___                                  ___
               _,-' ,'                                  `. `-._
           _,-'    /                                      \    `-._
        ,-'       |                |\    /|                |       `-.
      ,'______     \               | \__/ |               /     __    `.
    ,' |  ___ \     `._            |      |            _,' \   |  \   | |.
   /   | |___) |    /  \~~--._____/_  __   \_____,--~~'/ /\ \  |   \  | | \
  /    |  ___ <    / /\ \ |___   ___||  \      /  |   / /__\ \ | |\ \ | |  \
 /     | |___) |  / /__\ \    | |    |   \    /   |  / ______ \| | \ \| |   \
|  _,--'~~~--._| / ______ \   | |    | |\ \  / /| | / /      \_\,'-~`~~-'._  |
|,'             `./      \ \  | |    | | \ \/ / | |/ /      ,'             `.|
                  \    ___\_\ | |    | |  \  /  | |_/__    /
                   |,-'     `-|_|    | |   \/ _,-'     `-.|
                                `-.  | |   ,-'
                                   `.| | ,'
    _    _              _            \ |/    _    _
   |_|  |_)  |_/  |_|  |_|  |\  /|    \/    |_|  (_`  \_/  |   | |  |\  /|
   | |  | \  | \  | |  | |  | \/ |          | |  ._)   |   |_  |_|  | \/ |


          "Look at all this new security...
   

    ...how's a guy supposed to break outta here?"

______________________________________________________________________________
==============================================================================

                            BATMAN: ARKHAM ASYLUM
                            ---------------------

                               FAQ/Walkthrough
                      Copyright (c)2009-2013 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 03/26/13
 Version: 1.1

 NOTE: This guide does contain spoilers!


______________________________________________________________________________
==============================================================================

                              TABLE OF CONTENTS

==============================================================================

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


 [1] VERSION HISTORY.................................................. [0100]
 [2] CONTROLS......................................................... [0200]
 [3] WALKTHROUGH...................................................... [0300]
 
      Intensive Treatment............................................. [0301]
      Arkham Island................................................... [0302]
      Medical Facility................................................ [0303]
      Arkham Island................................................... [0304]
      Caves........................................................... [0305]
      Arkham Island................................................... [0306]
      Arkham Mansion.................................................. [0307]
      Arkham Island................................................... [0308]
      Penitentiary.................................................... [0309]
      Arkham Island................................................... [0310]
      Botanical Gardens............................................... [0311]
      Arkham Island................................................... [0312]
      Arkham Mansion.................................................. [0313]
      Arkham Island................................................... [0314]
      Intensive Treatment............................................. [0315]
      Caves........................................................... [0316]
      Arkham Island................................................... [0317]
      Botanical Gardens............................................... [0318]
      Arkham Island................................................... [0319]
      Botanical Gardens............................................... [0320]
      Intensive Treatment............................................. [0321]
      Medical Facility................................................ [0322]
      Arkham Mansion.................................................. [0323]
      Arkham Island................................................... [0324]
      Penitentiary.................................................... [0325]

 [4] BOSSES........................................................... [0400]
 [5] CHARACTER BIOS................................................... [0500]
 [6] THE RIDDLER'S CHALLENGE.......................................... [0600]
 
      Intensive Treatment............................................. [0601]
      Arkham East..................................................... [0602]
      Arkham North.................................................... [0603]
      Arkham West..................................................... [0604]
      Medical Facility................................................ [0605]
      Caves........................................................... [0606]
      Arkham Mansion.................................................. [0607]
      Penitentiary.................................................... [0608]
      Botanical Gardens............................................... [0609]
       
 [7] UPGRADES......................................................... [0700]
 [8] ACHIEVEMENTS..................................................... [0800]
 [9] THANKS/CREDITS................................................... [0900]


______________________________________________________________________________
==============================================================================

[1] VERSION HISTORY                                                     [0100]

==============================================================================

FAQ/Walkthrough #45
-------------------

 Version 1.0 (08/28/09) - I wanted to get this thing onto the site before the
                          weekend. The walkthrough is up to the Penitentiary.
                          I move back to school on Sunday, meaning that I have
                          a long week ahead of me. I wanted to get as much
                          done before then because I'm not sure how much free
                          time I will have then. Only time will tell.
                          
