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This guide is a work in progress. If you would like to contribute or to help
with anything, or if you have any questions or comments, just send an e-mail
to:

  awutow15_gamefaqs[AT]hotmail[DOT]com

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                    | |_) | __ _| |_ _ __ ___   __ _ _ __
                    |  _ < / _` | __| '_ ` _ \ / _` | '_ \
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                    |____/ \__,_|\__|_| |_| |_|\__,_|_| |_|


                                 _    _
                      /\        | |  | |
                     /  \   _ __| | _| |__   __ _ _ __ ___
                    / /\ \ | '__| |/ / '_ \ / _` | '_ ` _ \
                   / ____ \| |  |   <| | | | (_| | | | | | |
                  /_/    \_\_|  |_|\_\_| |_|\__,_|_| |_| |_|


                                        _
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                       /  \   ___ _   _| |_   _ _ __ ___
                      / /\ \ / __| | | | | | | | '_ ` _ \
                     / ____ \\__ \ |_| | | |_| | | | | | |
                    /_/    \_\___/\__, |_|\__,_|_| |_| |_|
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                                FAQ Information
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	 Game - Batman: Arkham Asylum
          FAQ - FAQ/Walkthrough
        Genre - Action Adventure > Fantasy
     Platform - XBox 360 / Playstation 3 / PC
 Release Date - North America[August | 25 | 2009]
                     Europe [ August | 28 | 2009]
                Australia [September | 03 | 2009]
    Developer - Rocksteady Studios
Creation Date - Tuesday, August | 25 | 2009

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                   Copyright
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This guide was written by awutow15. This guide may be not be reproduced under
any circumstances except for personal, private use. It may not be placed on any
web site or otherwise distributed publicly at all, no exceptions. The only
website allowed to publicly display this guide is www.GameFAQs.com. Use of this
guide on any other web site or as a part of any public display such as another
website or in a magazine is strictly prohibited, and is a violation of
copyright laws. Please, if you see this guide on public display on any other
website, please contact me at:

awutow15_gamefaqs[at]hotmail[dot]com

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                  FAQ Outline
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 1.0.0 - Introduction
 2.0.0 - Controls
 3.0.0 - General Gameplay Tips
 4.0.0 - Walkthrough
   4.0.1 - Intensive Treatment
   4.0.2 - Analyze Dr. Young's Research in the Batcave
   4.0.3 - Locate Dr. Young
 5.0.0 - Bosses
 6.0.0 - The Riddler's Challenge
 7.0.0 - Achievements
 8.0.0 - Credits
 9.0.0 - Copyright
10.0.0 - How to Contact Me

(NOTE : If you want to skip ahead over all of these sections and get to a
specific section , just press Ctrl + "F" and a search window will come up. Type
in the number of the section you want to go to and you should get there pretty
fast. Yes, I know I have my sections marked as 1.0.0 , 2.0.0 etc. instead of
1.0 , 2.0 etc. That's so no one will get messed up , just in case I have 1.0 or
2.0 anywhere in the FAQ.)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              1.0.0 - Introduction
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

It has been quite a while since I've written a FAQ for a game. I have been
waiting for the perfect game to be released so that I could write for it and
"Batman: Arkham Asylum" was the one.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                2.0.0 - Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                                   Movement
                                   --------

            Left Stick - Movement: Sneak / Walk / Run
           Right Stick - Rotate camera
       Left Stick (L3) - Center Camera
      Right Stick (R3) - Zoom
    Right Trigger (RT) - Crouch
                     B - Drop down (when hanging from ledge)
                     A - Run / Climb / Glide / Use
        A (double tap) - Evade
     Right Bumper (RB) - Grapple
                RT + A - Corner cover (when standing by a
                                       corner)


                                    Combat
                                    ------

                     X - Strike
                     Y - Counter / Silent Takedown
                     B - Cape Stun
                 A + X - Throw (requires upgrade)
                 B + Y - Takedown (requires upgrade)
        A (double tap) - Redirect (when pressing toward an
                                   enemy)
                RT + Y - Ground Takedown (next to a prone enemy)
              LT (tap) - Quick Batarang
       RT (double tap) - Quick Batclaw (requires upgrade)


                                Item Controls
                                -------------

             LT (hold) - Ready gadget
                    RT - Use gadget
                    RB - Detonate explosive gel (requires
                                                 upgrade)
	      LB (tap) - Toggle detective mode
             LB (hold) - Environmental analysis
                 D-Pad - Select gadget
                  Back - Map / Level Up


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                          3.0.0 - General Gameplay Tips
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                               Combat
                               ------

Combat is an integral part of "Batman: Arkham Asylum." Defeating the Joker's
henchmen will grant you XP and will also replenish your health and building up
a combo multiplier will grant you a bonus to XP gained. You will encounter
enemies all throughout the game and it is necessary that you know what
techniques and abilities you have in your arsenal of attacks:

Strike - Batman's basic attack - press the X button to strike an enemy.
Repeatedly press the button to string attacks together and to build up your
combo multiplier.

Counter - When you see an icon above an enemy's head (that looks like lightning
bolts), press the Y button to counter an imminent attack. You can use the basic
strike immediately after a counter to string together a combo.

Cape Stun - Press the B button to temporarily disorient an enemy. This is
especially useful against henchman with guns, because you can disrupt their
fire, and also against armed melee enemies, because you can disrupt their
ability to block.

Evade - Double tap the A button to perform a dodge roll in the direction that
you are holding the left analog stick. This will put space between you and your
attacker and is especially helful when you are surrounded by several enemies
and cannot pull of a strike.

Glide Kick - If you are standing on a platform/ledge/roof etc. or are perched
on something that you grappled and you have a clear view of an enemy, press the
X button to soar down and perform a Glide Kick. This move will knock an enemy
to the ground for a few moments.

Ground Takedown - When an enemy is on the ground, hold RT and press Y to
perform a Ground Takedown. This is useful against enemies who are on the
ground, such as those against whom you have just performed a Glide Kick.

                               Gadgets
                               -------

Batman's numerous gadgets also play a very important role throughout the game:

Batarang -


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                              4.0.0 - Walkthrough
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Note: I tried my best to avoid spoilers throughout this portion of the guide.

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                          4.0.1 - Intensive Treatment
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Intensive Treatment Lobby
-------------------------

Immediately following the opening movie, you take control of the Dark Knight
himself. Walk forward and step onto the elevator with the Joker and the
security guards. Continue to follow them through the corridors. After the brief
conversation with Croc, step into the elevator and continue to follow the
group.

Holding Cells
-------------

After the cutscene, you again take control of Batman. You must fight through
two rounds with the first round consisting of three henchmen and the second
round consisting of four henchmen. Use the X button to perform a basic strike
against your opponents and press it repeatedly to string together a combination
of attacks. When an enemy approaches you and blue lightning bolts come from his
head, he is getting ready to attack you. When you see this, use the Y button to
perform a counterattack that can also be incorporated into a combo. After the
conversation with the Joker and Commissioner Gordon over the intercom, the
Joker disables the electrified door to the north for you. First, head to the
southeast corner of this room to find a metal grate in the wall. Repeatedly tap
the A button to open it and use RT to crouch into the ventilation shaft to find
your first RIDDLER TROPHY. Head up the ramp in the direction of the door that
the Joker opened for you and step into the office to find JOKER TEETH X3. Hold
LT to aim your Batarang press RT to throw it at them. Leave the office and take
a left through the door.

Processing Corridor
-------------------

Go down the newly opened corridor and make sure that you get the JOKER TEETH
X2. Continue to follow the hallway until two henchmen appear. Take care of them
and take the fork to the left towards the man standing by himself. Talk to
Eddie Burlow to learn that some of his men in Pacification need your help. Turn
around and head straight down the corridor, following the left turn. Continue
through the doors that open for you.

Patient Pacification Chamber
----------------------------

Talk to Zach Franklin and the nearby guard to learn that another guard named
Mike is in trouble. You cannot directly enter the chamber where Zsasz has the
guard detained, so go straight through the door and up the stairs. Walk forward
and speak to the guards who are overlooking the scene. Use LB to go into
detective mode and look up and slightly towards the left. Use RB to grapple
onto the nearby gargoyle. Continue grappling around the various gargoyles until
you have a good look at Zsasz, then use the X button to perform a glide kick.
Once he's on the ground, finish him off by holding RT and pressing Y to perform
a ground takedown.

After the fight, the room goes on lockdown. Go back into detective mode and
head to the southwestern corner of this room to find a RIDDLER TROPHY behind a
metal grate. Afterward, go to the northeastern corner of the room to find
another grate. Head into the shaft and follow the linear path, making sure to
grab the RIDDLER TROPHY that is sitting in plain sight, until you get to the
metal grate at the other end. Exit the shaft through the grate and get the
JOKER TEETH X3 that are right in front of you. Continue forward and around the
corner towards the guard.

Decontamination
---------------

After the scene, step back a little and look up through the open area. Grapple
up to this area and go through the nearby grate into another shaft. Continue
through until you come out of the other end. Rescue the nearby guard as the
game instructs you and then run towards the large gap to jump across safely to
the other side. Speak to the nearby guard. Look up and grapple onto the
platform and save the guard on the left side. Get onto the right side of the
platform and run off of the edge to glide to another platform at the back-right
corner of the room. Save the henchman here and go back into detective mode.
Look over the left side of the platform from which you just saved the henchman
and follow the wires from the nearby fans to locate the extractor control
point. Tap LT to throw a batarang at the box to restart the fans and clean out
the gas from the room. Hop down from the platform and search the ground level
to find JOKER TEETH X3. Go to the western wall near the center of the room to
find a floor grate that you can climb down to find a RIDDLER TROPHY. Head to
the southern corner of the room and out of the door with the green arrow
painted in front of it on the floor.

