    Riddle: Prometheus, Arkham guard's most wanted and most hated.
    Gadgets: Explosive Gel, Ultra Batclaw
    Location: Shut off the Joker Toxin (see above) and then drop down into the
    room. Go to the northeast corner and find the newspaper clip on the bulletin
    board and zoom in and scan it.
    Reward: Prometheus Character Bio
    ===============================================================================
    BOTANICAL GARDENS|
    -----------------'
    
    Room: Glasshouse Entrance
    Riddle: Is the number up for these guards?
    Location: From the entrance, walk forward and then turn left when you can to
    see two dead guards with books. Scan this scene.
    ===============================================================================
    
    Room: Botanical Glasshouse
    Riddle: What time is tea time in Wonderland?
    Location: From the entrance, go up the left stairs and in a small nook shaded
    by the floor above. In here is a shelf with a tea set. Scan this.
    Reward: Mad Hatter Character Bio
    ===============================================================================
    
    Room: Statue Corridor
    Riddle: Remember the Waynes? How could anyone forget?
    Location: Go straight down from the door and there will be a bench right in
    front of you. Scan the names on the memorial plaque on the bench by zooming in.
    Reward: Thomas & Martha Wayne Character Bio
    ===============================================================================
    
    Room: Flooded Corridor
    Riddle: The Ratcatcher needed more than just his charm to lead his army.
    Location: After Joker blows up the main corridor, you need to take the vent on
    the left. Go through the vent and look for a part of the vent floor that is an
    open space with bars. Look down through the bars and scan the contents inside.
    Reward: Ratcatcher Character Bio
    ===============================================================================
    
    Room: Abandoned Chamber
    Riddle: This challenge can only be seen by those with a different view on life.
    Location: Make your way to the northwest corner and climb up to the fissure and
    shimmy to the waterfall ledge. Climb up, turn around and jump to this platform.
    Follow it south and look at the ceiling on your left for a catwalk hanging from
    a rope. Cut it down with a Batarang. Cross the catwalk about two steps and then
    climb up the brick wall on your left. Shimmy around until you can climb up and
    then crouch under the overhanging wall. At the end of the platform, turn on
    Detective Mode and you can see one part of the question mark at your feet, and
    the other part below you.
    ===============================================================================
    
    Room: Flooded Corridor
    Riddle: Looks like all the king's horses trampled all the king's men.
    Location: After climbing out of the vent, from this small center room, go down
    the south corridor. Look for a bench with a bunch of figurines on it. Zoom in
    and scan them.
    Reward: Humpty Dumpty Character Bio
    ===============================================================================
    
    Room: Flooded Corridor
    Riddle: Is this a tribute to what a mad dog left behind?
    Location: From the center room, go east. There is a headless statue in front of
    the door. Zoom in on the plaque below its feet.
    ===============================================================================
    
    Room: Aviary
    Riddle: There's no closet in the Gardens, so someone is using the roof instead.
    Location: From almost anywhere in the room (after taking out the thugs first,
    though), you can look high up on the southwest wall for a skeleton wedged in
    there. Zoom and scan.
    Reward: Killer Moth Character Bio
    ===============================================================================
    
    
    Riddler Trophy List     [rd04]
    -------------------
    
    
    ===============================================================================
    INTENSIVE TREATMENT|
    -------------------'
    
    Room: Holding Cells
    Location: In the southeast corner, next to the cell is a vent cover. Pull it
    off and it's inside.
    ===============================================================================
    
    Room: Patient Pacification Chamber
    Location: In the southwest corner there is a vent. Inside is the trophy.
    ===============================================================================
    
    Room: Patient Pacification Chamber
    Location: Take the other vent out of this room and before you exit the vent,
    find this right in front of your face.
    ===============================================================================
    
    Room: Decontamination
    Location: Near the north side of the room, if you look to the west, there is
    a guard dead near a can of Joker toxin. Go behind here and look for a grate to
    enter. Inside is the trophy.
    ===============================================================================
    
    Room: Secure Treatment Transfer
    Location: After the boss fight, go to the east side of the map and enter this
    tiny office. The trophy is in there.
    ===============================================================================
    
    Room: Maintenance Access
    Location: Favor the right side of this room and go all the way to the back
    wall. There is a little caged off area with the trophy inside. The opening is
    on the left.
    ===============================================================================
    
    Room: Secure Transit
    Gadget: Batclaw
    Location: Note that this is a very tall, vertical room. About halfway up (or
    down, depending on where you enter from) there is a vent in the wall. Climb up
    (or down) until you find a side path that points right at it. Use the Batclaw
    and enter for the trophy. To make things easier (since it's tough to find), if
    you are climbing up from the bottom, keep going until you shimmy and crawl
    through a vent. After that, Batman must grapple up two consecutive ledges.
    Immediately after you grapple up from those, take a few steps forward and look
    to your left.
    ===============================================================================
    
    Room: Decontamination
    Gadget: Cryptographic Sequencer
    Location: Use the sequencer on an electric barrier near the north side of the
    room. Climb the ladder inside and the trophy is up there.
    ===============================================================================
    
    Room: Patient Pacification Chamber
    Gadget: Batclaw
    Location: Go up the stairs like you did in the beginning of the game and look
    for a vent on the left wall when you reach the top.
    ===============================================================================
    
    Room: Utility Corridor
    Gadget: Explosive Gel
    Location: Enter this room from the Intensive Treatment Lobby (the doorway
    is blocked off until you defeat Ivy) and go down the stairs and the trophy is
    right there. Just blow up the wall to the right to get inside.
    ===============================================================================
    ARKHAM EAST|
    -----------'
    
    Location: Go to the northeast and enter the cemetery. Find the shack with the
    red light coming from it. Enter and the trophy is right there.
    ===============================================================================
    
    Location: Go toward the northeast corner of the map (north from the previous
    trophy) and it's right near the northernmost headstone.
    ===============================================================================
    
    Location: Find the little inlet area in the middle of the Mansion area and
    enter. Look for a ledge to grapple up to and up here, search behind the pillar.
    ===============================================================================
    
    Location: Grapple up to the main rooftop of the Mansion and go in east as far
    as you can. It's on the roof to the left of where the tower is, sitting in
    front of the middle of three pillars.
    ===============================================================================
    
    Location: Grapple to the highest ledge of the Mansion clock tower and search on
    the west side. The trophy sits in front of the clock face.
    Reward: Zsasz Character Trophy
    ===============================================================================
    
    Location: From the clock tower, go southwest to a low caved in sort of platform
    surrounded by the other rooftops. The trophy is in this "pit".
    ===============================================================================
    
    Location: On the top of the northern guard tower in the northwest part of the
    area.
    Reward: Black Gate Prisoners Character Trophy
    ===============================================================================
    
    Location: Go to the south side of the area and there is a large cliff. There is
    a small platform sticking out and on it sits the trophy.
    ===============================================================================
    
    Gadget: Explosive Gel
    Location: In the courtyard just a little bit north of the entrance to Arkham
    Mansion there is a weak floor to blow up. The trophy is underneath.
    ===============================================================================
    
    Gadget: Cryptographic Sequencer
    Location: Grapple up to either of the two guard towers and follow the walkway
    inside. Use the sequencer to lower the electric barrier and enter. The trophy
    is near the back wall inside here.
    ===============================================================================
    
    Gadget: Cryptographic Sequencer
    Location: Find the small guard house near the Warden's statue, in front of the
    Arkham Mansion entrance. Use the sequencer to get inside and find the trophy.
    Reward: Poison Ivy Character Trophy
    ===============================================================================
    ARKHAM NORTH|
    ------------'
    
    Location: On the first floor in the southern corner of the abandoned building
    (located on the west side of the Arkham North map).
    Reward: Aaron Cash Character Trophy
    ===============================================================================
    
    Location: Climb the east guard tower and glide from it to the north, staying to
    the right so you land on top of the large rock cliff. Run toward the end and
    find this.
    ===============================================================================
    
    Location: On the roof of the western guard tower.
    ===============================================================================
    
    Location: On a ledge of the Intensive Treatment building, just above and to the
    right of its entrance.
    Reward: Warden Sharp Character Trophy
    ===============================================================================
    
    Location: Southwest corner, next to the Intensive Treatment building. There
    you will find two caves. Grapple to the higher ledge and enter that cave. The
    trophy is right there.
    ===============================================================================
    
    Gadget: Explosive Gel
    Location: Enter the lower cave next to the Intensive Treatment building and
    take it all the way to a small room with a bunch of skull sitting on some
    debris. To the right of this is a wall you can blow up. The trophy is there.
    ===============================================================================
    
    Gadget: Cryptographic Sequencer
    Location: Go to the northwest corner of the area and there is a guard tower
    attached to the wall, right near the abandoned building. The security box is
    on the other side of the electric barrier, but if you stand as close as you
    can, you should be able to target it without the range upgrade.
    ===============================================================================
    
    Gadget: Line Launcher
    Location: Grapple up to the west guard tower. Face the west wall and you can
    see the trophy. Use the Line Launcher to get over there.
    ===============================================================================
    
    Gadget: Ultra Batclaw
    Location: (this one is directly below the previous one) On the west side of
    the area, between the west exit and the abandoned building, there is a weak
    wall. Use the Ultra Batclaw, then take the trophy inside.
    Reward: Henchman on Titan Character Trophy
    ===============================================================================
    
    Gadget: Ultra Batclaw
    Location: Enter the cave next to the Intensive Treatment building. Grapple up
    to the ledge with the chronicle and go right. Climb up this next ledge and then
    turn around immediately. Use your Ultra Batclaw on the wall here and the trophy
    is in there.
    Reward: Joker Character Trophy
    ===============================================================================
    ARKHAM WEST|
    -----------'
    
    Location: On the southwestern corner of the Medical Facility building's roof.
    Reward: Batmobile Character Trophy
    ===============================================================================
    
    Location: To the west-southwest of the area is a dock on the water. On the dock
    is a hut. On the left side of the roof of this hut is the trophy.
    ===============================================================================
    
    Location: Underneath the guard tower in front of the Penitentiary building
    ===============================================================================
    
    Location: A little south from the Arkham West-Arkham North tunnel is a
    waterfall and a large pit. Drop down here and the trophy is there.
    ===============================================================================
    
    Location: On a small ledge above the doorway to the tunnel that goes from
    Arkham West to Arkham North.
    ===============================================================================
    
    Room: Abandoned Tunnel
    Gadget: Explosive Gel
    Location: About halfway through the tunnel (the one that goes from Arkham East
    to West), there will be an opening on the north side you can grapple up to. Up
    here, the floor can be destroyed with gel. Drop down and find the trophy.
    Reward: Scarface Character Trophy
    ===============================================================================
    
    Gadget: Batclaw
    Location: Go to the Penitentiary building and stand in front of the door. Look
    to the right wall and use the Batclaw on the vent and go inside for the trophy.
    ===============================================================================
    
    Gadget: Cryptographic Sequencer
    Location: Go to the Medical Facility building and find the inactive lift
    platform in front of it. Use the sequencer on the security box to raise the
    lift and the trophy is underneath.
    Reward: Harley Quinn Character Trophy
    ===============================================================================
    
    Gadget: Cryptographic Sequencer (RANGE UPGRADE REQUIRED)
    Location: Climb to the balcony above the Penitentiary entrance and use the
    sequencer with a range upgrade to deactivate the electric barrier and enter
    the room. The trophy is right there on the floor.
    ===============================================================================
    
    Gadget: Batclaw
    Location: Enter the tunnel that goes from Arkham West to Arkham North and
    grapple to the platform above. Look for a vent on the wall to use your Batclaw
    on. The trophy is in there.
    ===============================================================================
    