 Version 1.1 (10/19/09) - Finally finished this sucker. School has been very
                          fun... and very time consuming. On top of that, my
                          roommate ended up saving over my file so I had to
                          restart the entire game. Sorry for the delay.


______________________________________________________________________________
==============================================================================

[2] CONTROLS                                                            [0200]

==============================================================================

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Select Gadget                               |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  Move Camera, Zoom (Click)                   |
|-----------------------------|----------------------------------------------|
|  Start                      |  Pause                                       |
|-----------------------------|----------------------------------------------|
|  Back                       |  WayneTech                                   |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Attack                                      |
|-----------------------------|----------------------------------------------|
|  Y Button                   |  Counter                                     |
|-----------------------------|----------------------------------------------|
|  A Button                   |  Run (Hold), Dodge (Double Tap)              |
|-----------------------------|----------------------------------------------|
|  B Button                   |  Cape Stun                                   |
|-----------------------------|----------------------------------------------|
|  Right Trigger              |  Crouch, Use Gadget                          |
|-----------------------------|----------------------------------------------|
|  Left Trigger               |  Aim Gadget                                  |
|-----------------------------|----------------------------------------------|
|  Right Bumper               |  Grapple                                     |
|-----------------------------|----------------------------------------------|
|  Left Bumper                |  Activate Detective Mode                     |
'-----------------------------'----------------------------------------------'


______________________________________________________________________________
==============================================================================

[3] WALKTHROUGH                                                         [0300]

==============================================================================

 NOTE: This walkthrough is based on the Normal difficulty.
 

==============================================================================
 INTENSIVE TREATMENT                                                    [0301]
==============================================================================

=========================
Intensive Treatment Lobby
=========================

The beginning serves as an interactive movie of sorts. As the opening credits 
roll on, follow the prison guards as they wheel the Joker throughout Arkham 
Asylum's Intensive Treatment Center. Soak in the immersive, but chilling 
atmosphere and the incredible game script as you slowly move through the rooms 
leading to the Holding Cells.


=============
Holding Cells
=============

As if anyone would actually be surprised with the outcome, The Joker breaks 
free thanks to Harley Quinn and sicks some thugs on Batman.

This battle serves as a tutorial, as button prompts will appear onscreen to 
help guide you through the ambush. For the first wave of thugs, use X to 
strike with your fists of fury. Take note of the Freeflow Combat and how 
smooth it is to operate. Don't worry if you get cracked in the mouth a few 
times; just keep swinging. During the second wave of thugs, you can use Y to 
counter. When jagged lines appear above an enemy's head, press Y to counter 
the enemy's attack and send them reeling.

With the foes defeated, the Joker opens the force field ahead of you. 
Tempting, I know. It's our only choice, so what else are we to do? Before 
leaving, there is a ventilation shaft we can enter back near the entrance of 
the Holding Cells. Pry open the gate and squeeze inside with the Right Trigger 
to find the RIDDLER TROPHY at the end.

There are some Joker Teeth toys chattering inside the room past the now-
defunct force field. Use the Left Trigger to aim and destroy the JOKER TEETH 
(3) with your Batarang. Enter the Processing Corridor.


===================
Processing Corridor
===================

There isn't much here aside from a few more Joker Teeth and a very noisy alarm 
system. Destroy the JOKER TEETH (4) directly in front of you and proceed 
forward towards the intersection. Two inmates jump you, looking for a fight. 
C'mon, you're freaking Batman! Show them who's boss, then look to your left. 
Smash the JOKER TEETH (5) and talk with Eddie Burlow. After totally shutting 
him down, go to the right as Batman contacts Oracle. Ughhh, it's like Gears of 
War all over again! Walk through the door.


============================
Patient Pacification Chamber
============================

Speak with Zach Franklin to learn of the current situation. We'll have to use 
a bit of stealth to deal with Zsasz. Head up to the balcony and talk to the 
guards to form a game plan. You will now be allowed to use Detective Mode.

Tap the Left Bumper for the screen to turn blue. All humans are viewed as a 
bright blue skeleton, allowing you to spot enemies and allies alike through 
walls and other obstacles. Interactive objects are colored orange, such as the 
gargoyles lining the upper wall. Grapple to the nearest one, then make your 
way to the back end of the room.

Once positioned behind Zsasz, tap X to perform a Glide Kick. Zsasz is down, 
but not out: quickly hold the Right Trigger and press Y to perform a swift 
Ground Takedown to incapacitate the psychopath and free the guard.