Transfer Loop
-------------

Follow the Joker's green arrows and smiley faces down the corridor and get the
JOKER TEETH X2 along the way. The arrows on the floor will lead you to another
room where you will have your first boss fight:

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |    Deformed Joker    |
                           |       Henchman       |
                           0======================0


Double-tap A to utilize Batman's evasive roll in order to avoid the deformed
henchman's attacks. He will charge at you and sometimes grab bodies off of the
ground to throw at you. He will also pound the ground and create a shockwave
that will stun you. Wait until he is charging you, then throw a Batarang at him
and quickly dodge roll out of the way and the boss will run into the wall and
stun himself. Quickly approach him while he is stunned and unleash a combo,
using the dodge roll to evade his counter attacks. Another strategy is to use
the dodge roll to quickly get behind him, then get in two or three hits before
using the dodge roll again to dodge his attack. You can also use the Batarang
to help slowly whittle down his health. After several hits, the deformed
henchman will fall.

-------------------------------------------------------------------------------

After the battle, head to the right side of the room and up the stairs to find
a RIDDLER TROPHY. Head back and to the other side of the room and speak with
the guard. After the brief scene, you get a new primary objective and a new
secondary objective:

-------------------------------------------------------------------------------
                          Rescue Commissioner Gordon
-------------------------------------------------------------------------------

- Locate and analyze the Holding Cells for evidence.

Turn around and follow the path from which you just came. Hug the left wall and
take the turn to the left. Follow this corridor until you arrive in a room with
the man wearing the biohazard suit. Take out the two henchmen to the right and
head back through the door that opens to arrive in the holding cells.

- Scan the crime scene area to isolate a forensic trail.

You cannot go through the security, so head into the room on the left. Once
inside, head to the back corner and go into detective mode to find the flask.
Hold A to scan it for forensic evidence.

- Track Gordon's movements by following Bole's whiskey trail.

Right above the flask you will notice the orange molecule diagram that is
floating in the air. Stay in detective mode and follow the trails as they
appear. Exit this room and take a right, then take a left so that you begin to
wrap around the square-shaped hallway. Take the second path and continue
straight down the corridor through the door that opens. After the cutscene,
turn to your left and grapple up to the platform, then do the same thing to get
to the next highest platform. Jump across the gap and shimmy to your right
until you have space crawl up into the shaft. Head to the right and out of the
metal grate at the end. Grapple up two more platforms and jump another gap,
then run towards the low wall to climb up it. Grapple up once more and turn
left, jumping over the grate. Crouch here and head straight, but turn left and
take note of the metal grate. Instead of heading towards the grate, continue
crouching and walking straight until you can stand again. Climb the low wall
then grab onto the ledge and shimmy across. Continue holding the left analog
stick to the left to go around the corners until you reach the spot where you
can jump up. Walk around the path here, jumping over the two low walls, until
you reach the dead end. Look up and grapple to the high platform, then crouch
to continue around. Approach the symbol that resembles a spider. Hold down the
LB button to analyze the Chronicle of Arkham.

Head around the corner to the right and grapple up to the platform. Take out
all of the henchmen. After the battle and the brief conversation, look to the
right and go through the metal grate, into the shaft, and out of the other
metal grate at the end.

Cell Block Transfer
-------------------

When you exit the metal grate, go into detective mode and you will find that
the nearby henchmen are all heavily armed, unlike any of the previous ones that
you have encountered. Grapple onto the gargoyle immediately above you. Look
around and grapple across to the other side of the room. Tap the A button to
fall gently to the ground. Hold RT to crouch back to the armed guards and use
the Y button to silently take down all of them. Afterward, head back in the
direction from which you just came after dropping down. The door at the far end
is locked, but there are some stairs that you can climb to the right. Use your
silent takedown on the guard here and go into the nearby shaft after removing
the metal grate.

After coming out of the other side, take care of the nearby guard standing over
the bodies. Use detective mode to get a good survey of the room that you are
in. Turn to your left and notive the room that is elevated and separated on its
own. Grapple onto the ledge and climb over the railing. Crouch and walk through
the building to the other side. Wait until the guard is facing away from you to
silently eliminate him. Grab the interview tape on the nearby table. Leave the
building and grapple back up to one of the gargoyles. Grapple around until you
have a good view of the final guard and glide kick down to knock him to the
ground and use the ground takedown to finish him off.

After a brief cutscene, the room is again filled with armed guards. Use the
same strategies that you used earlier to take out all of the henchmen without
alerting any of the others. If you do accidentally alert one or more of the
other guards, grapple up to a gargoyle and contiue to grapple around quickly to
get them off of your trail. Once you have finished off the guards, grapple up
to one of the gargoyles in the corner against the wall on the side from which
you did not first enter this room (the wall opposite the wall that says
"Arkham"). Glide down to the opening in the middle of the wall. After the brief
conversation with the Riddler, turn around and face into the room from which
you just came. Hold down the LB button to solve his riddle.

When you regain control of Batman, talk to the man who opens the door in front
of you: William North. Speak with him to gain a new objective:

- Escape from Intensive Treatment to the island surface.

Follow William into the next room and head down the stairs and out of the door
in front of you. Follow the only path that you can, down more stairs. When you
walk forward, a radio will begin playing just inside of the men's restroom.
Hold down LB to solve another riddle. Head through the bathrooms and out of the
door in the back-right corner. Open the nearby metal grate and go through and
out of the shaft. Follow this path until you reach a dead end. Look up and
grapple onto the nearby cliff and continue down the path to continue your
current objective.

Jump down the cliff and glide safely to the ground. Head straight forward past
the guards and up the steps to Arkham Mansion. Head inside and speak with the
guard, then exit the building. Outside, you get a call and a new objective:

- Protect the Batmobile.

Head toward the direction of the Batmobile on your map. Look up to see two
catwalks. Grapple onto the catwalk on the right then again onto the roof to
find a Riddler Trophy. Drop down to the ground between the two catwalks and
head through the large door straight ahead. Inside, head over to the left side
of the ambulance (but don't go around to the other side, because there are
armed guards on the other side of the nearby fence). Look up and to the left
and grapple up onto the ledge. Glide down onto the other side and quietly take
out the two guards.

Go through the door. Outside, look up and to the right a little and grapple to
the roof of the lookout tower. Look down to find six henchmen beating on the
Batmobile. Glide kick down onto one of them and take them all out to complete
your objective. Take the explosive gel from the trunk of the Batmobile to get a
new objective:

- Scan around the Batmobile to isolate a forensic trail.

Go into detective mode and search around the guards to find what you are
looking for and to receive yet another objective:

- Locate Gordon by tracking his discarded tobacco.

Follow the forensic trail to the entrance to Arkham West. Look up and to the
left and grapple onto the lower ledge of the nearby building. Walk to the left
along this part of the roof to find a Riddler Trophy. Head back to where you
last saw traces of Gordon's tobacco and step a little to the right to find a
weak spot in the wall. Hold LT to prepare the explosive gel and RT to spray it
on the wall. Stand back and while still holding LT, press RB to detonate the
gel and destroy the wall. Go inside and follow the path to the left and through
the door.

Go straight through the opening ahead of you and continue to follow the trail
of discarded tobacco down the hill. Once you go through the door and outside,
turn around and grapple up to the ledge above the door to find a riddler
trophy. Take out the nearby guards if you wish and continue to follow the trail
down the hill to the left and up the stairs to the walkway of the Medical
Facility. Take out the six henchmen and enter the door into the facility. After
the brief scene, head back outside to get a new objective:

- Find an alternative route into the Medical Facility.

Grapple onto the roof of the facility and walk to the left. Go into detective
mode and look for the structural weakness on the piece of roof. Detonate some
of your explosive gel on the spot to gain entrance. Go through the nearby door
to complete your current objective. Climb over the two ledges to drop down into
the room below. Go into the nearby shaft and continue on until you get to a
fork: take a right to come out of one end of the shaft and to find a Riddler
Trophy. Head back to the fork and continue straight. Go into the next shaft and
at the end, take a right to get into the large room.

Grapple onto one of the nearby gargoyles and take a survey of the room.
Eliminate the armed guards and head over to the room with the doctors. After
the conversation, you get three new objectives:

- Locate and rescue Dr. Young.
- Locate and rescue Dr. Kellerman.
- Locate and rescue Dr. Chen.

Drop down to the lower level and go through the door to the north. Take the
path immediately ahead of you and follow the corridor as it turns to the right.
Take out the three guards at the end of the hallway and go through the door to
arrive in the X-Ray Room. Grapple to the top of the wall ahead of you to find a
Riddler Trophy. Whatever you do, do not alert the guards or Dr. Young will be
killed. Your goal here is to eliminate all of the guards at once. Drop down to
face the building and go into detective mode. Spray your explosive gel on the
nearby wall. Walk clockwise around the building to find another weak spot that
you can gel. Detonate the two simultaneously to complete your objective.
Approach the doctor and speak to her.

After the conversation, head outside and run back down the corridor in the
direction from which you came. When you get back to where you first entered
this corridor, look up and grapple into the shaft to find a Riddler Trophy.
Continue through the shaft without turning left at the fork and jump back down
into the hallway. Head straight ahead and go through the door. You find
yourself in a situation similar to the one you dealt with early. Approach Dr.
Chen who is held captive in the chair. After the scene, defeat the guards and
rescue the doctor to complete your objective. Grapple up to the area from which
the guards jumped down and walk over to the right to the dry-erase board. Hold
down LB to solve another riddle.