    Gadget: Line Launcher
    Location: Climb to the roof of the Medical Facility building and walk to the
    northeast part. Face north and you should see a distant ledge with the trophy.
    Use the Line Launcher to reach it.
    Reward: Batwing Character Trophy
    ===============================================================================
    
    Gadget: Ultra Batclaw
    Location: Stand directly in front of the doorway leading to the tunnel that
    takes you from Arkham West to East. Once in front of the door, look up and find
    the weak ceiling. Use the Ultra Batclaw to gain entry for the trophy.
    ===============================================================================
    
    Gadget: Ultra Batclaw
    Location: Enter the tunnel that goes from Arkham West to North. Grapple to that
    above platform and face the north wall. Look for a weak wall for your Ultra
    Batclaw. Grapple up to it after that.
    ===============================================================================
    MEDICAL FACILITY|
    ----------------'
    
    Room: Maintenance Access
    Location: When entering from the roof, you'll eventually enter a vent. At the
    intersection of the vent, turn right and you'll come to a closed off area with
    the trophy.
    ===============================================================================
    
    Room: Sanatorium
    Gadget: Explosive Gel
    Location: Go to the southeast corner on the lower floor and blow up the wall
    here to reveal the trophy.
    ===============================================================================
    
    Room: X-Ray Room
    Location: On top of the center structure where Dr. Young is.
    ===============================================================================
    
    Room: Upper Corridor
    Location: In the corridor that leads to the X-Ray room there is a vent on the
    left side. Grapple up to it and find the trophy inside.
    ===============================================================================
    
    Room: Experimental Chamber
    Location: In the northwest corner of the room, in one of the vents.
    ===============================================================================
    
    Room: Experimental Chamber
    Location: On top of the room where Harley is holding the Commissioner. Get it
    before crashing through the glass.
    ===============================================================================
    
    Room: Sanatorium
    Gadget: Batclaw
    Location: There is a vent in the northeast corner. Pry the cover off with the
    Batclaw or Ultra Batclaw, then grapple up and enter for the trophy.
    ===============================================================================
    
    Room: Surgery Room
    Gadget: Cryptographic Sequencer
    Location: As soon as you enter, use the sequencer on the security box on your
    left to lower the barrier. Go up the stairs but before reaching the exit, look
    for the trophy on the little moveable shelf.
    ===============================================================================
    
    Room: Patient Observation
    Gadget: Batclaw
    Location: Enter the main room and then turn right and find the vent cover. Pull
    it down and enter for the trophy.
    ===============================================================================
    
    Room: Secure Access
    Gadget: Ultra Batclaw
    Location: After you drop out of the vent, go forward and turn right. Look for
    a weak wall on your left to use the Ultra Batclaw. Use this to get into the
    room and find the trophy on the medical table.
    Reward: Shock and Awe (Extreme) Challenge Map
    ===============================================================================
    CAVES|
    -----'
    
    Room: Old Sewer
    Gadget: Batclaw
    Location: Go to the intersection and go left (north). Only a few steps in,
    there is a vent on the right wall. Use the Batclaw and enter.
    ===============================================================================
    
    Room: Old Sewer
    Gadget: Explosive Gel
    Location: In the north corridor leading to the exit (go north a few steps from
    the previous trophy) and look for a weak wall on the left. Blow it up and take
    the trophy from within.
    ===============================================================================
    
    Room: Main Sewer Junction
    Location: From the entrance, go to the east wall and climb up the ledge. Walk
    through the hollow pillar. Go west, jumping from walkway to walkway and then
    go around the corner of a pillar and the trophy is there.
    Reward: Bane Character Trophy
    ===============================================================================
    
    Room: Main Sewer Junction
    Location: You'll come to a platform that is across from another that is
    occupied by two Joker Teeth. So on this platform you're standing on, look to
    the left wall for a fissure. Jump to it and shimmy around the left side and
    climb up into the doorway to find the trophy.
    ===============================================================================
    
    Room: Main Sewer Junction
    Location: Go up the first collapsed pillar and jump to the top of the aqueduct
    where the water is flowing. Jump from there to a hollow pillar to the south and
    inside is the trophy.
    Reward: Sewer Bat Challenge Map
    ===============================================================================
    
    Room: Main Sewer Junction
    Location: Climb up the second collapsed pillar and up here, look for another
    fissure in the wall. Shimmy around and then climb up some ledges to find the
    trophy.
    Reward: Commissioner Gordon Character Trophy
    ===============================================================================
    
    Room: Croc's Lair
    Gadget: Line Launcher
    Location: From the opening to the large tunnel, look to the southeast. The
    trophy sits on a ledge next to a large open pipe. Use the Line Launcher to get
    over there.
    Reward: Survival Tactics Challenge Map
    ===============================================================================
    
    Room: Old Sewer
    Gadget: Line Launcher
    Location: On the south side of the room, the water flows into a chasm. On the
    other side of the chasm is a circular shaped opening with the trophy. Use the
    Line Launcher.
    Reward: Killer Croc Character Trophy
    ===============================================================================
    
    Room: The Batcave
    Location: After escaping the cave, you'll come to a very open area at the
    cliffs. Glide all the way over to the first cliff. On its lowest ledge, you can
    find the trophy.
    ===============================================================================
    
    Room: The Batcave
    Location: This is also on the cliffs after the actual Batcave. After you use
    the Line Launcher to reach and enter the cave, look for a spot to grapple up.
    Grapple up once to the first ledge and step outside. Look for a far away
    platform to the northeast. Glide over to it and grab the trophy.
    Reward: Record Breaker (Extreme) Challenge Map
    ===============================================================================
    
    Room: Old Sewer
    Gadget: Ultra Batclaw
    Location: In the main part of the room (where the water is flowing), look
    up at the ceiling for a weak wall. Use the Ultra Batclaw and then grapple up.
    ===============================================================================
    
    Room: Croc's Lair
    Gadget: Ultra Batclaw
    Location: Enter Croc's Lair from the southern exit of the Old Sewer and right
    from where you enter, look up for the weak wall. After using the Ultra Batclaw,
    grapple up and find the trophy.
    ===============================================================================
    
    Room: Main Sewer Junction
    Gadget: Line Launcher
    Location: Climb up until you reach the aqueduct which is now flowing with the
    green liquid, Titan. Jump to the south platform. Turn left here and use the
    Line Launcher to reach another platform where the trophy is.
    Reward: Scarecrow Character Trophy
    ===============================================================================
    
    Room: Main Sewer Junction
    Gadget: Line Launcher
    Location: When you reach the top, the former exit is blocked by Ivy's plants.
    Turn right and use the Line Launcher to cross to the platform in the distance.
    The trophy is sitting right there.
    Reward: Rumble in the Jungle Challenge Map
    ===============================================================================
    
    Room: Main Sewer Junction
    Location: When you get to the very top of the room, using the Line Launcher and
    so on, walk to the east end of the top platform. Spot a ledge just below here
    where the trophy is.
    ===============================================================================
    
    Room: Pressure Control Junction
    Gadget: Ultra Batclaw
    Location: After dispatching the two enemies, go left from the center and look
    for a weak wall on the right side. Use the Ultra Batclaw, then climb up.
    ===============================================================================
    
    Room: Control Room
    Gadget: Ultra Batclaw
    Location: Use the Ultra Batclaw on the northwest wall and this one is in there.
    ===============================================================================
    ARKHAM MANSION|
    --------------'
    
    Room: Mansion Entrance Hall
    Location: At the entrance (there is an electric barrier in place at first),
    face the staircase and then go to the right of it. Pull the vent cover off and
    take the trophy inside.
    ===============================================================================
    
    Room: Main Hall
    Gadget: Batclaw
    Location: At the north end is a statue. In its base is a vent. Pull it off and
    then grapple up inside and find this.
    ===============================================================================
    
    Room: Arkham Records Room
    Gadget: Batclaw
    Location: Go to the southwest corner and from the walkway, you can see a vent
    on the wall. Pull the cover off and take it to a secret room. The trophy is on
    the table at the bottom.
    ===============================================================================
    
    Room: North Corridor
    Location: In the room with the two cells, you need to grapple up to a vent.
    The vent takes you to an walk area above the main room. If you go south up here
    and take a right, the trophy is in this alcove.
    ===============================================================================
    
    Room: South Corridor
    Gadget: Batclaw
    Location: Across from the southeast door is a vent on the west wall. Pull it
    off and grapple up here.
    ===============================================================================
    
    Room: Library
    Gadget: Batclaw
    Location: After rescuing the hostages, climb out of the bottom floor to the
    main floor where the chandelier crashed. On the south wall is a vent you need
    to pull off. The trophy is inside.
    ===============================================================================
    
    Room: Library
    Location: Grapple up to the top balcony and open the unopened vent. Look inside
    for this.
    ===============================================================================
    
    Room: Warden's Office
    Location: In the north room is a small office. Search the desk.
    ===============================================================================
    
    Room: East Wing Corridor
    Gadget: Ultra Batclaw
    Location: Enter and turn left. Look for the weak wall to use your Ultra Batclaw
    on and then enter.
    Reward: Survival Tactics (Extreme) Challenge Map
    ===============================================================================
    PENITENTIARY|
    ------------'
    
    Room: Cells Access
    Location: From the exit of the first room, go down an adjacent path to the
    restrooms. The trophy is in one of the stalls in the men's room.
    ===============================================================================
    
    Room: Main Cell Block
    Gadget: Explosive Gel
    Location: From the main room, go south and then look for a weak wall on your
    left. Blow it up and take the trophy on the other side.
    ===============================================================================
    
    Room: Security Control Room
    Gadget: Explosive Gel
    Location: Go up the stairs above Clayface's cell and find the cell with the
    weak wall. Blow it up for the trophy.
    ===============================================================================
    
    Room: Security Control Room
    Gadget: Cryptographic Sequencer
    Location: Take the north staircase to go above the entrance where there are two
    cells (one inhabited by a strange inmate). The one on the left has an electric
    barrier so use the sequencer to get the trophy.
    Reward: Intensive Treatment (Extreme) Challenge map
    ===============================================================================
    
    Room: The Green Mile
    Location: After the inmates have been let loose, face the west wall of this
    room. The trophy is in the third cell from the right.
    ===============================================================================
    
    Room: Main Cell Block
    Location: From the main room, go west to the room with lot of cells and some
    lunatics. Search the third cell from the left on the south wall.
    ===============================================================================
    
    Room: Guard Room/Main Cell Block
    Gadget: Batclaw
    Location: After you rescue the guards from Harley, leave the room and turn
    right. Turn left after passing through the deactivated electric barrier and
    Batclaw the vent cover off the wall. Grapple up and follow this vent to the
    trophy.
    ===============================================================================
    
    Room: Controlled Access
    Gadget: Explosive Gel
    Location: Go upstairs to the walkway above and go to the north wall. There are
    three weak walls. Blow up the left one and drop down into the cell for the
    trophy.
    ===============================================================================
    
    Room: Extreme Incarceration
    Gadget: Cryptographic Sequencer
    Location: After the fight and scene, go into the control room and use the
    sequencer on the number five security box to open the cell by the same number.
    Enter it to take the trophy. Use the Explosive Gel on the back wall to escape.
    ===============================================================================
    
    Room: Guard Room
    Gadget: Explosive Gel, Ultra Batclaw, Line Launcher
    Location: Enter the south room, grapple up to the platform above the guards,
    and blow up the wall here. Ultra Batclaw the far wall and then throw a Batarang
    to disable the Joker toxin. Line Launcher over here and enter the doorway. The
    trophy is out here.
    Reward: Invisible Predator (Extreme) Challenge Map
    ===============================================================================
    BOTANICAL GARDENS|
    -----------------'
    