Harley Quinn radios in with a tiny message: the inmates are now running the 
asylum. With the exits sealed, enter Detective Mode to easily spot the two 
ventilation shafts in the room. The one near the entrance to the Patient 
Pacification Chamber holds a RIDDLER TROPHY, while the other is the way out of 
here.

Go through the vent, coming across another RIDDLER TROPHY in a small nook, to 
reach the other end. Kick open the gate and drop down into the Processing 
Corridor.


===================
Processing Corridor
===================

Looks like Eddie Burlow opened the door just in time. Follow him through into 
Decontamination.


===============
Decontamination
===============

First off, destroy the three JOKER TEETH (8) right under your nose. The two of 
you are sealed away from the main room by a large door, though it's probably 
for your own good as the room is filled with the Joker's toxin gas.

Look above you as the Right Bumper appears onscreen, meaning you can grapple 
to an object on the ceiling. Do so to reach the top of the shaft. Open the air 
duct and go on through to reach the main section of the room.

Rescue the guard in front of you that's clinging for his life. Jump across the 
gap to the next platform. Grapple up to the guard in distress and help Steve 
up. The guard informs Batman of a control panel needed in order to turn off 
the flow of toxic gas. Jump and glide (hold A) to the next ledge. An inmate is 
also hanging off the ledge here. Like I said before, you are Batman. He's one 
of those "softy crime fighters". Help up the thug, then bash his face in.

Facing the thug's unconscious body, activate Detective Mode and look to the 
left to find the control panel in the office below. Aim and toss a Batarang at 
the panel to clear the room of the deadly gas. Drop down to the floor and 
search the area for a trio of JOKER TEETH (11).

Before exiting the Decontamination room, comb the area's perimeter to find a 
grating on the floor that gives Batman access to a small air duct. Open it and 
drop in to locate another RIDDLER TROPHY.

Leave via the southern exit.


=============
Transfer Loop
=============

You will be greeted by two convicts soon after entering the Transfer Loop. 
Quickly dispatch them, then follow the green arrows lining the floor. Before 
reaching the far end of the corridor, destroy the two JOKER TEETH (13), 
because a cutscene will begin once you reach the entrance to the Secure 
Treatment Transfer.


=========================
Secure Treatment Transfer
=========================

Time for a boss battle! Already? You bet!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Venom Henchman -

The Venom Henchman is nothing but a simpleton. The big lug tends to think with 
his mutated fists and wants nothing more than to beat you into a bloody pulp. 
Fortunately for you, the Venom Henchman doesn't think before he acts which 
gives you a great advantage in this fight.

The boss has three attacks. His most common and distinct is his charge attack. 
He will roar before kicking up his feet and running full-force at Batman. As 
the game notifies you at the start of the battle, double tap A to dodge from 
side to side. The Venom Henchman can also toss dead bodies at you (how 
pleasant) and create a shockwave which again, can both be avoided by dodging.

In order to defeat this boss, you must first stun him with your Batarang. But 
not at any given moment: you have to incapacitate the Venom Henchman as he is 
bulldozing towards you. Right when you see him begin the charge attack, aim at 
his nasty mug and toss your Batarang. Dodge the boss as he blindly charges you 
and he will slam into a wall. Strike the Venom Henchman several times before 
he regains his composure.

All in all, you will have to bait the Venom Henchman into crashing into a wall 
four times. Once the fourth time comes 'round the boss will be good as done.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Joker escapes to Extreme Isolation, leaving Batman in the dust. A guard 
calls you into a small side room; before you follow him inside, enter an 
identical room on the opposite side of the Secure Treatment Transfer to find a 
RIDDLER TROPHY. Speak with the guard to jumpstart another scene.

Well, we've got some objectives here! There's nothing to do here, so backtrack 
to the Transfer Loop.


=============
Transfer Loop
=============

The western end of the Transfer Loop is now accessible. There are no goodies 
to be found, so hurry back to the Holding Cells. Note that on your map, the 
objective is marked by a "!", making it a bit easier to figure out where to go 
throughout the game. There are two convicts guarding the door to the Holding 
Cells. Try using your Batarang to stun them before going in for the kill.