Head back into the corridor. At the fork, stay straight and head to the end of
the hallway. Defeat the two thugs and enter the door. Defeat these two thugs as
well and talk to the man inside the chamber. After the conversation, grapple up
to the top ventilation shaft and go through the metal grate. Look across the
room and use your Batarang to take care of the guard. Walk around the catwalk
to the right and look below the grate that you just use to enter this room.
Throw your batarang at the control box. Head around to the opposite side of the
catwalk and glide down to the platform that is not shrouded in poisonous gas.
Climb the metal box and jump across the two gaps to the isolated catwalk. Turn
and face the corner and look down to find another control box to destroy. Once
the gas level drops again, glide down to the low platform in the opposite
corner. Look down to find the last control box. Destroy it to save the third
and final doctor and to complete your objective. You receive a new objective:

- Return to the doctors in the Sanitorium and pick up Gordon's tobacco trail.

Approach the men and enter the room in which they were trapped to find an
interview tape on the desk. Head back through the main corridor back to the
Sanitorium. After the brief scene with the doctors, you find yourself grappled
onto a gargoyle with armed guards entering the room. Eliminate all of the
guards and jump down to the ground. Follow the tobacco trail to the elevator
leading to the morgue. After the two scenes, go into detective mode and look
for the weak wall to the left. Destroy it and head into the path. Once you
reach the dead end, go into the shaft via the metal grate on the left. Once you
come out, approach the man leaning against the wall to get a new objective:

- Hunt down Commissioner Gordon's Killer.

From the Commissioner, head to the left and follow the corridor to the end. Go
through the doors into the morgue. Look around for a bit, then go back through
the doors. Approach the platform in the middle and open the three bodybags.
After the brief scene, turn around and look at the destroyed morgue. Go
straight and jump across the two gaps to trigger a scene. Get ready for your
first encounter with one of the main villains of the game:

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |       Scarecrow      |
                           0======================0

Head counter-clockwise across the platforms while staying out of the
Scarecrow's view. Do not let him see you or he will kill you. Use your
explosive gel to destroy the wall that blocks your path and continue until you
reach the bat signal at the top. Use it to escape from the dream world.

-------------------------------------------------------------------------------

You find yourself back in the morgue. Exit the morgue and follow the arrows
down the corridor. When you reach the man lying against the wall, your
objective changes:

- Rescue Commissioner Gordon.

The door with the Joker's face eventually opens. Take out the three guards who
come out and continue following the arrows until you arrive in the room where
the Joker starts talking to you. You receive yet another objective:

- Rescue Gordon without being detected.

Head into the nearby shaft and crawl to the first open area. Crawl into the
next metal grate and out of the other end. Turn the corner to the left and
silently takedown the nearby guard. Down and to the right is another
ventilation shaft. Enter it and head all the way to the back corner. Look to
the left to find a Riddler Trophy. Exit the shaft through the nearby hole and
eliminate the guard standing with his back to you. Look to the right and there
should be a guard who starts to walk down the stairs to the lower level. Crouch
by the staircase near you and when he walks out in front of you, take him down.
Straight ahead, you will find another guard pacing back and forth. When he
starts to go back to the right, run across and get behind him for another
silent takedown. Continue clockwise around the catwalk to find the staircase
leading to the upper level. The door is blocked up, but grapple to the ledge
above to find a Riddler Trophy. Stand on the piece of glass directly above
Harley Quinn and press the Y button. After a brief scene, prepare yourself for
your first boss battle.

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |         Bane         |
                           0======================0

Do not try to take Bane head on, because he will decimate you. Wait until he is
charging after you to make your move. Use a quick Batarang while he is
charging, or quickly dodge roll away and let him crash into the wall in order
to stun him. While he is stunned, quickly run up to him and deliver a few melee
attacks. This will cause you to jump on his back and pull out the pipes from
Bane's tank of venom. Do this three times and Bane will fall. Be careful of the
henchman who join the fight from time and time - when they appear, concentrate
your attacks on them but do not forget about Bane. While you are fighting the
other henchman, he will still charge at you so be sure to perform a dodge roll
before he hits you. Also, be wary of when Bane grabs pieces off of the wall to
throw at you - these can also be easily avoided with a dodge roll.

-------------------------------------------------------------------------------

After the scene and the conversation with Oracle, you receive a new primary
objective:

-------------------------------------------------------------------------------
                   Analyze Dr. Young's Research in the Batcave
-------------------------------------------------------------------------------

Refer to your map and backtrack to Arkham North. Head over to the eastern side
of the Intensive Treatment facility. The gate leading to this area will be
locked, but as soon as you grapple over the brick wall, your objective will be
complete and you will receive a new one:

- Follow the cave to Dead Man's Point.

Head straight forward amd grapple to the high platform. To your immediate left,
you will find another Chronicle of Arkham. Continue along, grappling up to
another ledge, and go through the door. When you follow this corridor to the
large room, run towards the ledge to the left to climb up it and walk outside
to trigger a sequence and to complete your objective.

Continue along the path and glide off of the catwalk onto the lower platform.
Climb the stairs and approach the monitors to trigger a scene. Afterward, you
receive the Batclaw as well as a new primary objective:

-------------------------------------------------------------------------------
                                Locate Dr. Young
-------------------------------------------------------------------------------

- Return to surface via the sewer system.

Head back down the stairs and turn to your right. Use the Batclaw to move the
three metal boxes and jump across the gap. Follow the path, going through the
door, and use the Batclaw again to remove the metal grate that is above you.
Grapple up to the ventilation shaft and when you come out of the other side,
drop down and perform a silent takedown on the lone guard. Continue up the
stairs to the left and take out the rest of the guards around the corner. Grab
the interview tape by the dead body and use the Batclaw to remove the nearby
metal grate to find a Riddler Trophy. When you drop out of the shaft, take a
left and try to open the door at the end of the hallway to see a cool scene.
Turn around and head back down the hallway under the shaft in the other
direction. Head through the door and into the large room.

Walk forward and take the catwalk to the right to the column. Climb up into it
and run straight through to jump to the nearby platform. Turn to your left and
glide to the next platform. Look around the corner to find a Riddler Trophy.
Turn around and head back in the opposite direction across the platforms until
you reach the other side of the room. Turn left at the corner and jump across
the two platforms to reach the opposite corner of the room. Walk across the
bridge made by the pillar of bricks to reach the next level of the room.

Turn left and jump into the old column. Run straight through to jump onto the
ledge with water running across it. Jump forward again to get into the column
and to find another Riddler Trophy. Hop back onto the ledge with water and run
up the bridge to the right. Near the top of the bridge, you will notice two
small ledges hanging off to the right. Step onto one of them and look down to
find another platform below you. Jump down to it and look down and to your
left. You will see an open spot in the column beside you. Glide down to the
spot and grab onto the ledge. Shimmy over and step inside to find a Riddler
Trophy. Backtrack to the bridge and climb it to the top to reach the third
level of this room.

Turn right and jump across the gap. Look to your right and take note of the
Riddler Trophy that you cannot get to at the moment. Turn around and follow
the path through the door and grab the interview tape on the boxes to the
left. Take the nearby stairs as far as you can and use the explosive gel to
get through the wall. Jump across the gap and go through the door to complete
your objective. Walk forward to receive a new objective:

- Locate a route into the Arkham Mansion.

Walk forward and to the right. Go into detective mode and locate the nearest
armed guard in the watchtower. Grapple to the top of this tower to find a
Riddler Trophy. Refer to your map and make your way back to the mansion. Use
detective mode again to find the two armed guards on the catwalk protruding
from the mansion. Grapple up and eliminate them. Look and use the Batclaw to
remove the nearby metal grate and grapple into the shaft. Jump down into this
room and go through the door to complete your objective.

Look down to the three guards talking to one another. Glide Kick down onto the
armed guard and try to take care of him first. After all of them have been
eliminated, climb the nearby stairs and grapple up to the platform above you.
Look up and to the right and to find another metal grate. Enter the shaft and
destroy the wall to find another Chronicle of Arkham. Crouch and enter the
nearby shaft and take a left to drop down into a large room and to receive a
new objective:

- Search Arkham Mansion to find Dr. Young's research notes before Joker.

Hop down and take out all of the guards. Run forward to the statue and head
into the grate below it to find a Riddler Trophy. Grapple up to the gargoyles
and drop down on the other side of the paths blocked by blue lasers. Head
through the door on the left and eliminate the henchman to save the security
guard. After the brief scene, speak to the guard again. Continue past him
through the door at the other end. Eliminate all of the guards in the room
however you wish and save the two men in the middle to receive a second
objective:

- Investigate Dr. Young's Office

Check your map and go through the door at the north end of the room to enter
the North Corridor. Follow the hallway and take the stairs on your right. The
door is locked, so enter the nearby grate and take a left to drop down into a
different room. Exit the cell and look above the nearby stairs to find another
ventilation shaft. Go through it until you reach the other side. In this room,
run all the way forward and check around the corner to the right to find a
Riddler Trophy. Go back a little and turn right to find another shaft. Go
through it and look down into the room to find three guards. Take them out and
head up the stairs to the left. Look up and go into the ventilation shaft on
the wall to the left. Go through to the end and drop into the office to
complete on of your objectives and to receive a new one:

- Isolate a forensic trail for Dr. Young.

Go into detective mode and check the open door of the safe to find your
forensic trail and to receive a new objective:

- Track Dr. Young's fingerprints.