    Room: Botanical Glasshouse
    Location: On the north side of the room, on the second floor, there are two
    grates that intersect in a cross shape. Go under here to find the trophy.
    ===============================================================================
    
    Room: Botanical Glasshouse
    Gadget: Explosive Gel
    Location: If you drop down to the base of the statue and search the wall behind
    it, you can blow it up with Explosive Gel. Climb inside the vent inside to
    reach a trophy.
    ===============================================================================
    
    Room: Glasshouse Generator Room
    Gadget: Cryptographic Sequencer (RANGE UPGRADE REQUIRED)
    Location: Climb the ledge and then the ladder in this room to an electric
    barrier. With a range upgrade, overload the security box and find the trophy
    inside.
    ===============================================================================
    
    Room: Flooded Corridor
    Gadget: After turning the generator off and crossing the water, take the vent
    on the left. Follow the vent until you get to an intersection. Turn right and
    it'll lead you to the trophy.
    ===============================================================================
    
    Room: Abandoned Chamber
    Location: Drop to the floor and go to the north end. Find a grate in the floor
    and enter. Take it to the center of the room and pop out. The trophy will be
    here.
    ===============================================================================
    
    Room: Abandoned Chamber
    Location: Go to the northeast corner at the bottom of the chamber. Drop into
    the sewage ditch and crouch underneath the drain to reach a trophy on the far
    side.
    ===============================================================================
    
    Room: Abandoned Chamber
    Location: Go to the northwest corner and shimmy to the waterfall platform. Turn
    around and jump to the platform. Go down and face left. Look for the hanging
    catwalk and cut it down with a Batarang. Cross it to the other side, turn left,
    and jump to the platform for the trophy.
    ===============================================================================
    
    Room: Titan Production Facility
    Gadget: Line Launcher
    Location: After getting the Line Launcher, stand at the exit doorway and look
    to the southeast. There is an open alcove. Aim the Line Launcher here to get
    over there and claim the trophy.
    ===============================================================================
    
    Room: Flooded Corridor
    Gadget: Line Launcher
    Location: From the center room, use the Line Launcher to cross the large ravine
    in the west. On the other side is the trophy.
    Reward: Shock and Awe Challenge Map
    ===============================================================================
    
    Room: Abandoned Chamber
    Gadget: Ultra Batclaw
    Location: Make your way from the waterfall ledge (see previous trophy in this
    area for more details) and jump to that ledge across from it. Find the catwalk
    again and cross it. As you near the end of the catwalk, have Detective Mode on
    to find this weak wall for your Ultra Batclaw. When it's down, grapple up from
    below or try to jump to it.
    ===============================================================================
    
    
    Joker Teeth List     [rd05]
    ----------------
    
    
    ===============================================================================
    INTENSIVE TREATMENT|
    -------------------'
    
    Room: Holding Cells
    Number: 3
    Location: After you're done with the very first two fights of the game, go up
    the ramp and turn left to enter the office. The first three Joker Teeth are in
    here.
    ===============================================================================
    
    Room: Processing Corridor
    Number: 2
    Location: One is at the corner where the dead guard is. The other can be found
    after fighting two thugs; turn left from there to find it.
    ===============================================================================
    
    Room: Processing Corridor (after Patient Pacification)
    Number: 3
    Location: After you clear the Patient Pacification Chamber, you'll return to
    this room. Go right and when you turn the corner, you should find the three
    teeth.
    ===============================================================================
    
    Room: Decontamination
    Number: 3
    Location: Deactivate the Joker Toxin first. The first one is in the office
    where that security box was that you had to hit with the Batarang. The other
    two can be found if you walk through the room going north.
    ===============================================================================
    
    Room: Transfer Loop
    Number: 2
    Location: The first one is right near where you enter the room. The second one
    is near the door that the green arrows point you toward.
    ===============================================================================
    
    Room: Transfer Loop (after Titan Boss fight)
    Number: 3
    Location: Right near the reception desk where Commissioner Gordon encountered
    Batman in the opening scenes.
    ===============================================================================
    
    Room: Intensive Treatment Lobby
    Number: 3
    Location: They're found around Boles' body on the south side of the room.
    ===============================================================================
    
    Room: Secure Transit (after Botanical Gardens)
    Number: 1
    Location: When you enter and see the Scarecrow scene, turn right and you should
    see it in front of the staircase.
    ===============================================================================
    ARKHAM WEST|
    -----------'
    
    Number: 3
    Location: In front of the Medical Facility building, right near where you fight
    a group of thugs.
    ===============================================================================
    
    Number: 3
    Location: (after Medical Facility) Take the tunnel from Arkham West to Arkham
    North and these three will be in that tunnel.
    ===============================================================================
    
    Number: 2
    Location: (after Arkham Mansion) Find these in the guard tower where a sniper
    is perched.
    ===============================================================================
    
    Room: Abandoned Tunnel (after shutting down the Titan pumps)
    Number: 2
    Location: In the Abandoned Tunnel (goes from Arkham West to East), you'll find
    these near the exit.
    ===============================================================================
    MEDICAL FACILITY|
    ----------------'
    
    Room: Sanatorium
    Number: 3
    Location: On the bottom floor of the room near the floor grate on the south
    side.
    ===============================================================================
    
    Room: Upper Corridor (after X-Ray Room/Surgery Room/Patient Observation)
    Number: 3
    Location: After you save each doctor in one of the rooms, return to the
    corridor and there will be a Joker gift box that lets these little guys loose.
    ===============================================================================
    
    Room: Patient Observation
    Number: 3
    Location: You can get these as you're in the process of shutting off the Joker
    toxin or after. One each can be located in front of each of the first two
    security boxes that had to be disabled. The third is across from the first one
    on the roof of the room where Cash and the doctor are/were holed up in.
    ===============================================================================
    
    Room: Upper Corridor (after X-Ray Room/Surgery Room/Patient Observation)
    Number: 3
    Location: After you save each doctor in one of the rooms, return to the
    corridor and there will be a Joker gift box that lets these little guys loose.
    ===============================================================================
    
    Room: Upper Corridor (after X-Ray Room/Surgery Room/Patient Observation)
    Number: 3
    Location: After you save each doctor in one of the rooms, return to the
    corridor and there will be a Joker gift box that lets these little guys loose.
    ===============================================================================
    
    Room: Sanatorium (after rescuing the doctors)
    Number: 2
    Location: In front of the elevator on the second floor
    ===============================================================================
    
    Room: Lower Corridor
    Number: 3
    Location: Basically, follow the green arrows and that should take you to each
    set along the way.
    ===============================================================================
    CAVES|
    -----'
    
    Room: Old Sewer
    Number: 3
    Location: In the north corridor leading to the Main Sewer Junction door.
    ===============================================================================
    
    Room: Main Sewer Junction
    Number: 2
    Location: On the platform where the first collapsed pillar is.
    ===============================================================================
    
    Room: Main Sewer Junction
    Number: 3
    Location: Climb to the top and all three can be found on your way to the exit.
    ===============================================================================
    
    Room: Croc's Lair (after Killer Croc)
    Gadget: Line Launcher
    Number: 3
    Location: After you emerge from Croc's Lair, make your way over to the west
    side of the room using the Line Launcher. These can be found on the platform
    before the exit.
    ===============================================================================
    
    Room: Pressure Control Junction
    Number: 3
    Location: Go down the west corridor and they can be found one by one on your
    way to the door.
    ===============================================================================
    
    Room: Pressure Control Junction
    Number: 3
    Location: Go down the east corridor and they can be found one by one on your
    way to the door.
    ===============================================================================
    
    Room: Pressure Control Junction
    Number: 3
    Location: After you shut down the last pump, regardless of which room you did
    it in, when you return to this corridor, a gift box will be waiting with these
    inside.
    ===============================================================================
    ARKHAM NORTH|
    ------------'
    
    Number: 3
    Location: In front of the door that takes you to the tunnel from Arkham North
    to Arkham East.
    ===============================================================================
    
    Gadget: Line Launcher
    Number: 3
    Location (after Botanical Gardens) These can be found on the platform on the
    Intensive Treatment building where the sniper is. You need to use the Line
    Launcher from the guard tower to get over there.
    ===============================================================================
    
    Number: 2
    Location: (after Poison Ivy fight) Find these near the east exit.
    ===============================================================================
    
    Number: 2
    Location: (after Poison Ivy fight) Grapple up to the west guard tower and find
    these last two.
    ===============================================================================
    ARKHAM EAST|
    -----------'
    
    Number: 2
    Location: Enter the Arkham Mansion only to be turned away by the thugs. Exit
    and the first two are right outside.
    ===============================================================================
    
    Number: 2
    Location: (after Penitentiary) Leaving from the Arkham North-East tunnel, go
    southeast down the path. These can be found two corpses.
    ===============================================================================
    
    Number: 2
    Location: (after shutting down the Titan pumps) Find these near the Warden's
    statue.
    ===============================================================================
    
    Number: 2
    Location: (after shutting down the Titan pumps) These two are in the south
    guard tower where a sniper is.
    ===============================================================================
    
    Number: 2
    Location: (after shutting down the Titan pumps) The last two are on the stairs
    leading back to the Botanical Gardens.
    ===============================================================================
    ARKHAM MANSION|
    --------------'
    
    Room: Main Hall
    Number: 3
    Location: All three are at the far north side of the room. Two are just up the
    stairs, past a desk. The third set is in the small closed off room on the left,
    which has a vent that you can use to get in.
    ===============================================================================
    
    Room: North Corridor
    Number: 2
    Location: After you drop from the vent into the cell, the teeth will be right
    there.
    ===============================================================================
    
    Room: West Wing Corridor (after Dr. Young's Office)
    Number: 3
    Location: When you return to this room, there will be a Joker gift box with
    three of these inside.
    ===============================================================================
    
    Room: South Corridor
    Number: 3
    Location: They're all in this hallway and shouldn't be hard to find.
    ===============================================================================
    
    Room: Library
    Number: 3
    Location: After the fight, go through the east door and take the stairs. All
    three can be found on your way down, with the last being at the bottom.
    ===============================================================================
    
    Room: Warden's Office
    Number: 3
    Location: From the entrance, grapple up to the room above. Go north to the next
    room and the first two are at the far north end. The third is between the
    cabinets on the west side.
    ===============================================================================
    
    Room: East Wing Corridor
    Number: 3
    Location: Near the exit door is a Joker gift box with these three.
    ===============================================================================
    PENITENTIARY|
    ------------'
    
    Room: Cells Access
    Number: 3
    Location: Right near the exit is a corpse. The teeth are right here.
    ===============================================================================
    
    Room: Main Cell Block (after Cryptographic Sequencer)
    Number: 3
    Location: After the fight with Harley's thugs, go through the door and turn
    left. There should be all three in the corner.
    ===============================================================================
    
    Room: Guard Room
    Number: 3
    Location: After saving the guards from Harley, you escape the room. The teeth
    are right out here.
    ===============================================================================
    
    Room: Main Cell Block (after rescuing the two guards)
    Number: 3
    Location: Find these in the room with all the cells and they're in front of the
    door leading back to the electrified floor room.
    ===============================================================================
    
    Room: Main Cell Block (after rescuing the two guards)
    Number: 3
    Location: After the previous three, these are in the main room, in front of
    the east door (where you need to wait for the barrier to fade).
    ===============================================================================
    
    Room: Extreme Incarceration
    Number: 2
    Location: After the fight and scene, go through the center door and these two
    are right there.
    ===============================================================================
    
    Room: Controlled Access
    Number: 3
    Location: Walk forward through the gate and the gift box here deploys these.
    ===============================================================================
    BOTANICAL GARDENS|
    -----------------'
    
    Room: Glasshouse Entrance
    Number: 3
    Location: The first two are right near the entrance and the third is a little
    bit in and to the left.
    ===============================================================================
    
    Room: Statue Corridor
    Number: 3
    Location: One is on your way toward the statue. The other is southeast of the
    statue, near a bench. The last one is in the adjacent hall that leads to the
    generator room.
    ===============================================================================
    
    Room: Flooded Corridor (after Generator Room)
    Number: 2
    Location: Cross the water--no longer electrified--and these two are near the
    debris.
    ===============================================================================
    
    Room: Aviary
    Number: 3
    Location: In the crane operation room where you need to take out the first
    thug to save the hostages.
    ===============================================================================
    
    Room: Flooded Corridor (after Line Launcher)
    Gadget: Line Launcher
    Number: 3
    Location: Return to the center room and use the Line Launcher to get across the
    ravine. On the other side are these chompers.
    ===============================================================================
    
    Room: Glasshouse Entrance (after Ivy scene)
    Number: 3
    Location: Should be easy to find on your way back to the entrance.
    ===============================================================================
    
    Room: Flooded Corridor (after Botanical Gardens return)
    Number: 3
    Location: Find these three to your right after entering from the Botanical
    Glasshouse.
    ===============================================================================
    
    
    Interview Tape List     [rd06]
    -------------------
    
    
    For this section I decided to break the pattern and organize the tapes by who
    they're for (Joker, Harley, etc). It's pretty much the exact same though since
    you only find tapes for a villain in the same area.
    