=============
Holding Cells
=============

Enter the side room to find yourself at your very first crime scene. When in a 
crime scene, entering Detective Mode puts you in a first-person view of your 
surroundings. Important objects and clues will be highlighted and the crime 
scene itself will be encased in a bright orange border. Anything inside the 
lines is fair game. Search the ground to find a flask.

With Detective Mode still on, step outside the office and head back to 
Transfer Loop. 


=============
Transfer Loop
=============

You should be able to spot faint clouds floating in the air - remnants of 
Boles' whiskey. Go south through the Transfer Loop while following the traces 
of alcohol. Before continuing through the door into Secure Transit, smash the 
JOKER TEETH (16) and listen to the phone call.


==============
Secure Transit
==============

Walk forward for a scene. Talk to Henry Smith, then follow the left side of 
the room past the crashed elevator. Ascend the staircase to enter an office 
containing an INTERVIEW TAPE. 

Return to the asylum guard and grapple to the platform above him. Grapple once 
more above you, then jump across to the ledge. Shimmy across to the right and 
pull yourself up into the vent. Continue your climb as the Joker gives you a 
little audio feed to keep you entertained. Continue until you reach a low wall 
in which you can crouch underneath.

Ignore the ventilation shaft on your left and move forward. Jump up to the 
ledge and shimmy all the way around. Walk forward, then to the left. Once at a 
seemingly dead end, look above to find a grapple point high in the air. This 
leads to a small corridor. When the game notifies you of an Environmental 
Scan, zoom in on the strange markings on the wall and hold down the Left 
Bumper to discover a CHRONICLE OF ARKHAM.

Go to the right and grapple to an enemy-filled area. Defeat the small band of 
vigilantes here. All the doors here are locked tight, so our only option is 
through the air duct. 


===================
Cell Block Transfer
===================

The guards in this area are armed and deadly. Turn on Detective Mode. Notice 
how armed goons are now highlighted red instead of blue? It really helps 
differentiate between thugs with guns and thugs that are unarmed.

Introducing yourself in front of convicts with guns may not be a great idea, 
so we are better off taking a different approach. Grapple up to the gargoyle 
above you, then continue along the chain of gargoyles until you are behind all 
three foes. Drop down silently by tapping A, then crouch behind the nearest 
thug.

Execute a Silent Takedown on the unsuspecting punk, then do the same with the 
next. When it comes to the third, you can either finish him silently or chuck 
a Batarang at his noggin. Whatever works.

Go south, then hug the right wall to find a staircase leading up to an office. 
Defeat the inmate speaking with the Joker and break into the vent.


=========================
Intensive Treatment Lobby
=========================

There are three armed guards here. Lets see... what is the best way to take 
these chumps down? For starters, open the vent in front of you and wait for 
the thug to turn his back before creeping up and using a Silent Takedown on 
him. 

Enter Detective Mode to scout out the area. The second thug is on a catwalk 
nearby. Grapple up to a gargoyle above and wait for him to enter the building 
in the center. Once he does, drop down to the catwalk, follow him inside, and 
snuff him out. There are removable floorboards in this building that you can 
slip into if you get caught and have to escape a firefight.

The third and final baddie is standing by his lonesome. Fly up to one of the 
gargoyles and use a Glide Kick to take him down. How tough was that? Not too 
bad, though Joker decides to sick another trio of (agitated) inmates on you. 

Quickly retreat to the ceiling and wait for the thugs to split up. Since they 
don't move in a set pattern and quite frankly, just move around a lot, your 
best bet is to isolate them and use Glide Kicks to knock them out. Glide Kick, 
Ground Takedown, grapple to safety, rinse and repeat.

Make sure to pick up the INTERVIEW TAPE inside the central building before 
heading to where the last three goons came from. Climb the ladder and destroy 
the three JOKER TEETH (19), then move forward to discover the end of the 
whiskey trail. He got what he deserved.
 
Batman's radio gets intercepted by The Riddler, who gives you the first of his 
many obnoxious riddles: "Don't cut yourself on this sharply observed 
portrait." Turn back towards the main section of the room and as you walk back 
towards the ladder, look to the left at the large portrait of Warden Sharp. 
Get it? Scan the picture to complete the riddle.

There is another riddle here in the Intensive Treatment Lobby if you wish to 
put your detective skills to the test. However, from now on, I will only cover 
The Riddler's infamous riddles in Section 6.