After the conversation, go back through the ventilation shaft and drop down
into the room from which you just came. Take care of the guards that appear and
go through the open door. Grab the interview tape on the nearby table and
follow the forensic trail through the door ahead of you. Go down the stairs to
the left and follow the forensic trail through the large double doors to end up
back in the main hall where you fought off ten guards earlier. Take out the two
new guards, then catch the trail again and go through the door to the south
corridor. Head down this hallway, and notice the question mark on the wall to
the right. Look up and to the left and grapple onto the ventilation duct. Look
down on the duct to find the green dot. Match this dot with the question mark
and perform an environmental analysis to solve a riddle. Turn around and
destroy the weak wall to find a Chronicle of Arkham inside. Go out of this room
and stand on the left side of the ventilation shaft. Look across to the
opposite wall to find a metal grate. Remove it with the Batclaw and grapple
inside to find a Riddler Trophy.

Hop out of the vent and take care of the two guards. Follow the forensic trail
straight ahead through the door to end up in the library. Take care of the
guards in here. Look around the wall on this bottom level to find a metal
grate. Break it off and go inside to find a Riddler Trophy. Follow the trail
straight forward. Head down the stairs and enter the room at the end to receive
a new objective:

- Rescue the hostages.

The Joker gives you a time limit, but don't stress too much, because when the
time elapses, nothing happens. Head back into the library where the guards
were. Grapple up to the top level and look for the metal grate along the wall.
Remove it and enter the shaft. Continue straight and drop into the room. Walk
to the other half and look up to find another vent. Grapple up and go through
to the next little room. Look up through the gap and grapple up. Turn around
the bend and crawl into the next ventilation shaft. Go through it and break out
through the metal grate on the other side. Throw a Batarang at the rope that is
connected to the chandelier. Afterward, hop down and rescue the two men to
complete your objective. Turn to the left and walk to the third bookcase from
the left. Search it to complete your primary objective. After the conversation
with the Joker, you receive a new primary objective:

-------------------------------------------------------------------------------
              Rescue Dr. Young from Zsasz in the Warden's office.
-------------------------------------------------------------------------------

Head back to the floor from which you originally entered the library and exit
through the same door. Continue down this hallway. After you take control of
Bruce as a child, continue walking forward. Go through the door at the end,
jump across the gap, and head up the stairs to the right. It's time for another
boss:

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |       Scarecrow      |
                           0======================0

The same rule applies here as it did with your first encounter with Scarecrow:
do not let him see you or you will have to try again. Jump across the two gaps
and hide behind the column. Use the Batclaw to bring down the metal boxes to
make cover for yourself. Continue on to the right and jump up onto the ledge.
Take the stairs after the corner and defeat the enemies that spawn. Continue
and jump up onto the next ledge. Jump across the gap and shimmy to Batman's
right to get out of Scarecrow's line of sight. Climb up when he's not looking
and jump the gap to the right. Climb the two ledges and hide behind the column.
Wait until Scarecrow looks to the left, then jump the gap, climb onto the
ledge, and shimmy again towards Batman's right. Wait until Scarecrow is looking
to the left again, then shimmy around to the right side of the ledge and press
B to hop down. Run and hide behind the nearby column. Continue around the
corner and defeat the guards that spawn. Climb the ledge and grapple up to the
high platform above the gears. Climb up and jump the gap to grab onto the
ledge. Shimmy around and climb up to the other side. Here, jump onto the middle
platform when Scarecrow isn't looking your way, then time your second jump to
avoid the pendulum. When Scarecrow is looking to the left, climb up the ledge
and run down the platform. Quickly crouch behind the low wall to avoid being
seen. Run to the right and hop the fence. Climb the ledge, jump the gap, and
run forward to use the bat signal and to end this sequence.

-------------------------------------------------------------------------------

When you regain control of Batman, cut down the bell like you cut down the
chandelier earlier in the library and drop down to the main hall. Go through
the door in the northeast corner of this room by the bell. Cut around the
corner to find a guard. Use the dodge roll to avoid his weapon and to get
behind him so you can finish him off. Head through the door that he was
guarding to trigger a scene.

Do not simply run around the corner or Dr. Young will be killed. Instead, hold
RT and press A to take cover behind the corner. Aim a Batarang at Zsasz's head
when he is not leaning behind the doctor to complete your current objective.
After the scene, take out the four guards to receive a new primary objective:

-------------------------------------------------------------------------------
        Destroy the Titan Production Facility in the Botanical Gardens.
-------------------------------------------------------------------------------

After the conversation with Oracle, you receive another objective:

- Scan the Warden's office to isolate a forensic unit.

Go into detective and scan the weapon that one of the guards was holding
earlier to complete your objective and to receive a new one:

- Locate the Warden using his DNA trail.

Follow the trail out of the room and take a left at the fork. Go through the
door and down this hallway. Follow the turn to the right and go through this
door to get back into the main hall. Take out the three armed guards and head
through the door on the opposite side of the hall. Head down the stairs and
exit through the door at the bottom to leave Arkham Mansion. Follow the trail
to the west through the abandoned tunnel. Grapple over the doors that are
locked and take out the six guards near the end. Head through the doors and
continue to follow the trail through this area. Watch out for the nearby sniper
- you can use random objects for cover on your way. The trail leads you to a
set of stairs. Head to the top and take out the guards. After the fight, talk
to the orderly who runs up to the fallen guard. After the conversation, follow
the trail through the doors of the Penitentiary.

Inside, grab the interview tape on the nearby table. Head straight forward and
take out the three guards. Follow the trail until you get to the locked door.
Turn around and head in the opposite direction until you reach the other side
of the gate. Continue to follow the trail through the door and into the room
with all of the people. Follow the trail to the other side of the room and head
down the little hallway and through the door that opens to enter the Green
Mile. Step foward. After the conversation, continue following the trail around
the large cell in the middle and out of the door at the back end. Head up the
stairs into the security tower to trigger a scene. Afterward, step forward and
rescue the Warden to complete your objective and to receive the Cryptographer
Sequencer. After the conversation, step out and use your new gadget on the
security box to remove the electric fence that is blocking your exit. The idea
is to push the analog sticks around until you get the strongest vibration
possible out of your controller. Before you leave the security room, climb the
staircase that is closest to the exit to find another security box that you can
unlock to reach a Riddler Trophy.

Exit back into the Green Mile and head around to the other side. When the
crazed inmate jumps onto you, repeatedly tap the A button to get him off then
take him out. Continue back into the Main Cell Block to trigger a scene and to
receive a new objective:

- Apprehend Harley Quinn

After the scene, look up and grapple onto the high platform. Take out all of
the guards, focusing on the armed guard first, then take out the second wave of
guards that appears. Go through the door straight ahead. Check the office to
your left to find an interview tape on the table. Use the Cryptographer
Sequencer on the box in the back left corner of the room to deactivate the
electrified floor as well as the door that Harley Quinn went through in the
Main Cell Block. Leave the office and head back to the lower level of the Main
Cell Block. Head over to the western side of the room and go through the door
and the small corridor. In the next room, make your way to the opposite corner
while taking care of the two lunatics. Head of the stairs and through the door
ahead of you. Continue straight down this corridor and through the next door.

Dismantle the security box to the left of Harley to start a timer. Run counter-
clockwise around her control room to find another security box to dismantle.
Afterward, use your Batarang to cut the ropes from which the two officers are
hanging. Run back to the door from which you first entered this room and
dismantle the box. Run through and escape to safety. Continue straight down
this corrider and backtrack to the Main Cell Block, taking care of the lunatic
on the way. Head straight across to the other end of the block and go through
the door that Harley opens for you.

Run straight forward until you get to the electrified door. Look up and to your
right and pull out the grate from the ceiling. Take care of the lunatic and
grapple up. Grab the interview tape from the nearby table. Exit this office and
hug the wall to the right and down the stairs. Go through the door that unlocks
for you. After the scene, you have somewhat of a mini-boss fight. Take notice
of the slightly elevated platforms to the left and to the right. The platform
on which you are currently standing will eventually start to become
electrified. Every thirty seconds or so, the electricity will move throughout
the three platforms in a counter-clockwise motion. Finish off the onslaught of
guards while avoiding the electrified platforms. Afterward, a scene will play
and you will complete your objective as well as receive a new one:

- Pick up Harley Quinn's fingerprint trail in the Botanical Gardens.

After the scene, head north through the door in between the two elevated
platforms. In the office, grab the Secrets Map from the desk. Check your map
and backtrack out of the Penitentiary to Arkham West, taking care of the
lunatics along the way. Head back through the abandoned tunnel between
Intensive Treatment and the Medical Facility back to Arkham East, then turn
left and head into the Botanical Gardens to receive a new objective:

- Track Harley Quinn's movements to locate Titan Production Facility.

Go into detective mode and locate Harley's trail to your left. Hug the wall
counter-clockwise until you reach the area right before the two guards. Hide
behind the corner and throw a Batarang at each of them to knock them into the
electrified door. Use the Crpytographer Sequencer on the nearby security box
and head through the door. In the next room, grapple up to one of the gargoyles
and take out all of the armed guards as only you know how. Afterward, follow
Harley's trail to the door at the top of all of the stairs along the northern
wall. Head through this door. After the scene, you receive a new objective:

- Find and shut down the generator powering the flooded corridor.

Head back through the door into the main hall and jump down to the bottom
level. Head through the door on the eastern wall. Walk counter-clockwise around
the statue and grab the interview tape on the bench. Continue into the nearby
corridor and out of the door on the other end. Take care of the guards in this
room and rescue Carl Todd sitting in the chair. After the scene, grab the
interview tape sitting on the sonsole just to the left of Mr. Todd, then use
the Cryptographer Sequencer on the security box along the left wall - you'll
have to find the correct frequency three times in order to disable the
electricity and to complete your objective.