    ===============================================================================
    JOKER TAPES - ARKHAM ISLAND|
    ---------------------------'
    
    Tape: #1
    Area: Arkham East
    Location: Grapple up to the south guard tower and this is on the desk inside.
    ===============================================================================
    
    Tape: #2
    Area: Arkham North
    Location: Grapple to the west tower and this is on the desk inside.
    ===============================================================================
    
    Tape: #3
    Area: Arkham West
    Location: In the west-southwest part of the area is the dock on the water.
    Enter the little shack here and the tape is on the left.
    ===============================================================================
    
    Tape: #4
    Area: Arkham North
    Gadget: Cryptographic Sequencer
    Location: In the west guard house is where you'll find this. You need to use
    the sequencer to get rid of the electric barrier first.
    ===============================================================================
    
    Tape: #5
    Area: Arkham East
    Gadget: Cryptographic Sequencer
    Location: Grapple to either guard tower and take the walkway in. Use the
    sequencer to lower the electric barrier at the end and enter this secret room.
    The tape is on a desk in here.
    ===============================================================================
    HARLEY QUINN TAPES - INTENSIVE TREATMENT|
    ----------------------------------------'
    
    Tape: #1
    Room: Secure Transit
    Location: Go to the southeast corner of the room and take the stairs into a
    room. On the left side is a table with a bunch of paper stacks. The tape is
    next to them.
    ===============================================================================
    
    Tape: #2
    Room: Intensive Treatment Lobby
    Location: In the east room of the center office area, on a desk near an open
    book.
    ===============================================================================
    
    Tape: #3
    Room: Cell Block Transfer (after third Scarecrow encounter)
    Gadget: Cryptographic Sequencer (RANGE UPGRADE REQUIRED)
    Location: Take the east corridor and go to the northeast corner. Use the
    sequencer and disable the barrier. The tape is up here.
    ===============================================================================
    
    Tape: #4
    Room: Secure Transit (after third Scarecrow encounter
    Location: As you enter this room, turn right and go up the stairs and into
    this room. The tape is on the table on your left.
    ===============================================================================
    
    Tape: #5
    Room: Decontamination (after third Scarecrow encounter)
    Gadget: Cryptographic Sequencer
    Location: Near the north end of the room is an electric barrier room. Use the
    sequencer and the tape is on your immediate left.
    ===============================================================================
    RIDDLER TAPES - MEDICAL FACILITY|
    --------------------------------'
    
    Tape: #1
    Room: Sanatorium
    Location: Search the room on the second floor in the northeast corner. It's on
    a table in this little nook.
    ===============================================================================
    
    Tape: #2
    Room: Patient Observation
    Location: After getting rid of the Joker toxin, drop down and enter the room
    that Cash and the doctor were hiding in. This can be found on the table.
    ===============================================================================
    
    Tape: #3
    Room: Medical Foyer
    Location: Return to the Medical Facility at a later time and walk through the
    front door this time (which you weren't able to do before) and the tape is
    on the table directly in front of you.
    ===============================================================================
    
    Tape: #4
    Room: Secure Access
    Gadget: Cryptographic Sequencer
    Location: After you drop out of the vent, go forward and turn left. There is an
    electric barrier protecting the next room. Use your sequencer to get inside and
    take the tape here.
    ===============================================================================
    
    Tape: #5
    Room: Experimental Chamber
    Location: You couldn't get this one because of the Bane cutscene. Go back to
    the room where he was and it's on your left.
    ===============================================================================
    KILLER CROC TAPES - CAVES|
    -------------------------'
    
    Tape: #1
    Room: Old Sewer
    Location: Leave the main area (where the water is flowing) and go east down
    the corridor to an intersection. To your left should be a corpse. The tape is
    right near his body.
    ===============================================================================
    
    Tape: #2
    Room: Surface Access
    Location: On a box to your left as soon as you enter.
    ===============================================================================
    
    Tape: #3
    Room: Control Room Access
    Location: From the entrance to this area, walk forward and take it off the
    crate in front of you.
    ===============================================================================
    
    Tape: #4
    Room: Pump Control Room
    Location: In the corridor leading to the exit, sitting on a drum before you
    turn left to the door.
    ===============================================================================
    
    Tape: #5
    Room: Pump Room
    Gadget: Line Launcher
    Location: From where you enter, use the Line Launcher to get across the room
    to another high platform in the southwest corner. The tape sits on one of the
    drum barrels.
    ===============================================================================
    SCARECROW TAPES - ARKHAM MANSION|
    --------------------------------'
    
    Tape: #1
    Room: Main Hall
    Location: In the way back (north side) where the small "guard house"-like
    buildings are, as well as the electric barrier. In the top-right "hut", find the
    vent on the far side, pry it off, and go in. This is on a table inside.
    ===============================================================================
    
    Tape #2
    Room: Arkham Records Room
    Location: In the center of this rectangle-shaped room are two alcoves north and
    south leading to staircaes which lead to the walkways. In the south alcove there
    is a vent on one of the walls. Pull it down with your Batclaw and go inside.
    Drop down to the bottom of the following room and search the table.
    ===============================================================================
    
    Tape #3
    Room: Dr. Young's Office
    Location: This will be in the small room after leaving the office where you get
    the fingerprints. It's the same room that the thugs break out from when they
    open the door for you. The tape is on the desk to your left before you leave.
    If you hit the West Wing Corridor, you went too far.
    ===============================================================================
    
    Tape #4
    Room: West Wing Corridor
    Gadget: Ultra Batclaw
    Location: In the southwest part of the West Wing Corridor, on the south wall,
    there is a destructible wall that you can only reach when you have the Ultra
    Batclaw. Pry it down and find the tape inside.
    ===============================================================================
    
    Tape #5
    Room: Library
    Gadget: Cryptographic Sequencer
    Location: Return to this room with the sequencer and turn left immediately upon
    entry. Take out the barrier and go inside and find the tape downstairs.
    
    ===============================================================================
    ZSASZ TAPES - PENITENTIARY|
    --------------------------'
    
    Tape #1
    Room: Cells Access
    Location: This is as soon as you enter the building for the first time. It's on
    a desk to your right.
    ===============================================================================
    
    Tape #2
    Room: Main Cell Block
    Location: This is in the room immediately after fighting a bunch of thugs on the
    high platform while Harley swings from the pendulum. The same room with the
    tommy gun you can scan for a riddle solution. The tape is on a desk to the left.
    ===============================================================================
    
    Tape #3
    Room: Guard Room
    Location: After escaping the room with the bomb by freeing the two guards, go
    right (south portion of the area on your map). The two guards will be standing
    here. On a giant pile of papers to your left is this tape.
    ===============================================================================
    
    Tape #4
    Room: Controlled Access
    Location: On the east side of the room. There is a vent above you that you will
    pull down with the Batclaw. A maniac pops out. After dealing with him, enter
    the vent to reach a small room with this tape on the desk inside.
    ===============================================================================
    
    Tape #5
    Room: Extreme Incarceration
    Location: In the "control room" up top where Harley was before the cutscene. Go
    up there and you'l find this on another desk.
    
    ===============================================================================
    POISON IVY TAPES - BOTANICAL GARDENS|
    ------------------------------------'
    
    Tape: #1
    Room: Glasshouse Entrance
    Location: From the entrance, go right, around the center structure and look for
    this on a bench.
    ===============================================================================
    
    Tape: #2
    Room: Statue Corridor
    Location: Southeast of the statue is another bench with another tape.
    ===============================================================================
    
    Tape: #3
    Room: Glasshouse Generator Room
    Location: After the fight, this tape is on the computer terminal to the left
    of the hostage.
    ===============================================================================
    
    Tape: #4
    Room: Flooded Corridor
    Location: In the center area, go east, down a short staircase to where a
    headless statue is. To the left of it is another tape sitting comfortably on
    the bench.
    ===============================================================================
    
    Tape: #5
    Room: Aviary
    Location: After you save the hostages, make your way to them. They are standing
    on the lower platform on the southeast side of the room. Walk past them and the
    tape should be there.
    ===============================================================================
    
    
    Arkham Chronicle List     [rd07]
    ---------------------
    
    
    ===============================================================================
    INTENSIVE TREATMENT|
    -------------------'
    
    Room: Secure Transit
    Location: Pretty impossible to miss. You HAVE to pass by it to get out of here.
    It's pretty much near the end of your ascent so if you climb up to where the
    thugs are, you passed it.
    ===============================================================================
    
    Room: Secure Transit (after third Scarecrow encounter)
    Gadget: Explosive Gel
    Location: Halfway down the shaft is an area where there are two weak walls.
    You need to turn left at one platform during the ascent (or descent) down this
    room and there is a vent cover you need to pull off. It takes you to the two
    walls. The chronicle is behind the left wall.
    ===============================================================================
    
    Room: Transfer Loop
    Gadget: Batclaw
    Location: Go all the way east to the doorway that leads north to the
    Decontamination room. Turn around from that door and look for a vent on the
    wall ahead of you. Use the Batclaw and then enter to find this.
    ===============================================================================
    ARKHAM EAST|
    -----------'
    
    Location: There is a small little inlet area between the two main structures of
    the Arkham Mansion area. Get inside here by grappling over a small gate. As you
    enter, look to your right. The chronicle is between some of the pillars here.
    ===============================================================================
    
    Gadget: Explosive Gel
    Location: Go to the north and go to the right side of the staircase that leads
    to the Botanical Gardens (go through the cemetery). In the staircase wall is a
    weak wall that you can blow up to find this.
    ===============================================================================
    ARKHAM NORTH|
    ------------'
    
    Location: On the second floor of the abandoned building on the west side of
    the area. Don't mistake the top floor for the second floor. You can go directly
    to it by grappling to a window from outside.
    ===============================================================================
    
    Location: Enter the cave next to the Intensive Treatment building and grapple
    up to the ledge. It's on your left.
    ===============================================================================
    ARKHAM WEST|
    -----------'
    
    Gadget: Explosive Gel
    Location: Underneath the Penitentiary building is a wall you can grapple to and
    plant your Explosive Gel on. Do so, drop down, blow it open, then climb back
    up to find this inside.
    ===============================================================================
    MEDICAL FACILITY|
    ----------------
    