Talk to the nice (but creepy looking) guard who opens the door for Batman. Go
down the stairs past the guard and open the big metal door.


================
Utility Corridor
================

The room is empty and rather straightforward, so nothing of note here. There 
is a riddle you can solve here, as it pops up as soon as you enter the room. 
That will happen from now on every time you enter an area with a riddle inside.

Go through the locker room and open the door at the end. Crawl through the 
vent until you reach a cave. Walk through and grapple over the high wall to 
reach Arkham Island.


==============================================================================
 ARKHAM ISLAND                                                          [0302]
==============================================================================

===========
Arkham East
===========

Glide down the cliffside towards the arched gate below and talk to the two 
guards. Joker will radio in over the intercom system and orders the inmates to 
obliterate the Batmobile.

There is a Riddler Trophy on the south end of Arkham East. To reach there, 
make a right at the arched gate past the statue of Warden Sharp. The RIDDLER 
TROPHY is lying on a dock overlooking the water. Return to the statue and 
speak with Louie Green at his post.

Time to explore a bit! Grapple on top of the small building next to Green, 
then up to the guard tower. Oracle will radio you in and give you your 
objective.

Despite our mission, there's no need to hurry. There are a few collectibles 
here that we can pick up before heading off to the Batmobile. There is an 
INTERVIEW TAPE on the desk here in the guard tower.

Enter the cemetery to the right of the Botanical Gardens. There are two 
trophies here: one RIDDLER TROPHY is on the far north end in a tall patch of 
grass while the other is in the grave keeper's house in the dead center (no 
pun intended) of the cemetery. Pass by the Botanical Gardens entrance and 
grapple up to the watchtower nearby. From here, grapple onto the roof to find 
yet another RIDDLER TROPHY. 

Well, that's all for now. Walk to the west side and go through the door. There 
is an ambulance placed right in front of you, which turns out to be a good 
thing since there are two armed thugs on the other side. Go around the right 
side of the ambulance and grapple to the top of the wall. Drop down behind the 
thugs and execute a Silent Takedown to both of 'em.


============
Arkham North
============

There is a handful of thugs literally punching and kicking your car. Since 
they aren't armed, sprint towards 'em and button mash like hell (like me) to 
finish off the crew.

Take the Explosive Gel out from the trunk of your Batmobile (which is pretty 
dinged up, even though only like two of the thugs had bats and the rest were 
just foolin' around). We'll be testing this stuff out a bit later.
   
Enter Detective Mode and scan the area around the Batmobile. You will find 
Gordon's pipe near the car. Scan it for a few seconds to get a clue.
   
If you're a diligent collector, now would be a good time to put Gordon on hold 
and search Arkham North for some goodies. Gordon can wait! It's not like he's 
in any real danger... >_>

First things first, grapple onto the Intensive Treatment roof to find a 
RIDDLER TROPHY. If you follow the tobacco trail west, you should find a 
section of the roof in which you can grapple onto. 

To the right of the Batmobile is a weakened piece of the ground that can be 
destroyed with your Explosive Gel. In order to use the gel, you must stand 
directly over the area you want to destroy. In this case, flip on Detective 
Mode and stand on the glowing area. Spray the gel, then back away. Hold the 
Left Trigger, then hit the Right Bumper to detonate it. Collect the RIDDLER 
TROPHY left in the wake of the explosion.

Also check out the top of one of the guard posts. The roof can be bombed, 
allowing you to enter the building and grab the SECRETS MAP, which pinpoints 
The Riddler's collectible items on your map.

From your location, climb up the guard tower to find not only an INTERVIEW 
TAPE, but a dead officer as well! Oh, that should probably be the other way 
around. Ah well... Grapple onto the roof above you to find a RIDDLER TROPHY. 

From here, shoot over to the adjacent guard tower and pull yourself onto the 
roof. Look north and glide onto the plateau. The RIDDLER TROPHY is in the dead 
center. 

There is an abandoned building on the northwest end of Arkham North. Go inside 
and search the ground level to find a RIDDLER TROPHY in a corner. Not too hard 
to find. If you grapple up to a high ledge, you will also be able to find a 
CHRONICLE OF ARKHAM. There is a door on the second floor of the ruined 
building, but it serves no purpose now.

Okey dokey, we have a couple more things to snag and then we'll be all set. 
Return to the entrance to Arkham North we went through. To the left of the 
entrance, up against the Intensive Treatment building, is a locked gate. 
However, we can bypass it by climbing over the stone wall.