Backtrack to the flooded corridor and walk across to the other side of the
room. The Joker blocked off the path ahead, so enter the metal grate on the
wall to the left. Jump out of the other end of the shaft and head to your
right. Use your explosive gel on the wall, hop down, and head through the door
to your right to end up in the Abandoned Chamber. Head to the left end of this
walkway and jump across the gap onto the platform that is jutting from the wall
and head down the stairs to the right. Head up the stairs on the opposite side
then jump across the gap to your left. Head through the door and climb up the
two ledges then grapple onto the final ledge. Crawl through the shaft and take
care of the two guards who are harassing the man on the ground. Speak with
Jordan Fraser to get a new objective:

- Rescue the orderlies held hostage in the Aviary

Head through the door on the eastern side of this room to receive another
objective:

- Take down the Henchman leader without being detected.

Do not alert anyone in this room or the two hostages will fall to their deaths.
Head around the corner and hide behind the plant. You want to go through the
two plants and into the nearby ventilation shaft without alerting the nearby
guard. Once inside, grapple up to the platform above you and climb the ladder.
Head through the next ventilation shaft and onto the platform that protrudes
from the wall. Turn to your left and glide off of the platform while hugging
the wall to get on a ledge above the guard that is very difficult to see.
Grapple up to the next level and peer down to the guard below. Once his back is
to you, drop down to the platform that is below his catwalk immediately below
where you are currently standing. Look up and grapple onto the edge of the
catwalk and shimmy to your right to the end. When the guard is not facing you,
quickly hop and and climb the nearby ladder and take out the operator once you
reach the top to complete your objective. He will see you first and begin
firing, but this will not alert the other henchman, so don't worry.

With the operator down, you have to take care of the other three henchman to
free the hostages. Simply backtrack the way that you came and use detective
mode to locate the guards. Perform silent takedowns on the them and make sure
that nobody sees you, otherwise the hostages will be killed. Upon taking down
the final guard, your other objective is completed. Glide down and speak to the
two hostages, then grab the interview tape on the bench to the right of their
cages. Go back into detective mode and Harley Quinn's trail to the opposite
side of the room. When you go into the little tunnel, look for the metal panel
on the wall to the left. Remove it and use the Cryptographer Sequencer on the
hidden security box three times to reveal the hidden door and to complete
another objective.

Exit the tunnel to the left and turn immediately to your right to head through
the door. After the scene, prepare for another boss battle:

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |    Titan Henchmen    |
                           0======================0

This fight is very similar to the fight with Bane earlier in the game. Your
strategy should basically be the same, use a Batarang while the Titans are
charging or dodge roll to let them run into the wall so that they will be
stunned. Run up and press the X button as if you were going to perform a melee
attack to jump on his back while he staggers around. While you are on one of
their backs, use the left analog stick to move towards the other Titan to deal
a large amount of damage. Be careful of the Titans pulling debris from the wall
and bodies off of the ground to throw at you and try to stay aware of where
each of them is at all times. This battle should not be too difficult.

-------------------------------------------------------------------------------

After the fight, you receive a new objective:

- Destroy the Titan Vats.

Turn around and go into detective mode to spot the six vats behind you. Use
your explosive gel to destroy them and to complete your primary objective.
During the conversation that follows, you receive a new primary objective as
well as a new secondary objective:

-------------------------------------------------------------------------------
                         Synthesize anti-Titan Compound
-------------------------------------------------------------------------------

- Locate Poison Ivy using her pheremone trail.

Turn around and use the Cryptographer Sequencer on the security box by the door
that the Joker used to leave the room and approach the large gap. During the
scene, approach the cylinder that the Batwing drops for you to get a new
gadget: the Line Launcher. Approach the gap again and use your new gadget on
the door across the ravine and head through it to arrive back in the Aviary. Go
into detective mode and notice the colors and the percentage on the right side
of the screen. The higher the percentage, the stronger Poison Ivy's pheremones,
and the closer you are to her. Backtrack to the flooded corridor and grab the
interview tape on the bench to the right. Continue straight ahead and use the
Line Launcher to cross the large chasm. Grab the Riddler Trophy that you land
near and continue following the path through the door at the end. After the
interesting scene and the conversation with Oracle, you receive two new
objectives:

- Collect plant spores from Killer Croc's lair.
- Talk to Aaron Cash in the Arkham Mansion.

It's time to backtrack to Arkham Mansion. Head back down the path to the chasm.
You can use the Batclaw to take care of some of the guards across the gap.
Cross the gap and take out the rest of the guards, then turn around and face
the gap again. A little to the left on the wall is a ventilation shaft. Go
through it and continue on through the Abandoned Chamber to the Flooded
Corridor. Use the Line Launcher to get across the gap. Take out the two guards
and head through the door back into the Botanical Glasshouse. This room is
again filled with armed guards. Take them out to secure the room and continue
through the door at the bottom of all of the stairs. As you approach the
entrance, some plants block your path. Drop down the newly exposed hole and
turn around to find a Chronicle of Arkham. Head down the corridor and grapple
up to the ledge on the left at the end. Crawl through this vent to end up
behind the plants and exit the Botanical Gardens.

After the scene, listen to Batman's advice and try your best to avoid the
various plants on the island, because they will attack you. Make your back over
to Arkham Mansion - if you want, you can literally use the Line Launcher to get
there without having to walk. Grapple up to the ledge protruding from the front
of the building and grapple into the ventilation shaft. Head straight through
the door to arrive in the Mansion Entrance Hall. Be careful not to fall down to
the ground floor, because the Mansion is full of poisonous gas now. Use the
Line Launcher to get to the ventilation shaft on the other side of the room,
then grapple up and to the right to get into another shaft. Go through it and
through the next shaft into the Main Hall. Drop off of the right side of this
platform and land on the catwalk below. Walk forward a bit then Line Launch to
the opposite side of the room onto the other catwalk. Walk all the way to the
end of it and glide down to the staircase. Walk up and speak with Aaron Cash to
the right to complete one of your objectives and to receive a new objective:

- Gain access to Killer Croc's Lair via Intensive Treatment

After walking back down the stairs, head back the way you came by grappling
onto the catwalk to your right, launching to the opposite side (you'll need to
use the gadget on the gray column instead of on the wall this time), grappling
back onto the platform and then grappling up into the vent. Go through the
shaft and drop down into the second vent. Launch yourself across the room and
go through the door and through the shaft on the wall to get back outside. Head
southwest through the Abandoned Tunnel to Arkham West. Follow the northern
boundary and take a right at the Joker face and go through the tunnel into
Arkham North. After the brief conversation with Oracle, grapple up to the
sniper tower slightly to your left. Grab the interview tape from the table
inside, then use your Line Launcher to get to the same platform as the sniper.
If you have the Remote Control Batarang, this is even easier - stand inside the
sniper tower and use the Batarang to stun the sniper, then launch across. At
any rate, head inside and go through the door to enter Intensive Treatment.

Walk straight forward and go through the metal grate down and to your right.
Head out of the other end, then grapple up to the platform to your right and
enter the second ventilation shaft. On the other side, climb the small ledge to
your right and drop down at the other end and enter the shaft. At the other
end, a brief scene plays: explosives have been planted in all of the gargoyles
around the room. You can still use the gargoyles, but only for a brief second,
and when you do use one, it explodes afterward. Immediately hop down and
perform a silent takedown on the guard when his back is turned to you, then
grapple onto the roof of the building to your left. I recommend that you not
use the gargoyles unless you absolutely have to make a quick mistake. Keep in
mind all of the techniques that you can use to take down the guards: Glide
Kick, Batarang, Explosive Gel, Takedown through the glass on the roof of the
center building. Remember to isolate the guards to take them out individually.
Once you've taken care of one, run for cover and get back to the roof as
quickly as you can.

Once you've cleared the room, use the Cryptopgraher Sequencer three times on
the security box in the middle of the building to unlock the two doors at the
northern end of the room. Drop down and go through either of them to end up in
Cell Block Transfer. Walk forward to trigger a scene. When you retake control
of your character, walk straight forward and follow the others. After the next
scene, select "Retry" and you will take control of Batman again. Turn around
and climb the ramp and jump the gap. Line Launch across this large gap while
avoiding the large metal plate that is moving left to right. Prepare yourself
for the third and final encounter with Scarecrow.

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |       Scarecrow      |
                           0======================0

Wait until Scarecrow looks to the right, then jump across the gap and climb the
ledge. Walk forward and take care of the skeletons that spawn, then run to the
far right of this platform and climb the ledge and walk around the corner. When
Scarecrow looks to the right, run and climb the ledge and crouch behind the
small generator so that when he looks to the left, he will not see you.
Continue to the right and hop over the fence. Jump the gap and run down so you
can crouch behind the slightly elevated platform. When Scarecrow looks back to
the left, run back to the far end of this platform and jump the gap. Climb the
nearby ledge and watch as the metal plate moves from left to right. You want to
time your run so that you go along the platform behind the plate so that you
stay out of Scarecrow's vision. Hop the next gap and climb the edge. Quickly
crouch down behind the metal grate. Jump the next gap to land on a platform
that drops down like an elevator. Wait until Scarecrow looks to the left to
grapple up to the next platform. Continue to the right, taking care not to be
seen through the metal Intensive Treatment gate. Run around the corner and
approach the bat signal to trigger a scene. Afterward, you have to fight three
waves of enemies. In the first wave, you just fight the weak skeleton guards
that have appeared since the second encounter with Scarecrow. In the second
wave, you come against a large skeleton that resembles Bane and the Titan
Henchman. Simply throw a Batarang at him when he charges and dodge roll out of
the way - he will shatter into pieces when he hits the barrier. In the third
and final wave, you face a combination of weak skeletons with one large
skeleton. Focus on the small skeletons first, then use the same strategy on the
large skeleton. After the final wave, the battle is over.