    Room: Sanatorium
    Location: There is a grate running along the southwest side of the room on the
    first floor. You can get to it next to the cell with the big opening in the
    bars, or by taking the vents (when you first enter this room) and drop down
    every time to a lower level until you find the grate on your left. Basically
    between these two points, there's a secret spot you can pop out of the grate
    and this secret room has the chronicle.
    ===============================================================================
    
    Room: Medical Foyer
    Gadget: Ultra Batclaw
    Location: Go north as if you were to exit. Turn around from the door and look
    at the wall in Detective Mode to see a weakness. Use the Ultra Batclaw, then
    grapple up here to find this.
    ===============================================================================
    
    Room: X-Ray Room
    Gadget: Ultra Batclaw
    Location: Grapple up to the center structure where Dr. Young once was. Turn
    around and use the Ultra Batclaw on the wall here. Jump to the opening and scan
    the chronicle inside.
    ===============================================================================
    CAVES|
    -----'
    
    Room: Old Sewer
    Location: As you enter, you drop down into the room with the water. Turn to
    your right and the chronicle is up against the wall.
    ===============================================================================
    
    Room: Control Room
    Gadget: Ultra Batclaw
    Location: Use your Ultra Batclaw on the southwest wall and climb up to find
    this.
    ===============================================================================
    
    Room: Pressure Control Junction (after shutting down the Titan pumps)
    Gadget: Ultra Batclaw
    Location: After you turn off the pumps, a fight breaks out in this room. After
    that, go through the door the Titan busted down and use the Ultra Batclaw to
    remove the wall above you. Grapple up to it and find this inside.
    ===============================================================================
    ARKHAM MANSION|
    --------------'
    
    Room: Mansion Entrance Hall
    Gadget: Explosive Gel
    Location: Your first time through, you are required to grapple up to the vent
    in the ceiling because the main exit door is blocked. Up in the ceiling, you'll
    find a wall to blow up. Behind it is the chronicle.
    ===============================================================================
    
    Room: South Corridor
    Gadget: Explosive Gel
    Location: Halfway down this corridor, look for a platform to grapple to above
    you on the left. Blow up the wall here and the chronicle is there.
    ===============================================================================
    
    Room: Main Hall (after second Scarecrow encounter)
    Location: After that fight with Scarecrow, you'll need to cut the bell down to
    escape this room. After that, drop down and try to land on a balcony just above
    the main room where the chronicle is. If you miss it, you can grapple up to it.
    ===============================================================================
    PENITENTIARY|
    ------------'
    
    Room: Extreme Incarceration
    Gadgets: Cryptographic Sequencer, Explosive Gel
    Location: Enter the control room and use the sequencer to open the number five
    cell. Enter and blow up the back wall. The chronicle will be there.
    ===============================================================================
    
    Room: Guard Room
    Gadgets: Explosive Gel, Ultra Batclaw
    Location: Do the steps necessary to rid this room of Joker toxin (Explosive
    Gel the wall above the guards, then Ultra Batclaw the far wall, and throw a
    Batarang at the security box) and then drop down. In the water is a weak wall.
    Blow it open to find this inside.
    ===============================================================================
    
    Room: Main Cell Block
    Gadget: Line Launcher
    Location: Go south from the main room with the formerly electrified floor.
    Turn left immediately and there is a wall you probably blew up before. Inside
    is a corridor with electrified water. Use the Line Launcher to get across.
    Turn right and the chronicle is there. Use the Cryptographic Sequencer on the
    security box to make it back across safely.
    ===============================================================================
    BOTANICAL GARDENS|
    -----------------'
    
    Room: Glasshouse Entrance
    Location: From the entrance, there are two little openings on your left and
    right. Enter either one to eventually drop down to an area below where this can
    be found.
    ===============================================================================
    
    Room: Abandoned Chamber
    Location: Shimmy to the waterfall ledge (skipping steps but read other ones in
    this room for more steps) and turn around and jump to the platform. Go down
    here and look for the catwalk on the ceiling. Cut it down with a Batarang and
    cross it just a few steps. Turn left and climb the wall. Shimmy around, and
    then walk down this platform, crouching under a low hanging pillar. At this
    end, jump to the fissure on the wall. Shimmy to the left and pull yourself up.
    The chronicle is inside.
    ===============================================================================
    
    Room: Titan Production Facility
    Gadget: Ultra Batclaw, Line Launcher
    Location: Use the Line Launcher to get across to the main room, then turn
    around. Face the northeast and use the Ultra Batclaw here. Once the wall is
    gone, use the Line Launcher to get across and inside this alcove, the chronicle
    is waiting.
    ===============================================================================
    SECRET CHRONICLE|
    ----------------'
    
    There is one last chronicle to find if you look at the Spirit of Arkham's
    Character Bio page. This last one is not counted for a Riddler Challenge but
    you need it to uncover one of Arkham's biggest mysteries that the chronicles
    have been hinting at you.
    
    To find this last one, go to Penitentiary - Security Control Room. Go up the
    stairs to that little room where the Warden used to be. On the ground will be
    some writing that says "BATMAN" all over. Scan this for the last chronicle.
    ===============================================================================
    
    
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       5        \  Challenge Mode                                   [cl00]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    In this section you can find some supporting information regarding the game's
    Challenge Mode. Challenge Mode in Batman: Arkham Asylum offers a fun diversion
    from the main game. The two map types are Freeflow Combat and Predator maps.
    They are called challenges for a reason. As you get further through the
    challenges, they get harder to complete.
    
    In this section, I will not be giving specific strategies for each challenge.
    This is sort of difficult and probably unnecessary. It's tough because there are
    way to many variables to account for and in the end it all comes down to your
    own skill, among other things. Don't worry though. I'll have some tips here and
    there when applicable. For now, you can use this section to get very basic info
    on the maps such as the medal challenges and the necessary high scores.
    
    Freeflow Combat Challenges
    --------------------------
    In these challenges, you'll have four rounds of combat. Each round gets
    progressively harder with more enemies that become better equipped and so on.
    Your goal is to defeat all of them by chaining the best combos you can. You can
    gain additional bonuses by completing rounds or the entire challenge in a
    certain manner.
    
    TIP #1: Try to avoid getting too challenge crazy before you get all the combat
    upgrades. This includes the upgrade that makes your Combo Batarang stronger and
    also the upgrade to throw three Batarangs at once. Freeflow Combat challenges
    are just a ton easier once you're fully armed with your skills and gadgets.
    
    Predator Challenges
    -------------------
    The Predator challenges will focus--obviously--on predator gameplay. You'll be
    in a room straight out of the main game with a number of thugs. Your goal will
    be to take them out in any of the many ways possible. Once they're all down,
    you clear the challenge. These challenges are scored by time completed instead
    of the points earned.
    
    Each Predator map has three challenges called Medal Challenges. These Medal
    Challenges are specific takedowns or actions that you need to perform in order
    to get to the highest tier of the leaderboards. You also need to collect medals
    in order to unlock some Trophies/Achievements. For example, on the first
    Predator map, Silent Knight, you have a medal challenge called "Silence Is
    Golden" which requires you to perform a Silent Takedown.
    
    It's important to note that to get into the top tier of the Leaderboards, you
    need to finish a Predator challenge having collected all three medals in one
    attempt. You can try as many times as you want, but you need to earn all three
    before finishing the challenge. Earning two, finishing, then starting again and
    getting the third will not count.
    
    
    
    Batman Challenges     [cl01]
    -----------------
    
    
    ==========================
    FREEFLOW COMBAT CHALLENGES
    ==========================
    
    
    -----[INTENSIVE TREATMENT]-----------------------------------------------------
    
    ########################
    # Three Medals: 18,000 #
    # Two Medals: 12,000   #
    # One Medal: 6,000     #
    ########################
    
    Unlocked: Collect 5 Joker Teeth in Intensive Treatment
    
    Round 1: 3 enemies - 3x unarmed
    Round 2: 5 enemies - 5x unarmed
    Round 3: 6 enemies - 2x unarmed, 4x pipes
    Round 4: 8 enemies - 8x unarmed
    
    Notes: Round 3 introduces enemies with pipes but they're easy to counter since
    they advertise their swings well. They'll drop them when defeated, so Round 4
    has eight unarmed thugs, but they'll pick up the dropped pipes so they're really
    not unarmed.
    
    
    -----[SEWER BAT]---------------------------------------------------------------
    
    ########################
    # Three Medals: 18,000 #
    # Two Medals: 12,000   #
    # One Medal: 6,000     #
    ########################
    
    Unlocked: Riddler Trophy in Caves - Main Sewer Junction
    
    Round 1: 4 enemies - 4x unarmed
    Round 2: 4 enemies - 3x unarmed, 1x dagger
    Round 3: 6 enemies - 6x unarmed
    Round 4: 7 enemies - 6x unarmed, 1x dagger
    
    Notes: By round 3, two enemies will dart towards the metal bins on the walls, so
    try and focus on them first by punching your way toward them. You can also use
    Batarangs. They might also pull pipes off which can be used by enemies in Round
    4. Try to thwart these enemies with Batarang attacks in your combos. You can
    "pre-load" the Batarang as you are hitting other enemies so that when you're
    finished, Batman will automatically throw them. This is a good way to stop
    enemies going for weapons.
    
    
    -----[SHOCK AND AWE]-----------------------------------------------------------
    
    ########################
    # Three Medals: 30,000 #
    # Two Medals: 20,000   #
    # One Medal: 10,000    #
    ########################
    
    Unlocked: Riddler Trophy in Botanical Gardens - Flooded Corridor
    
    Round 1: 4 enemies - 3x unarmed, 1x pipe
    Round 2: 6 enemies - 4x unarmed, 1x pipe, 1x Stun baton
    Round 3: 7 enemies - 3x unarmed, 2x dagger, 2x pipes
    Round 4: 10 enemies - 6x unarmed, 2x pipes, 1x Stun Baton, 1x Zsasz
    
    Notes: The obvious thing to watch out for here is the timer on the side of the
    screen. It counts down to when the floor becomes electrified and once that
    happens, you lose automatically. As the rounds progress and you get more and
    more enemies, the timer goes up. By Round 4 though, you've got a lot on your
    plate so you want to make use of all of your skills and gadgets to take out
    enemies as fast as possible.
    
    
    -----[RUMBLE IN THE JUNGLE]----------------------------------------------------
    
    ########################
    # Three Medals: 30,000 #
    # Two Medals: 20,000   #
    # One Medal: 10,000    #
    ########################
    
    Unlocked: Riddler Trophy in Caves - Main Sewer Junction
    
    Round 1: 6 enemies - 4x unarmed, 1x pipes, 1x dagger
    Round 2: 12 enemies - 8x unarmed, 4x pipes
    Round 3: 7 enemies - 5x unarmed, 1x dagger, 1x Stun Baton
    Round 4: 9 enemies - 8x unarmed, 1x Titan
    
    Notes: Round 2 has 12 enemies and that's the most you'll face thus far in
    Challenge Mode. They'll also be going for the metal bins around the area so
    watch out. It gets seemingly easier from there until Round 4 where a Titan
    appears and it starts the round off immediately charging you so throw a Quick
    Batarang and roll out of there. If you want to maintain your combo with the
    Titan in play, you can ward off surrounding enemies when trying to get onto the
    Titan's back. Don't let the other enemies hit you and then when you get on,
    you can use the Titan to extend your combo further. It'll likely be you and
    the Titan at the end, so just continue the normal tactics to beat him.
    