Once on the other side, proceed forward towards a cave entrance. Pass through 
and grapple up to the ledge. Scan the CHRONICLE OF ARKHAM nearby. You can 
continue further to reach a door which leads to a small cave. Go inside and 
when you reach a circular chamber, activate Detective Mode. Blast open the 
weakened wall with your Explosive Gel to discover a RIDDLER TROPHY.

Exit the cave, then look above the cave entrance at the cliff wall. Grapple up 
to the grapple point and sidle along until you can pull yourself up. There is 
a RIDDLER TROPHY at the end up against some steel bars. You'll notice another 
trophy on the other side of the bars; it's so close, but we cannot reach it.

Phew! Make your way back to the Batmobile and get back on track. Enter 
Detective Mode and begin following Gordon's tobacco. It leads straight to a 
locked door, though if you look to the right you can find a portion of the 
wall that can be destroyed using Explosive Gel. Open the door at the end.


===========
Arkham West
===========

Walk forward through the small passage to reach the bulk of Arkham West. As 
the doors open and close behind you, turn around towards the door. Grapple up 
to the ledge above the door to find a well-placed RIDDLER TROPHY.

Fall down and walk forward towards the two goons near the entrance to the 
Penitentiary. Knock their socks off, then continue following the trail. It 
eventually leads to you the entrance to the Medical Facility, where six thugs 
are waiting for you. Test out the freeflow combat system a bit more 
(especially if you purchased any combat upgrades) on them.

Destroy the JOKER TEETH (3) near the bodies. The tobacco trail leads inside 
the Medical Facility, but like before, there are some goods we can find here. 
Put Gordon on hold one more time.

Grapple onto the roof of the Medical Facility and head to the right. Go around 
the far end (the south end when looking at your map) to find a RIDDLER TROPHY. 
Drop back down to the ground.

Continue near the boathouse near the Medical Facility. Inside is an INTERVIEW 
TAPE while a RIDDLER TROPHY rests on the rooftop. Near the docks is an 
ambulance that certainly isn't in working condition anymore. There is a 
destructible wall near the ambulance which is easier to locate when standing 
on top of the downed vehicle. Grapple up to the wall, detonate it, and scan 
the CHRONICLE OF ARKHAM inside.

Go underneath the watchtower to find a RIDDLER TROPHY inside a bush, then 
return to the entrance to Arkham West. Next to the door is a small waterfall. 
Drop down to the bottom of the waterfall to find a small grove, where another 
RIDDLER TROPHY lies.

Alrighty, time to follow the tobacco trail once again. Enter the door leading 
to the Medical Foyer.


=============
Medical Foyer
=============

Your journey is cut short almost instantly, as the foyer is blocked off by a 
security gate. After Harley is done mocking you, exit the building.


===========
Arkham West
===========
   
Once outside, grapple onto the rooftop once more. Go to the left and follow 
the roof's edge with Detective Mode on. Eventually you should find a weakened 
portion of the roof on the northern end of the facility. Use Explosive Gel to 
open up a passage for yourself. Open the door to enter the Medical Facility.


==============================================================================
 MEDICAL FACILITY                                                       [0303]
==============================================================================

==================
Maintenance Access
==================

Climb over the fence and drop down on the other side. To the left is a Riddler 
Trophy behind a metal grate. We'll get to that in a second. Pry the gate off 
of the ventilation shaft and crawl through. When you eventually reach a fork, 
go right to reach the RIDDLER TROPHY. Return to the intersection and go the 
only other route.

You will drop down a duct into a small passage. Enter the next ventilation 
shaft to the Sanatorium.


==========
Sanatorium
==========

As you move throughout the duct, Batman will hear the distant cries of a 
female doctor. You can go either right or left here, both ending up on either 
side of the Sanatorium. Since you will have to defeat the five armed baddies 
here, the choice is yours.

There are many destructible walls down below which can not only be used to 
create shortcuts, but also incapacitate thugs if they are close enough to the 
blast. While some prefer the old "Glide Kick, then retreat" scenario, this 
method may turn out to be much more productive.