-------------------------------------------------------------------------------

When you regain control of Batman, go forward and through the doors straight
ahead of you. After the brief scene, head to the right and go up the stairs to
find an interview tape on the desk to the left. Head back to the elevator shaft
and glide down to the bottom level. Head up the stairs in the southeast corner
of the room and take care of the three guards. Grab the interview tape from the
nearby table, then use the Cryptographer Sequencer on the nearby security box
three times to open the elevator shaft. Drop down the shaft and take out the
nearby guards. Head through the door to the left to get to the control room.
Grab the interview tape on the crate and continue down the corridor. Go through
the door at the end to arrive in Croc's Lair. After the scene, your objective
is complete.

Head to the right and hug the wall into you cannot continue any further. Line
Launch to the other side of the sewer and continue towards the right until you
get to another object that you cannot pass. Line Launch across to the other
side and head into the tunnel straight ahead of you. After the scene, equip
your Batarang and continue forward. Do not run along the floating platform or
Croc will kill you. Follow the walkway the only way that you can, climbing
fences whenever you need to. Occasionally, Croc will come out of the water onto
the walkway to attack you - you'll know because very dramatic music will begin
to play and you will hear his growl. Simply aim a Batarang at his collar to
knock him back into the water.

The number on the left side of your screen shows you how close you are to the
next spore - the smaller the number, the closer you are. When you get to the
first intersection, head straight and climb over the fence. Make an immediate
right and look up to find the first spore hanging from the ceiling. Use your
Batarang to knock it onto the walkway and collect it by getting close to it and
pressing A. With your back to where the spore fell, make the next right and
continue straight for a while. Make a right at the next intersection and hop
the fence. Look up to find your second spore. After you've collected it, turn
around and head straight and hop the fence. Take a left at the fork and
continue straight. Make a right at the next intersection and go straight
through the next one and around the corner. Continue straight and look up to
find the third spore. Collect it, and head right through the door that Croc
just destroyed. Go straight through the first intersection and make a left at
the fork to find the fourth spore. After the scene, use the Line Launcher to
get across the gap, then immediately equip your Batarang again. Croc has a new
underwater attack: when the game prompts you to, run along the walkway to avoid
him. Take a right at the fork, then a left at the fork at the end. Continue
walking around the right turn and hop over the fence. Take the next right and
continue straight for a while to find the fifth and final spore.

After the scene, your objective is complete and you receive a new one:

- Escape from Killer Croc's Lair.

Backtrack the path that you just came using the beacon that Batman set at the
entrance to the lair. When you have to use the Line Launcher, don't forget to
immediately equip the Batarang afterward so that you will be ready for Croc's
appearances. Always be vigilant and don't forget to not run along the walkway
until you are prompted to do so. Eventually, you will reach a turn and a short
scene will play out. At this point, when the camera switches to a view that
faces behind Batman, run for it. Follow the turns along the path and jump over
the two fences until you get to the end to the locked gate. Quickly equip your
explosive gel and detonate the charges that were placed before you stepped into
the lair as Croc passes over them. After another brief scene, your objective is
complete and you receive a new one:

- Return to the Batcave to formulate anti-Titan compound.

When you leave Croc's Lair, head to the right and use your map to backtrack to
the Batcave. After going right, stay straight until you go around the left
corner. Take out the guards, then grapple up to the ventilation shaft on the
right. Once you come out, follow the linear path until you reach the secret
entrance to the Batcave. Run straight across the catwalk, over the gap, and
take the stairs to the left and approach the monitors. After the scene, the
Batclaw is replaced with the Ultra Batclaw, and upgrade that fires three hooks
simultaneously. You also receive a new primary objective:

-------------------------------------------------------------------------------
                  Stop Poison Ivy from destroying the island
-------------------------------------------------------------------------------

Walk down the stairs and face the left. Kick the boxes down into the chasm and
use the Ultra Batclaw on the weak wall across the gap. Glide into the hole in
the wall and grapple up into the tunnel above you. Follow the path until you
exit the cave. After the scene, glide down to the island below you through the
two stone pillars. Climb the ledges to the top and use the Line Launcher to get
to the next island. Walk as far inside as you can then grapple up to the alcove
that is about midway up the stone. Look down to find another grassy area on a
nearby pillar where you can land. Use the Line Launcher to get there and to
find a Riddler Trophy. Launch back to the island from which you just came and
grapple back up to the top. Look slightly to your left and launch into the
small hole in the nearby cave.

Run along to the end of this path, then glide down to the area below. Look up
and to the right and grapple into the shaft and go through to get back into the
sewer. Take a left and use your map to backtrack to the Main Sewer Junction.
Proceed through this area like you did at the beginning of the game. At the
top, instead of taking a left turn down the hallway (the path is blocked by
vegetation), use your Line Launcher to get to the structure in the center. Grab
the Riddler Trophy that is standing on the platform protruding from this
structure. Continue walking towards the right and up and across the series of
ledges and gaps. Oracle will give you your next objectives:

- Stop Joker from polluting the Gotham River.
- Shut down West Pump Room.
- Shut down East Pump Room.
- Secure pump control room.

When you cannot continue, turn around and Line Launch to reach a high ledge on
the opposite side of the room. Climb this structure to its highest point, then
turn around and use the Ultra Batclaw on the weak wall. Grapple into the pump
control room and take out the guards to secure it and to complete one of your
objectives. Grab the Secrets Map on the chair near the door. Head down the
nearby hallway, picking up the interview tape on the barrel along the way, and
head through the door at the end. Run forward and take out the two guards. You
reach a fork: the path to the left takes you to the West Pump Room and the path
to the right takes you to the East Pump Room.

Take the path to the left. Along the way you will notice a weak wall against
the right wall. Remove it and grapple inside to find a Riddler Trophy. Continue
along the path and through the door to arrive in the West Pump Room. Drop down
and take out all of the guards. Use the Cryptographer Sequencer on the two pump
control boxes to complete your objective. Grapple back up to the ledge from
which you jumped and look across the room. Launch over to the platform on the
opposite side and grab the interview tape on top of the barrel. Head back to
the fork and take the path on the right through the door to arrive in the East
Pump Room.

This time, all of the guards are armed. Run up and perform a silent takedown on
the nearby guard. From here, you have two options: you can try to be stealthy
and take out the rest of the guards with silent takedowns, or you can put your
back in the corner of the room with the door and use the upgraded Ultra Batclaw
to stun all of the guards so that you can more easily take them down. After
whatever strategy you prefer, head inside and to the right. Go up the stairs
and use the Cryptographer Sequencer three times on the security box along the
left wall to complete your objectives. Exit the East Pump Room, taking out the
two guards at the entrance, and head back to the fork in the Pressure Control
Junction. After the scene, you will have somewhat of a mini-boss fight against
a Titan Henchman and several waves of guards. Defeat the Titan like you did
before: throw a Batarang as he charges and roll out of the way so that he stuns
himself against the wall. Unleash some melee attacks on him to climb onto his
back and control his staggering to take out the guards. Once you've taken out
the Titan, eliminate the rest of the guards.

Head north through the door that the Titan used and use the Ultra Batclaw to
remove the weak wall. Grapple inside to find a Chronicle of Arkham. Turn around
to face outside of this alcove and look up to find another weak wall. Remove it
and grapple up, then jump onto the nearby platform and plant some explosive
gel. Hop back into the tunnel and detonate the gel, then look up to find a
third weak wall. Remove it and grapple up, then head down this corridor out of
the door at the end. Blow through the wall here and step out into Arkham West.
After the brief conversation with Oracle, glide down and slightly to the right
into the sniper tower and take out the armed guard. Use your map and head to
the east through the Abandoned Tunnel back into Arkham East. If you have not
already taken care of the snipers in Arkham East, do so now or try to avoid
their bullets as you make your way back to the Botanical Gardens.

The plants are still blocking the main path, so hop into the vent on the left
and go through it. Grapple up onto the ledge above the Chronicle of Arkham.
Check your map, and backtrack to the flooded corridor. After the scene, launch
across the gap over the water and down the path. Follow the tentacle, taking
out the guards along the way, and head through the door after you've launched
across the gap. After the scene (arguably the coolest in the game), it's time
for another boss:

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |      Poison Ivy      |
                           0======================0

Poison Ivy has a few attacks that you need to watch out for: she sends vines
out onto the platform on which you are standing and when she rises high in the
air, she shoots spores at you. You need to constantly keep running and dodge
rolling around the platform so that you can avoid her attacks. At the same
time, keep a steady flow of quick Batarangs going her way to slowly whittle
down her health. If her vines grasp onto you or if you get too close to her,
rapidly press the A button to break free. When her health reaches zero, she
will let out a scream and fall to the ground. Run forward and plant and
detonate some explosive gel on the pod in which she is encased. She will stand
tall, and you will have to repeat the strategy from earlier once more. Whittle
her health down until she drops down, then detonate some explosive gel on her
to end the fight. During the second round, guards will spawn on your platform.
They really aren't that big of a threat, just a minor annoyance because they
can get in your way. Take them out if you deem it necessary. After the second
detonation of explosive gel, the battle ends.