    
    -----[INTENSIVE TREATMENT (EXTREME)]-------------------------------------------
    
    ########################
    # Three Medals: 30,000 #
    # Two Medals: 20,000   #
    # One Medal: 10,000    #
    ########################
    
    Unlocked: Riddler Trophy in Penitentiary - Security Control Room
    
    Round 1: 6 enemies - 6x unarmed
    Round 2: 6 enemies - 6x unarmed
    Round 3: 8 enemies - 4x unarmed, 4x pipes
    Round 4: 10 enemies - 9x unarmed, 1x Zsasz
    
    Notes: At Round 2, the enemies will go for the gun locker so be sure to stop
    them. Quickly throw Batarangs to slow them down as you try to maintain your
    combo. From there on, someone will go for the locker each round so you need to
    make sure they don't get it. At Round 4, Zsasz will appear so try to take him
    out early if you can. Build up a short combo and use the special takedown to
    eliminate him quickly.
    
    
    -----[SEWER BAT (EXTREME)]-----------------------------------------------------
    
    ########################
    # Three Medals: 50,000 #
    # Two Medals: 30,000   #
    # One Medal: 10,000    #
    ########################
    
    Unlocked: Riddler Trophy in Intensive Treatment - Maintenance Access
    
    Round 1: 9 enemies - 9x unarmed
    Round 2: 11 enemies - 9x unarmed, 2x pipes
    Round 3: 9 enemies - 8x unarmed, 1x daggers
    Round 4: 15 enemies - 10x unarmed, 5x pipes
    
    Notes: Round 2 will have the enemies scrambling for pipes and other things. The
    enemies in Round 3 are mostly unarmed, but they won't be for long as nearly
    every one of them will probably pick up a pipe. Also watch out for one going
    for the gun locker. This will repeat in Round 4 as a lot of them also pick up
    pipes and two go for the gun lockers.
    
    
    -----[SHOCK AND AWE (EXTREME)]-------------------------------------------------
    
    ########################
    # Three Medals: 30,000 #
    # Two Medals: 20,000   #
    # One Medal: 10,000    #
    ########################
    
    Unlocked: Riddler Trophy in Medical Facility - Secure Access
    
    Round 1: 6 enemies - 2x unarmed, 2x pipes, 2x dagger
    Round 2: 6 enemies - 2x unarmed, 2x pipes, 2x Stun Baton
    Round 3: 8 enemies - 4x unarmed, 2x pipe, 1x dagger, 1x Stun Baton
    Round 4: 10 enemies - 4x unarmed, 2x pipe, 2x Stun Baton, 1x dagger, 1x Zsasz
    
    Notes: The biggest challenge here is beating the timer for each round,
    especially as it just gets harder and harder to take down the increasing number
    of enemies fast enough. Make use of Combo Takedowns and the like and keep your
    combo going to knock down enemies and use Batarangs to stun multiple enemies so
    you can try for Ground Takedowns when it's safe. Round 2, one enemy will leave
    the main area to go to the gun locker. If you want to let him go, try building
    up a combo and when he comes back, hit him with a Combo Takedown so he has no
    chance to shoot. The danger here is that the gun will be there for others to use
    so beware. Round 4 has Zsasz so use Combo Takedowns to take him and other
    special enemies out of the picture fast.
    
    
    -----[RUMBLE IN THE JUNGLE (EXTREME)]------------------------------------------
    
    ########################
    # Three Medals: 50,000 #
    # Two Medals: 40,000   #
    # One Medal: 30,000    #
    ########################
    
    Unlocked: Riddler Trophy in Caves - Croc's Lair
    
    Round 1: 8 enemies - 4x unarmed, 2x pipe, 1x dagger, 1x Stun Baton
    Round 2: 9 enemies - 8x unarmed, 1x Titan
    Round 3: 10 enemies - 5x unarmed, 1x pipe, 1x dagger, 2x Stun Baton, 1x Zsasz
    Round 4: 10 enemies - 8x unarmed, 2x Titan
    
    Notes: You have a Titan in Round 2, and two in Round 4 so it becomes hard
    dealing with them, as well as annoying enemies that you can't hit head on
    in a large crowd of foes such as the dagger and Stun Baton guys. Stay away from
    the Titans when fighting the others but when they charge, use your Batarang and
    then make them work for you. Watch out for enemies going for the gun locker and
    metal bins as well.
    
    This is very, very difficult if you're not at least moderately skilled at the
    combat. Practice, practice, practice. It took me several dozen tries to get
    the 50k points. If you finish round 1 with a score lower than 8000, start over.
    Unless by some chance you do perfect in the 2nd or 3rd round, you will probably
    not get it.
    
    Make use of Batarangs and the Ultra Batclaw to keep multiple enemies down and
    keep you less crowded. Combo Takedowns to eliminate dagger or stun baton thugs
    is a good idea.
    
    
    ==========================
    SILENT PREDATOR CHALLENGES
    ==========================
    
    
    -----[SILENT KNIGHT]-----------------------------------------------------------
    
    #####################
    # Silence is Golden #
    # Blast Zone        #
    # Mind Your Head    #
    #####################
    
    Unlocked: Riddler Trophy in Medical Facility - Experimental Chamber
    
    1) Silence is Golden: Sneak up behind a henchman and perform a Silent Takedown
    
    2) Blast Zone: Explode a weak wall into a henchman to knock him out
    
    3) Mind Your Head: Knock down a henchman with a Batarang and then take him down
    
    
    -----[RECORD BREAKER]----------------------------------------------------------
    
    #####################
    # Fall Guy          #
    # Over The Ledge    #
    # Round The Bend    #
    #####################
    
    Unlocked: Riddler Trophy in Arkham Mansion - Warden's Office
    
    1) Fall Guy: Batclaw a henchman and pull him off a walkway to take him down
    
    2) Over The Ledge: While hanging from a ledge, grab a henchman and pull him off
    the ledge
    
    3) Round The Bend: Use Corner Cover to hide and then take down an approaching
    henchman
    
    
    -----[SURVIVAL TACTICS]--------------------------------------------------------
    
    #####################
    # Smash Landing     #
    # Hang Time         #
    # Break Your Fall   #
    #####################
    
    Unlocked: Riddler Trophy in Caves - Croc's Lair
    
    1) Smash Landing: Smash through a glass ceiling onto a henchman below to take
    him down
    
    2) Hang Time: Perform an Inverted Takedown from a vantage point (upgrade
    required)
    
    3) Break Your Fall: Drop down on top of a henchman and then knock him out on
    the ground
    
    
    -----[INVISIBLE PREDATOR]------------------------------------------------------
    
    #####################
    # Watch Your Step   #
    # Crowd Control     #
    # Grate Moves       #
    #####################
    
    Unlocked: Riddler Trophy in Arkham North
    
    1) Watch Your Step: Spray the Explosive Gel on the floor to stun a patrolling
    henchman (Auto Proximity Detonation required)
    
    2) Crowd Control: Take down 3 henchmen at once with one wall using Explosive
    Gel
    
    3) Grate Moves: Jump out of a floor grate to take down a henchman
    
    
    Tips: From the start, go forward and wait for the thug to pass in front of you.
    While crouching, sneak behind him but DON'T take him out yet. Just wait and
    watch for the thug downstairs to start walking by. When he's in the right
    position, go down the stairs and start punching him toward the destructible
    wall to stun him. Take him out really fast and enter the grate in the floor. It
    is likely you will get shot at a little, but it's ok.
    
    In the grate, go to the left and pop out the other side. Most of the enemies
    should be focused in front of the wall now. Go behind it and spray your gel,
    then quickly detonate it to take out multiple enemies. That makes the tricky
    "Crowd Control" much easier.
    
    For "Grate Moves" just keep in mind this one key tip. After popping out of a
    grate, you have a very short amount of time to take out a thug for it to count.
    Use the Sonic Batarang to lure an enemy near one.
    
    
    -----[SILENT KNIGHT (EXTREME)]-------------------------------------------------
    
    #####################
    # Three For Three   #
    # Break Through     #
    # Aerial Assault    #
    #####################
    
    Unlocked: Riddler Trophy in Botanical Gardens - Titan Production Facility
    
    1) Three For Three: Take down 3 henchmen with 3 different walls at once using
    Explosive Gel
    
    2) Break Through: Line Launch through a window into a henchman on the other
    side
    
    3) Aerial Assault: Glide kick a henchman then knock him out on the ground
    
    
    Tips: There's a couple ways to handle the difficult "Three For Three" one. The
    way I did it was this. Immediately at the start, turn around and pry off the
    vent behind you. Go through this corridor and put Explosive Gel on the wall at
    the end. Don't detonate it yet. Leave and go back out into the main room again.
    
    When you see an opportunity, grapple up to the top of the room in the corner
    that has windows. The roof is destructible so that's how you can tell. It's
    also where you want to place more gel. Using the Line Launcher, zip to the
    other corner where a thug stands in front of another destructible wall. Drop
    down and place the gel behind this wall.
    
    All three are in place but here's the tough part: the timing. You want to do
    this quickly enough (and without being seen) so that when you do this next step,
    a guard will be entering that room that has the roof with gel on it. To get
    this plan in motion, you want to throw a Sonic Batarang at the first wall you
    put gel behind. This lures a guard to it. You want to be doing this quickly
    enough, at the right time so that the other thug is walking beneath that roof.
    If you time it right, you can detonate them and get all three.
    
    Finally, for "Break Through", use the Sonic Batarang again to lure another
    thug inside that room and use the Line Launcher from across the stage to bust
    through the window as he is going inside.
    
    
    -----[RECORD BREAKER (EXTREME)]------------------------------------------------
    
    #####################
    # Chain Reaction    #
    # Three In A Row    #
    # Sonic Boom        #
    #####################
    
    Unlocked: Riddler Trophy in Caves - The Batcave
    
    1) Chain Reaction: Kick two henchmen in one move using Line Launcher
    
    2) Three In A Row: Knock down 3 henchmen with one Remote Control Batarang
    (Upgrade required)
    
    3) Sonic Boom: Use the Sonic Shock Batarang to pacify a henchman (Upgrade
    required)
    
    
    -----[SURVIVAL TACTICS (EXTREME)]----------------------------------------------
    
    #####################
    # The Magic Number  #
    # Kick Off          #
    # Hit And Run       #
    #####################
    
    Unlocked: Riddler Trophy in Arkham Mansion - East Wing Corridor
    
    1) The Magic Number: Use the Triple Batarang to knock down 3 henchmen with one
    throw (Upgrade required)
    
    2) Kick Off: Use the Line Launcher to kick a henchman off a ledge and knock him
    out
    
    3) Hit And Run: Punch an armed henchman
    
    
    Tips: From the getgo, immediately run off the ledge and glide down to the enemy
    right in front of you. Crouch and silently take him out. Take too long and the
    other thug down the corridor will see you. Now, find a hiding spot and wait for
    Joker to alert the others that this guy is down. When they all investigate in
    the corridor, stand at one end and throw your Triple Batarang at them to get
    "The Magic Number"
    
    For "Kick Off", you might want to do this on one of the sides of the room,
    preferably the one with the large object that looks like a container or some
    sort, near the ladder. Throw a Sonic Batarang near the top of the ladder. Wait
    for someone to come by while you stand back. Once they're there, use the Line
    Launcher to kick them over the railing.
    
    
    -----[INVISIBLE PREDATOR (EXTREME)]--------------------------------------------
    
    ############################
    # Two For The Price Of One #
    # Shock Tactics            #
    # Tug Of War               #
    ############################
    
    Unlocked: Riddler Trophy in Penitentiary - Guard Room
    
    1) Two For The Price Of One: Using the Ultra Batclaw, pull the floor out from
    under 2 henchmen
    
    2) Shock Tactics: Appear out of nowhere to surprise a terrified henchman
    
    3) Tug Of War: Use the Ultra Batclaw to pull 3 henchmen off a walkway at once,
    taking them all out
    
    
    Tips: "Two For The Price Of One" is pretty obvious. From the start, you can try
    to find a way past the guards to the two standing on the destructible floor.
    Use the vent in the corner to get underneath them and pull it down with the
    Ultra Batclaw.
    