-------------------------------------------------------------------------------

After the scene, you land in Arkham North. Grab the Riddler Trophy immediately
to your left. After the Joker's monologue, you receive a new primary objective:

-------------------------------------------------------------------------------
                                Go to the party
-------------------------------------------------------------------------------

Look forward at the fireworks, especially the arrow that is pointing down. The
fireworks are going off above the Penitentiary: this is your final destination.
The door leading directly to Arkham West is locked, so you'll have to make your
way to Arkham East and then through the Abandoned Tunnel to Arkham West. Walk
across the bridge and approach the door that looks like the Joker's face. The
guards outside will not bother you unless you attack them first. After the
conversation, head through the door. The same thing applies to this hallway:
the guards will not bother you unless you attack them first (however, you can
take out all of the guards in this hallway to unlock the achievement "Party
Pooper"). Continue through the next door into the Visitor Room.

Step forward and approach the Joker television. During the conversation, your
primary objective is completed and you receive a new one:

-------------------------------------------------------------------------------
                     Defeat Joker before he destroys Gotham
-------------------------------------------------------------------------------

When you regain control of Batman, go forward and to the right down the
corridor. After the scene, you have another mini-boss fight like those that
you've done several times before. Use a Batarang as the Titans charge at you
and dodge roll out of their way so that they stun themselves by running into
the wall. Hop onto their backs and use them to deal damage to the other
enemies. You don't have to worry about the regular guards that are present, as
well, because once you eliminate the ones that are already there, more jump
down into the fray. Once you've taken down the Titans, this battle ends. After
the scene, it's time for the final boss battle:

-------------------------------------------------------------------------------

                           0======================0
                           |-     BOSS FIGHT     -|
                           |----------------------|
                           |         Joker        |
                           0======================0

The final battle is surprisingly easy. At first, run around and dodge roll to
avoid the Joker's initial attacks until he jumps up to the platform above. Try
to avoid the outside perimeter of your platform, because it is electrified and
if you touch it, you will be stunned. Also, beware of the bombs that approach
you - when you hear the strange sound that they make, quickly dodge roll away
to avoid the blast. Eliminate the guards that jump down to your area and a
holicopter will fly near the Joker, distracting him and causing him to turn his
back to you. Use the Ultra Batclaw to bring him down to your level, then
quickly run forward and deliver a combo. He will jump back up and send more
guards to you. Take out this second wave of guards, then use the Ultra Batclaw
again to bring down the Joker. Hit him once more, and he will jump back up to
his platform. Repeat this process a third and final time to end the battle.

-------------------------------------------------------------------------------

Congratulations, you have beaten the game. Sit back and enjoy the final
cutscenes.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 5.0.0 - Bosses
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                            Deformed Joker Henchman
                            -----------------------

Double-tap A to utilize Batman's evasive roll in order to avoid the deformed
henchman's attacks. He will charge at you and sometimes grab bodies off of the
ground to throw at you. He will also pound the ground and create a shockwave
that will stun you. Wait until he is charging you, then throw a Batarang at him
and quickly dodge roll out of the way and the boss will run into the wall and
stun himself. Quickly approach him while he is stunned and unleash a combo,
using the dodge roll to evade his counter attacks. Another strategy is to use
the dodge roll to quickly get behind him, then get in two or three hits before
using the dodge roll again to dodge his attack. You can also use the Batarang
to help slowly whittle down his health. After several hits, the deformed
henchman will fall.

-------------------------------------------------------------------------------

                                   Scarecrow
                                   ---------

Head counter-clockwise across the platforms while staying out of the
Scarecrow's view. Do not let him see you or he will kill you. Use your
explosive gel to destroy the wall that blocks your path and continue until you
reach the bat signal at the top. Use it to escape from the dream world.

-------------------------------------------------------------------------------

                                     Bane
                                    ------

Do not try to take Bane head on, because he will decimate you. Wait until he is
charging after you to make your move. Use a quick Batarang while he is
charging, or quickly dodge roll away and let him crash into the wall in order
to stun him. While he is stunned, quickly run up to him and deliver a few melee
attacks. This will cause you to jump on his back and pull out the pipes from
Bane's tank of venom. Do this three times and Bane will fall. Be careful of the
henchman who join the fight from time and time - when they appear, concentrate
your attacks on them but do not forget about Bane. While you are fighting the
other henchman, he will still charge at you so be sure to perform a dodge roll
before he hits you. Also, be wary of when Bane grabs pieces off of the wall to
throw at you - these can also be easily avoided with a dodge roll.

-------------------------------------------------------------------------------

                                   Scarecrow
                                   ---------

The same rule applies here as it did with your first encounter with Scarecrow:
do not let him see you or you will have to try again. Jump across the two gaps
and hide behind the column. Use the Batclaw to bring down the metal boxes to
make cover for yourself. Continue on to the right and jump up onto the ledge.
Take the stairs after the corner and defeat the enemies that spawn. Continue
and jump up onto the next ledge. Jump across the gap and shimmy to Batman's
right to get out of Scarecrow's line of sight. Climb up when he's not looking
and jump the gap to the right. Climb the two ledges and hide behind the column.
Wait until Scarecrow looks to the left, then jump the gap, climb onto the
ledge, and shimmy again towards Batman's right. Wait until Scarecrow is looking
to the left again, then shimmy around to the right side of the ledge and press
B to hop down. Run and hide behind the nearby column. Continue around the
corner and defeat the guards that spawn. Climb the ledge and grapple up to the
high platform above the gears. Climb up and jump the gap to grab onto the
ledge. Shimmy around and climb up to the other side. Here, jump onto the middle
platform when Scarecrow isn't looking your way, then time your second jump to
avoid the pendulum. When Scarecrow is looking to the left, climb up the ledge
and run down the platform. Quickly crouch behind the low wall to avoid being
seen. Run to the right and hop the fence. Climb the ledge, jump the gap, and
run forward to use the bat signal and to end this sequence.

-------------------------------------------------------------------------------

                                Titan Henchmen
                                --------------

This fight is very similar to the fight with Bane earlier in the game. Your
strategy should basically be the same, use a Batarang while the Titans are
charging or dodge roll to let them run into the wall so that they will be
stunned. Run up and press the X button as if you were going to perform a melee
attack to jump on his back while he staggers around. While you are on one of
their backs, use the left analog stick to move towards the other Titan to deal
a large amount of damage. Be careful of the Titans pulling debris from the wall
and bodies off of the ground to throw at you and try to stay aware of where
each of them is at all times. This battle should not be too difficult.

-------------------------------------------------------------------------------

                                   Scarecrow
                                   ---------

Wait until Scarecrow looks to the right, then jump across the gap and climb the
ledge. Walk forward and take care of the skeletons that spawn, then run to the
far right of this platform and climb the ledge and walk around the corner. When
Scarecrow looks to the right, run and climb the ledge and crouch behind the
small generator so that when he looks to the left, he will not see you.
Continue to the right and hop over the fence. Jump the gap and run down so you
can crouch behind the slightly elevated platform. When Scarecrow looks back to
the left, run back to the far end of this platform and jump the gap. Climb the
nearby ledge and watch as the metal plate moves from left to right. You want to
time your run so that you go along the platform behind the plate so that you
stay out of Scarecrow's vision. Hop the next gap and climb the edge. Quickly
crouch down behind the metal grate. Jump the next gap to land on a platform
that drops down like an elevator. Wait until Scarecrow looks to the left to
grapple up to the next platform. Continue to the right, taking care not to be
seen through the metal Intensive Treatment gate. Run around the corner and
approach the bat signal to trigger a scene. Afterward, you have to fight three
waves of enemies. In the first wave, you just fight the weak skeleton guards
that have appeared since the second encounter with Scarecrow. In the second
wave, you come against a large skeleton that resembles Bane and the Titan
Henchman. Simply throw a Batarang at him when he charges and dodge roll out of
the way - he will shatter into pieces when he hits the barrier. In the third
and final wave, you face a combination of weak skeletons with one large
skeleton. Focus on the small skeletons first, then use the same strategy on the
large skeleton. After the final wave, the battle is over.

-------------------------------------------------------------------------------

                                   Poison Ivy
                                   ----------

Poison Ivy has a few attacks that you need to watch out for: she sends vines
out onto the platform on which you are standing and when she rises high in the
air, she shoots spores at you. You need to constantly keep running and dodge
rolling around the platform so that you can avoid her attacks. At the same
time, keep a steady flow of quick Batarangs going her way to slowly whittle
down her health. If her vines grasp onto you or if you get too close to her,
rapidly press the A button to break free. When her health reaches zero, she
will let out a scream and fall to the ground. Run forward and plant and
detonate some explosive gel on the pod in which she is encased. She will stand
tall, and you will have to repeat the strategy from earlier once more. Whittle
her health down until she drops down, then detonate some explosive gel on her
to end the fight. During the second round, guards will spawn on your platform.
They really aren't that big of a threat, just a minor annoyance because they
can get in your way. Take them out if you deem it necessary. After the second
detonation of explosive gel, the battle ends.

                                   The Joker
                                   ---------

The final battle is surprisingly easy. At first, run around and dodge roll to
avoid the Joker's initial attacks until he jumps up to the platform above. Try
to avoid the outside perimeter of your platform, because it is electrified and
if you touch it, you will be stunned. Also, beware of the bombs that approach
you - when you hear the strange sound that they make, quickly dodge roll away
to avoid the blast. Eliminate the guards that jump down to your area and a
holicopter will fly near the Joker, distracting him and causing him to turn his
back to you. Use the Ultra Batclaw to bring him down to your level, then
quickly run forward and deliver a combo. He will jump back up and send more
guards to you. Take out this second wave of guards, then use the Ultra Batclaw
again to bring down the Joker. Hit him once more, and he will jump back up to
his platform. Repeat this process a third and final time to end the battle.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        6.0.0 - The Riddler's Challenge
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
                           6.0.1 - Intensive Treatment
-------------------------------------------------------------------------------

Riddles
-------

- "A top hat and tails is the only dress code for this party in the North."

- "Where would you find my home sweet home?"

- "Dr. Jonathan Crane plans on elevating fear to new depths."

- "Hook up with the relatives before you're transferred out of here."

- "Even I was shocked when I saw how Maxie Zeus was treated!"

- "A puzzle has many sides, but only some are visible."


-------------------------------------------------------------------------------
                            6.0.2 - Medical Facility
-------------------------------------------------------------------------------

Riddles
-------

- "Are you going to take your hat off to Harley, Bats?"

- "Is this bear the Bane of his life?"

- "Was this fire fly too hot off the press?"

- "A question can only be answered from a new perspective. Don't you agree?"

- "What silent killer of the oceans can be found in a tiny jar?"

- "TICK! TOCK! News flash! Someone is not getting out of here alive."

- "Is the generosity of our benefactors on the Wayne?"


-------------------------------------------------------------------------------
                                  6.0.3 - Caves
-------------------------------------------------------------------------------

Riddle
------

- "A puzzle has many sides, but only some are visible."


-------------------------------------------------------------------------------
                             6.0.4 - Arkham Mansion
-------------------------------------------------------------------------------

Riddles
-------

- "This fiendish puzzle literally appears out of thin air."

- "What does a bird need in the rain?"

- "Isn't the Warden too old for a puppet show?"

- "Who is the main man in the main hall?"

- "It'll be a cold day in Hell when this Ghul rises again."

- "Our records show that a Strange transfer request was made in this room."

- "Did Amadeus go mad, or was he just dizzy?"

- "A game of Cat and mouse can be painful."

- "How do you mark your feelings without losing control?"


-------------------------------------------------------------------------------
                            6.0.5 - Botanical Gardens
-------------------------------------------------------------------------------

Riddles
-------

- "What time is tea time in Wonderland?"

- "Remember the Wayne? How could anyone forget?"

- "The Ratcatcher needed more than just his charm to lead his army."

- "This challenge can only be seen by those with a different view on life."

- "Looks like all the king's horses trampled all the king's men."

- "Is this a tribute to what a mad dog left behind?"

- "There's no closet in the Gardens, so someone is using the roof instead."

- "Is the number up for those guards?"


-------------------------------------------------------------------------------
                           6.0.6 - Arkham Island, West
-------------------------------------------------------------------------------

Riddles
-------

- "Does Scarecrow's gas break down barriers as it drives you insane?"

- "Zsasz is counting on you finding his work."

- "Do you see what I can see? No? Then maybe I am in a stronge position?"


-------------------------------------------------------------------------------
                           6.0.7 - Arkham Island, East
-------------------------------------------------------------------------------

Riddles
-------

- "The legacy of this island has been well and truly buried."

- "Gotham's greatest family towers over the city."

- "My challenges appear to those with the correct position in life."


-------------------------------------------------------------------------------
                          6.0.8 - Arkham Island, North
-------------------------------------------------------------------------------

Riddles
-------

- "Now I see it, now you don't!"

- "Let's face it, there are two Dents on the wall."

- "Tweedledum and Tweedledee SAW it, can you SEE it?"


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             7.0.0 - Achievements
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Arkham Analyst	            Solve 5% of Riddler challenges	          20
Big Bang	            Complete story mode on Easy difficulty	  50
Bigger Bang	            Complete story mode on Normal difficulty	  50
Biggest Bang	            Complete story mode on Hard difficulty	  50
Catch!	                    Catch a Batarang (any play mode)	           5
Conundrum Cracker	    Solve 55% of Riddler challenges	          20
Crack The E Nigma	    Solve every riddle on the island	          20
Cryptic Investigator	    Solve 10% of Riddler challenges	          20
Flawless Freeflow Fighter   Complete one combat challenge                 10

                            without taking damage
Freakshow Rodeo	            Ride a beast and unleash its power	          10
Freeflow Bronze	            Achieve 8 medals on combat challenges	  10
Freeflow Combo 5	    Complete a combo of 5 moves (any play mode)	   5
Freeflow Combo 10	    Complete a combo of 10 moves (any play mode)   5
Freeflow Combo 20	    Complete a combo of 20 moves (any play mode)  10
Freeflow Combo 40	    Complete a combo of 40 moves (any play mode)  10
Freeflow Gold	            Achieve 24 medals on combat challenges	  50
Freeflow Perfection	    Perform a perfect combo including             10
                            all of Batman's combat moves (any play mode)
Freeflow Silver	            Achieve 16 medals on combat challenges	  25
Invisible Predator	    Complete one predator challenge by using only 10
                            Silent Takedowns and without being detected
Lateral Thinker	            Solve 25% of Riddler challenges	          20
Mano-A-Mano	            Take on a beast in hand to hand combat	  10
Mental Athlete	            Solve 70% of Riddler challenges	          20
Mystery Solver	            Solve 40% of Riddler challenges	          20
Night Glider	            Glide continuously for over 100m	           5
Party Pooper	            Time to break up this party	                  10
Perfect Knight	            100% Complete	                          75
Predator Bronze	            Achieve 8 medals on predator challenges	  10
Predator Gold	            Achieve 24 medals on predator challenges	  50
Predator Silver	            Achieve 16 medals on predator challenges	  25
Riddle Resolver	            Solve 85% of Riddler challenges	          20
Rope-A-Dope-A-Dope	    String up one henchman and drop him           10
                            to surprise a second (any play mode)
World's Greatest Detective  Solve Arkham's biggest mystery	          20


                              Secret Achievements
                              -------------------
Baneful Payback	                 Defeat Bane                              25

Born Free	                 Escape from Intensive Treatment          10
                                 to the island surface
Breaking And Entering	         Gain access to Arkham Mansion            10
                                 after it is locked down by the Joker
Crocodile Tears	                 Venture into Killer Croc's lair          50
                                 and come out alive
Daydreamer	                 Survive the nightmare                    10
                                 of the Scarecrow's fear gas
Double Trouble	                 Defeat two Titan Henchmen at once        25
Just What The Doctors Ordered	 Save all the doctors in Medical	  10
Leave No Man Behind	         Rescue the guards and henchman from      10
                                 the Joker toxin in Decontamination
Malpractice Needs More Practice	 Survive the onslaught                    10
                                 from the deformed Joker henchman
Poisoned Ivy	                 Defeat the giant Titan Ivy plant	  50
Recurring Nightmare	         Face your biggest fears                  10
                                 and keep your sanity
Resist The Fear	                 Conquer the effects                      50
                                 of the Scarecrow's fear gas
Shocking Rescue	                 Take down Zsasz                          10
                                 in the Patient Pacification Chamber
Solitary Confinement	         Capture and lock up Harley Quinn	  25
Zsasz Cut Down To Size	         Save Dr. Young                           10
                                 from being killed by Victor Zsasz


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 8.0.0 - Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  CjayC - For making the best gaming website I have ever had the pleasure of
          using.
SBAllen - For continuing the legacy that CJayC, along with the users of the
          site, helped to create.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                9.0.0 - Copyright
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Simple reprint of the copyright notice:

This guide was written by awutow15. This guide may be not be reproduced under
any circumstances except for personal, private use. It may not be placed on any
web site or otherwise distributed publicly at all, no exceptions. The only
website allowed to publicly display this guide is www.GameFAQs.com. Use of this
guide on any other web site or as a part of any public display such as another
website or in a magazine is strictly prohibited, and is a violation of
copyright laws. Please, if you see this guide on public display on any other
website, please contact me at:

awutow15_gamefaqs[at]hotmail[dot]com

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           10.0.0 - How To Contact Me
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you have any reason you need to talk to me for anything (relating to this
guide for Batman: Arkham Asylum), email me at:

awutow15_gamefaqs[AT]hotmail[DOT]com

Below is information on what I will and will not read. Be sure to keep in mind
that if you send me anything that is under the "Do *Not* Send Me" list, more
than likely you will be blocked, and your message might appear on the GameFAQs
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0============0
|-DO SEND ME-|
0============0

Questions: I openly accept questions under a few conditions: Be sure to look
through the FAQ to make sure that your question hasn't already been answered.
If it hasn't been answered, be sure that when you email me, to include the
subject of the question along with "Batman: Arkham Asylum" in the subject
heading, or it will probably be deleted. It might also help a lot if you
include a little bit of the question in the subject.

Commendment and Criticism: Obviously, if you think I did a good job with this
FAQ, I'd love to hear from you. I've actually commented on some people's FAQs
before as well. Also, if there is anything you don't like about the FAQ, please
be sure to email me your suggestions as well, and don't forget to include
something in the subject or you will probably get deleted. If you send me
suggestions on something to change about my FAQ, I can't promise anything will
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try, right?

0==================0
|-DO *NOT* SEND ME-|
0==================0

Chain Mail, Spam, or Flames, under ANY circumstances. I only accept these
things (chain mail) from a few of my very very close friends, and ONLY my
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promptly be blocked, no questions asked. Send me flames, and you will probably
find a "G" rated version of your message[s] on the GameFAQs message boards.
I refuse to tolerate anything like this, and I don't think there is much more
to be said about it.

Anything with terrible grammar, but most of all, don't send me flames with
terrible grammar, because they will IMMEDIATELY be posted on GameFAQs. You know
what? Just don't send any flames at all, and we can all be happy.

As for grammar, please don't send me e-mail relating to spelling or grammatical
errors in the guide. I am constantly scoping this entire guide in the hopes of
making any corrections I can, and it would be deeply appreciated if we could
just leave it at that. You won't get flamed and your message won't get posted
on the GameFAQs boards, but I would really appreciate it if I didn't receive
any e-mails relating to spelling and grammar. I will find mistakes such as
those on my own. Thank you.