    For "Tug of War" you'll want to use the Sonic Batarang. Try to place it on a
    wall near a railing like the "center" area that Batman starts off in front of.
    Detonate it when a thug gets too close and hope that at least three of his
    buddies come to investigate. Since it should be right near the railing, stand
    underneath and target them all with the Ultra Batclaw to get this.
    
    
    Joker Challenges     [cl02]
    ----------------
    
    So, after not adding this for so, so long, I decided to kinda be lazy, err...
    I mean, quick and efficient by just providing general tips. Actually, there are
    real reasons for it. First of all, Joker's challenges don't have medals for
    high scores or for specific takedowns; it's just completely for fun. Second,
    it's more of the same you've already done with Batman. You just have to learn
    how Joker plays.
    
    - In Freeflow Combat Challenges -
    
    Joker lacks two things that Batman has. The first is an endless supply of
    projectiles. Where Batman can throw an unlimited amount of Batarangs from his
    arse...enal, Joker has a gun with one bullet. In addition, Joker has no gadget
    available by doubletapping R2 like the Batclaw.
    
    When you want to mix things up and improve your score, use Joker's stun (Circle
    or B) attack to spray his laugh gas. It has a decent range and can hit multiple
    enemies at once. Also mix things up by jumping over guys and using the special
    moves like Combo Takedowns.
    
    Perhaps the biggest challenge in Joker's combat challenges is that he has one
    bar of non-upgradable life, making it really difficult to stay alive sometimes.
    Make frequent use of vaulting over guys and use Combo Takedowns and Throws as
    soon as they become available. Always prevent guys from using guns against you.
    
    
    - In Silent Predator Challenges -
    
    Again, Joker finds himself underequipped when compared to Batman. The only
    tools he has are his gun (with one bullet), chattering teeth, and his specs.
    The specs function like Detective Vision but they are very limited in that you
    can't keep them on and move around.
    
    Relying mostly on Silent Takedowns is the way to go. It's actually pretty much
    all Joker can do. His gun is an easy one-hit kill but it alerts all the other
    guards. This is a good way however to get easy multiple kills at once...
    
    If you can get a group of guards to check on a fallen buddy, stand back and use
    the teeth. You can "pilot" the teeth up to them and detonate it, knocking
    multiple guys out at once. This is a good tip to use on most of his challenges.
    
    
    
    
    
    Downloadable Content     [cl03]
    --------------------
    There are two sets of DLC packs, the Insane Night maps and the Prey in the
    Darkness ones. In addition, there are two other maps that were available as
    pre-order bonuses at certain retailers. They are also available for purchase
    now.
    
    I'll very briefly cover all the DLC except for Crime Alley which I do not have.
    
    Also note, all (or at least most of it I think) of this stuff is in the GOTY
    Edition.
    
    
    -----[TOTALLY INSANE]----------------------------------------------------------
    
    - No Medals Awarded -
    
    Unlocked: Purchase the Insane Night DLC
    
    
    Tips: This is an endless Freeflow combat challenge. Basically, just survive as
    long as you can while racking up as big of a score as possible. You have until
    your life runs out and so you can easily get a bunch of good combos going.
    
    I can't give specific strategies but I will point out a few worthwhile things.
    First, you have the two electric barriers. These can come very much in handy.
    Use Batman's Throw attack to hurl an enemy into it for an instant KO.
    
    Also, you might want to throw an enemy toward that table near one of the
    barriers. I found it to be annoying because you can't hit enemies on the other
    side of it, which ruins your combo.
    
    Finally, as the rounds progress, you'll encounter maniac enemies and eventually
    more than one. As always, wait for them to run up and then counter them as they
    try to jump on you. Do not finish them off immediately. Doing so might put you
    at risk of being attacked. Also, keep in mind that you can't hit the maniacs
    with special moves. They just leapfrog over Batman if you try and you lose your
    combo.
    
    Make frequent use of Combo Batarangs to keep enemies down and prevent them from
    surrounding you completely.
    
    
    -----[NOCTURNAL HUNTER]--------------------------------------------------------
    
    ############################
    # What Goes Up             #
    # Last Man Standing        #
    # Smash and Grab           #
    ############################
    
    Unlocked: Purchase the Insane Night DLC
    
    1) What Goes Up: When an enemy is climbing a ladder, knock them off
    
    2) Last Man Standing: Take down the high security henchman (wearing red) last
    
    3) Smash and Grab: Perform an Inverted Takedown through the glass ceiling
    
    
    Tips: This one can be tricky. You have the requirement of taking out the guy in
    red last. Keep this in mind when you use Detective Vision, because you can't
    tell who is who.
    
    Once you get "What Goes Up" though, the rest should fall into place. It's really
    tough to get though sometimes. At the start, you see the red guy about to climb
    a ladder so that seems like a great opportunity. The catch is that it's really
    hard to do it correctly AND not kill him. So unless you get insanely lucky, do
    not worry about it.
    
    The way I did it was this. First create a distraction and lure all the thugs to
    one place. from the start, go forward and into the doorway on your right,
    ignoring the thug in red. When you enter this room, there will be another door
    ahead of you on the left. Another thug stands right in the doorway. Silently
    take him out. Now, grapple up to a gargoyle. On one side of the stage should be
    a long, elevated path with some stairs and at the end it leads to two ladders.
    This area is key.
    
    When everyone has gone to check on their buddy, throw a Sonic Batarang at the
    wall above the dual ladders (placement matters). Now, get down from the gargoyle
    and stand upstairs from that spot on the same path. Wait for someone to come
    check out the noise and prepare a Remote Control Batarang. When he starts to
    climb, throw it and in slow-mo, you should have enough time to steer it into him
    as he gets to the top and knock him back down. Timing matters here so it might
    take a few tries. Here's a diagram to better explain:
    
                    <----(rooms)---->
    
    ===============================================
    |                X       (stairs)            <------ Throw Sonic Batarang here
    |  --------------|------------------- --- ----|
    |  |             |                   H   H
    |  |             |                   H   H  <---ladders
    |  |             |                   H   H
    |  |           Stand at "X" and
             throw Remote Control Batarang
    
    
    
    It's bad, I know, but hopefully it makes sense. Getting that out of the way is
    the toughest part. Getting "Smash and Grab" is easier but can still be a pain.
    When the coast is clear in the second floor of the main building, throw a Sonic
    Batarang onto the destructible floor. Enemies seem to never walk on it
    otherwise. Quickly scramble to the floor above where the glass ceiling is.
    Grapple up to it and wait for the thug to check it out, then do an Inverted
    Takedown. Make SURE first that it's not the red guy, that's the only caveat.
    
    Once you have that, just take down the rest any way you want, saving the red
    thug for last.
    
    
    -----[HEART OF DARKNESS]-------------------------------------------------------
    
    ########################
    # Three Medals: 50,000 #
    # Two Medals: 30,000   #
    # One Medal: 10,000    #
    ########################
    
    Unlocked: Purchase the Prey in the Darkness DLC
    
    This one has the same four rounds you're used to. I won't go into the specifics
    of exactly what you face, but there are the usual suspects with batons and
    daggers, as well as some Titan henchmen.
    
    They key thing to note is that certain sections of the floor become electrified,
    changing every few moments. Obviously, stay away from these, but feel free to
    steer enemies into them.
    
    The Titan henchmen should be dealt with as you normally would. Any time you hear
    them roar, immediately throw a Batarang by tapping L1 once and then getting out
    of the way. Focus on punching it and countering anybody who tries to interrupt
    you. Use the henchman to injure the others and try to maintain a good combo.
    
    
    -----[HOTHOUSE PREY]-----------------------------------------------------------
    
    ############################
    # Bullet Proof             #
    # Pre-emptive Strike       #
    # Three Strikes            #
    ############################
    
    Unlocked: Purchase the Prey in the Darkness DLC
    
    1) Bullet Proof: Take down all of the thugs without taking damage.
    
    2) Pre-emptive Strike: Take down the high security henchman (red) first.
    
    3) Three Strikes: Punch three different henchmen.
    
    
    Tips: There's a few ways I tried to go about getting the red guy first. The
    best method I found was not my own but one I saw being used by many others. I
    therefore take absolutely no credit for the following tip.
    
    At the start, try to get an angle for a gargoyle as you stand behind the thug
    right in front of you. You can miraculously zip up there without getting seen.
    Swing to another adjacent gargoyle to get a good view. Below you are two guards
    who are hidden underneath one of the floors above them. Using Detective Vision,
    know that the one on the left is the red guy. Toss a Sonic Batarang as far in
    underneath there as you can and close enough to the red guy so he goes to check
    it out. Detonate it to take him out for your first KO.
    
    The rest should fall into place after this. Use the vents and gargoyles
    andpick on isolated enemies, punching them before taking them out. Do this on
    three. If you never get discovered and shot at, you'll satisfy the last
    challenge.
    
    
    -----[SCARECROW NIGHTMARE]-----------------------------------------------------
    
    - No Medals Awarded -
    
    Unlocked: Purchase the Scarecrow Nightmare DLC
    
    
    Tips: This is my favorite DLC challenge, partly because I got it when I bought
    the game. Anyways, like Totally Insane, this one is endless so the goal is to
    just get as high a score as possible.
    
    Unlike Totally Insane though, get hit once during this challenge and you die.
    Yep. One hit = death. Makes it more exciting right? You could read that as
    frustrating as well.
    
    In any case, you'll be fighting endless skeletons in endless rounds. They start
    off simple, but then get swords and daggers, and torches (stun batons). Get far
    enough and the big Titan-like skeletons appear as well.
    
    As far as general tips go, use your Combo Takedowns as soon as you get them and
    use them on the torch/dagger guys to remove them from the equation. Also, be
    careful with counters. Don't assume you have enough time so if you see an enemy
    crowding you and you want to punch someone else, be careful. Sometimes jumping
    over them with X, X is better.
    
    Use your Combo Batarangs and Batclaw a lot too. Keeps the enemies down and lets
    you focus more on particular foes. Additionally, though it's tough to perfect,
    you can use the trick to escape attacking enemies where you do a Ground Takedown
    but aim it toward an enemy on the other side of the room. Batman jumps away
    and across the room to take out the enemy and moves out of the way of another
    enemy that is attacking. Timing is key because it can easily go wrong. Targeting
    the wrong downed enemy will also screw things up.
    
    Last but not least, be careful with the torch ones. Take them out immediately
    as I said above. When using the Batclaw, never grab them with it. Pulling them
    toward you when they still hold the torch will hurt you, and therefore, kill
    you.
    
    (bragging in 3...2...1...) I once held the 33rd spot on the leaderboards (PS3)
    for this challenge. I've since sunk down to 457 (still top 500). Can you beat
    my score? Actually, you probably can so don't e-mail me bragging about it. No,
    really, don't.
    
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       6        \  Extras                                           [ex00]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    Hidden Room Easter Egg     [ex01]
    ----------------------
    Return to the Warden's Office later in the game. When you get to the room, go to
    the part of the room where the safe was. As soon as you enter, make a left and
    look at that wall (to be sure you're in the right spot, the safe should be to
    Batman's right). Face this wall and put three Exlplosive Gels on it. Detonate
    it and you'll open a secret room. The fake wall will not appear with Detective
    Vision.
    
    Inside is the Warden's secret office. What does it have? Well, some secret
    teases toward Arkham City. There is a map of Gotham, some paintings, and a few
    other interesting tidbits. Neat!
    
    
    Trophies     [ex02]
    --------
    Here is a list of all the available Trophies and if you're a 360 user, the
    equivalents are Achievements. Since I wrote this playing the PS3 version, I
    will be favoring the PS3 side of things and listing them as trophies, but it's
    mostly all the same. After the list, you can find tips on how to get some of
    the harder ones.
    
    ***SPOILER WARNING***
    There are secret trophies in this game and they are revealed below so READ
    WITH CAUTION!
    
    
    Bronze
    ------
    
    
    Trophy: Shocking Rescue
    Unlocked: Take down Zsasz in the Patient Pacification Chamber
    
    Trophy: Leave No Man Behind
    Unlocked: Rescue the guards and henchman from the Joker toxin in
    Decontamination
    
    Trophy: Malpractice Needs More Practice
    Unlocked: Survive the onslaught from the deformed Joker henchman
    
    Trophy: Born Free
    Unlocked: Escape from Intensive Treatment to the island surface
    
    Trophy: Just What The Doctors Ordered
    Unlocked: Save all the doctors in medical
    
    Trophy: Daydreamer
    Unlocked: Survive the nightmare of the Scarecrow's fear gas
    
    Trophy: Breaking And Entering
    Unlocked: Gain access to Administration after it is locked down by the Joker
    
    Trophy: Recurring Nightmare
    Unlocked: Face your biggest fears and keep your sanity
    
    Trophy: Zsasz Cut Down To Size
    Unlocked: Save Dr. Young from being killed by Victor Zsasz
    
    Trophy: Party Pooper
    Unlocked: KO all the henchmen celebrating your arrival at the party
    
    Trophy: Night Glider
    Unlocked: Glide continuously for over 100m
    
    Trophy: Rope-a-dope-a-dope
    Unlocked: String up one henchman and drop him to surprise a second (any play
    mode)
    
    Trophy: Catch!
    Unlocked: Catch a Batarang (any play mode)
    
    Trophy: Freeflow Combo 5
    Unlocked: Complete a combo of 5 moves (any play mode)
    
    Trophy: Freeflow Combo 10
    Unlocked: Complete a combo of 10 moves (any play mode)
    
    Trophy: Freakshow Rodeo
    Unlocked: Ride Titan henchman and knock down 10 thugs (any play mode)
    
    Trophy: Freeflow Bronze
    Unlocked: Achieve 8 medals on combat challenges
    
    Trophy: Freeflow Silver
    Unlocked: Achieve 16 medals on combat challenges
    
    Trophy: Predator Bronze
    Unlocked: Achieve 8 medals on predator challenges
    
    Trophy: Predator Silver
    Unlocked: Achieve 16 medals on predator challenges
    
    Trophy: Invisible Predator
    Unlocked: Complete one predator challenge by using only Silent Takedowns
    
    Trophy: Flawless Freeflow Fighter
    Unlocked: Complete one combat challenge without taking damage
    
    Trophy: Arkham Analyst
    Unlocked: Solve 5% of riddler challenges
    
    Trophy: Cryptic Investigator
    Unlocked: Solve 10% of riddler challenges
    
    Trophy: Lateral Thinker
    Unlocked: Solve 25% of riddler challenges
    
    Trophy: Mystery Solver
    Unlocked: Solve 40% of riddler challenges
    
    Trophy: Conundrum Cracker
    Unlocked: Solve 55% of riddler challenges
    
    Trophy: Mental Athlete
    Unlocked: Solve 70% of riddler challenges
    
    
    Silver
    ------
    
    
    Trophy: Baneful Payback
    Unlocked: Defeat Bane
    
    Trophy: Solitary Confinement
    Unlocked: Capture and lock up Harley Quinn
    
    Trophy: Double Trouble
    Unlocked: Defeat two Titan Henchmen at once
    
    Trophy: Resist The Fear
    Unlocked: Conquer the effects of the Scarecrow's fear gas
    
    Trophy: Crocodile Tears
    Unlocked: Venture into Killer Croc's lair and come out alive
    
    Trophy: Poisoned Ivy
    Unlocked: Defeat the giant Titan Ivy plant
    
    Trophy: Big Bang
    Unlocked: Complete story mode on Easy difficulty
    
    Trophy: Bigger Bang
    Unlocked: Complete story mode on Normal difficulty
    
    Trophy: Biggest Bang
    Unlocked: Complete story mode on Hard difficulty
    
    Trophy: Freeflow Combo 20
    Unlocked: Complete a combo of 20 moves (any play mode)
    
    Trophy: Freeflow Combo 40
    Unlocked: Complete a combo of 40 moves (any play mode)
    
    Trophy: Mano-a-mano
    Unlocked: Defeat Titan henchman without using Batarangs (any play mode)
    
    Trophy: Freeflow Gold
    Unlocked: Achieve 24 medals on combat challenges
    
    Trophy: Predator Gold
    Unlocked: Achieve 24 medals on predator challenges
    
    Trophy: Crack The E Nigma
    Unlocked: Solve every riddle on the island
    
    Trophy: Riddle Resolver
    Unlocked: Solve 85% of riddler challenges
    
    Trophy: World's Greatest Detective
    Unlocked: Spirit of Amadeus Arkham revealed
    
    
    Gold
    ----
    
    Trophy: Perfect Knight
    Unlocked: 100% Complete
    
    
    Platinum
    --------
    
    Trophy: Platinum
    Unlocked: Platinum (aka unlock every other trophy)
    
    
    Tips
    ----
    A list is nice, but it really doesn't help all that much, right? I've given
    some strategies below for specific trophies where I feel they are necessary.
    Some might just be small tips or reminders though. I'll be adding more to this
    soon.
    
    
    x-Party Pooper-x
    ----------------
    
    This can be earned at the end of the game, right before the final fight. It's
    pretty easy, but just remember that if you forget to defeat the four outside
    and go through the door, you can't go back.
    
    
    x-Night Glider-x
    ----------------
    
    There are a few spots you can get this. Just find a very wide open area like
    in Arkham West or East and try to glide from the highest point you can to the
    other side. If you climb the clock tower on the Arkham Mansion building in
    Arkham East and just glide to the northwest, you'll get it easily.
    
    
    x-Mano-a-mano-x
    ---------------
    
    This is easy to do when fighting two Titans (you do this twice in the story
    and a few times in Challenges). Try to line the Titans up so that when one
    charges, the other gets trampled. Attack the trampled one to hurt it some more.
    Try to do this again. Once one is defeated, use Explosive Gel and spray it on
    the floor. Lure the second one to run over it and then defeat it with melee.
    
    
    x-Catch!-x
    ----------
    
    You're probably asking yourself, "How do I catch a Batarang?". The process is
    really clever actually. Buy the Remote Control Batarang upgrade. Stand in an
    open area (Arkham East/West/North) or any place where you have a lot of room.
    Throw the RC Batarang and steer it back toward Batman. Try to hit him with it
    and he'll catch it instead! Sweet!
    
    
    x-Silent Predator-x
    -------------------
    
    This one sounds easy and it is, but there's one little thing that can trip
    people up at first. The description says to clear a Predator Challenge using
    only Silent Takedowns. There are like 2-3 ways to silently take down a thug.
    There is the Silent Takedown itself, the Corner Takedown is also silent, and
    there's probably one other I can't remember for whatever reason now. To get this
    one though, you have to use Silent Takedowns and only Silent Takedowns. I mean
    actual Silent Takedowns by sneaking up on guys and doing it that way. Nothing
    else will work. So therefore, it's best to do this on the easiest Predator
    Challenge and just get them all with Silent Takedowns, ignoring the medal
    challenges for now.
    
    
              |\/|
         /`._ |  | _.'\
    ====/              \===========================================================
       /       7        \  Miscellaneous                                    [mi00]
    ==/ .-.          .-. \=========================================================
      |/   \.-.  .-./   \|
               \/
    
    
    Frequently Asked Questions     [fak4u]
    --------------------------
    1) How do you perform the Inverted Takedown like in the demo?
    A) You have to buy an upgrade first with your XP
    
    2) What are the tiles on the Riddler's Challenge pages that show a bunch of
    tiny question marks? It says an "item of great value"? What is it?
    A) These are the Riddler's Secrets Maps in each area. Get them to show the
    locations of other challenges.
    
    3) How do I get past those annoying electric barriers?
    A) Keep playing.
    
    4) What's the best way to improve XP gain in combat?
    A) Maintain a very long combo and try to mix in Ground Takedowns.
    
    5) Aggghhh! I entered the Intensive Treatment building again later in the game
    and my game froze. I think something is wrong with my system. HELP ME!
    A) Nothing's wrong. Just watch and it'll all become clear.
    
    6) Is there a New Game+ feature after I beat the game?
    A) No.
    
    7) So what can I do after beating the game?
    A) Explore for Riddler's Challenges and one other secrets.
    
    8) What's required for 100% completion?
    A) Aside from beating the game with all 240 Riddler Challenges completed, you
    also need to beat all of the Challenges and obtain all the medals therein.
    
    9) For Predator Challenges, can you get the medals in a single challenge in a
    few sittings, or do you have to get them all in one try?
    A) In one try. Each Predator Challenge has three medals and for it to be counted
    as 100% beaten, you have to beat that Challenge with all three medals obtained.
    If you beat it with only two, and then come back and try to get the third only,
    it won't count. You have to beat it with all three.
    
    10) Is it possible to permanently miss the chance to get any Riddler Challenges?
    A) No. If you miss some, there will always be a way to get back later. This
    includes Joker Teeth as well.
    
    11) So I have the PS3 version, but... how do I play as The Joker?
    A) You have to download the add-on from the PSN Store. It's free.
    
    12) How can I get the Dem Bones or Crime Alley Challenge Maps?
    A) If you preordered at Gamestop, it will depend on which edition you ordered.
    Dem Bones came with the normal edition and from what I understand the CE came
    with Crime Alley.
    
    13) What other DLC is coming out?
    A) The Insane Night pack was released Thursday, September 17th. There is another
    pack coming out on the 24th.
    
    
    
    
    Credits/Special Thanks
    ----------------------
    
    -GameFAQs as usual
    
    -ARACHNAE00 for his mini-guide on the message board; helped get the only riddle
    I couldn't figure out on my own
    
    
    
    Contact Info
    ------------
    Should you need to contact me for whatever reason, my e-mail is listed below.
    If you have questions or comments, feel free to drop me a line. If you have
    something you are interested in contributed however, I ask that you first read
    my guidelines in the next paragraph.
    
    First off, my biggest rule is that when you e-mail me a contribution that is
    significant (could be an important tip or a full blow strategy) that you drop
    your username or other alias that you go by. NEVER leave me with just your real
    name and e-mail address because I refuse to disclose either of those. If you
    forget, I will try to get back to you within a few days. If you fail to reply
    to me after that, I will not use your submission.
    
    I do not credit for typo or other small information fixes of that nature.
    
    Please try to refrain from e-mailing me with a subject header in all caps or
    something very annoying like "HELP!!!!!!!". I tend to ignore these e-mails for
    a day or two. Something like "Batman guide/FAQ" or even just "Batman" or any
    telling subject header will do fine.
    
    E-Mail: veritas7ax@gmail.com
    
    
    Legal Babble
    ------------
    This guide is solely my own creation. Do not try to steal it and either post it
    on your site without permission or try to pass it off as your own. If you want
    to host it, please e-mail me first, unless you have been pre-approved by me
    already. I ask that this guide is maintained in its entirety. I do not condone
    any changes of any kind.
    
    My two main reasons for turning down hosting permissions:
    
    1) I know first-hand your site will tamper with my guide
    2) I have whored it out to enough sites already
    
    With all of that said, these sites currently have hosting permissions:
    
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    www.cheatplanet.com
    www.cheatcc.com
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    That's all. Goodnight folks! TO THE BATCAVE!