Some of the enemies stand in a set location next to the weakened structures. 
One is on the right side of the room; from the vents, make a right and drop 
down into the side room. Spray the gel onto the wall, then grapple up to the 
gargoyle above you. Retreat to the safety of the vents and detonate the gel to 
take down one foe while keeping your location under wraps.

One down, four to go. The remaining convicts will be sweating bullets and are 
alert now, meaning you will have to be very careful. There is a breakable 
ceiling in the northeast corner of the room if you wish to set another 
exploding trap, though the chances of a thug walking there are slim.

Maneuver across the gargoyles and vents while you wait for the crew to split 
up. Using Glide Kicks may be tricky, since you would have to kick him, perform 
a Ground Takedown, and escape all before anyone else opens fire on you. It's 
best to perch on a gargoyle and tap A to silently drop down next to an 
unsuspecting enemy in order to use a Silent Takedown.

Once the coast is clear, it's time to meet up with the doctors.

Like always, finding cool items is way more important than saving lives, so 
we're going to explore the Sanatorium a lil' bit. Drop down to the bottom 
floor of the Sanatorium. After destroying the three JOKER TEETH (3), search 
the northeast cavity for a vent. On the far end is a RIDDLER TROPHY inside a 
small shaft.

There's a tricky Chronicle of Arkham here in the Sanatorium. Drop to the 
bottom floor and head to the west end. You should find a prison filled with 
skeletons. Just past the prison are some floor panels you can open up. Do so, 
then go south. When you enter first-person mode, open the floor panels above 
you to enter a secret room containing the CHRONICLE OF ARKHAM.

Finally, you can find an INTERVIEW TAPE in the northeast corner of the main 
floor. Bomb the ceiling with your Explosive Gel, swoop in, and snag it off of 
the table.

Time for a little detour. Don't worry, it's for a good cause! On the main 
level, take the double doors at the south end.


=============
Medical Foyer
=============

The foyer is pretty big, but all you need to do is proceed to the south end 
where Harley Quinn was residing earlier. Pick up the INTERVIEW TAPE from the 
table. With that finished, you can return to the Sanatorium.


==========
Sanatorium
==========

That's a wrap! Time to get back to work. On the ground level, exit through the 
northern door.


==============
Upper Corridor
==============

As far as I know, it doesn't really matter whom you choose to save first, but 
I am going with Dr. Young since she is first listed. With that said, follow 
the yellow line on the floor to the X-Ray Room.

When you pass the first plastic curtain, look up to the left to spot a vent. 
Grapple up to it and search the cavity to find a RIDDLER TROPHY. Exit and 
resume following the yellow trail.

There are three unarmed hostiles near the entrance to the X-Ray Room. Before 
knocking them out, listen to their silly gossip. Finish the trio off, then 
continue into the X-Ray Room.


==========
X-Ray Room
==========

Dr. Young is cornered in a small room by five armed inmates. There is no way 
you can take them out head on without risking the doc's life. If a foe even 
spots you, he'll kill Young.

There are two weak walls here surrounding the room that need to be sprayed 
with gel. Make sure that when you go around the room, duck underneath the room 
and subsequent window so you aren't spotted. Once the weakened walls are 
tagged with Explosive Gel, set 'em off to kill all five thugs.
 
Speak with the doctor to fill her in on the situation. Don't forget to grab 
the RIDDLER TROPHY on the top of the room Young is in.


==============
Upper Corridor
==============

A giant wrapped present will present itself (oh I'm a riot) in the Upper 
Corridor. Break it open with a Batarang, then destroy the JOKER TEETH (6) that 
emerge. Return to the entrance of the Upper Corridor and follow the blue path 
to Patient Observation. Dispose of the two thugs before going through the 
double doors.


===================
Patient Observation
===================

Two inmates are taunting Aaron Cash and Dr. Kellerman from the other side of a 
glass panel. Use a Takedown on one, then finish the other one off. It's time 
to rescue the two friends from certain death. The door to the room is blocked, 
so grapple up to the vent above you and sneak inside.

Walk on the right side of the grating once on the other side and turn around. 
Look below you with Detective Mode and hit the Extractor Control Point with 
your Batarang to filter the gas out of half the room.

Continue across the platforms on the left side of the room. You'll see a thug 
hanging for his life on the rope. First, turn around to find another Extractor 
Control Point behind you. Fling a Batarang at it to activate the second fan. 
Cut the rope holding the prisoner up to send him crashing through a ceiling. 
Apparently that was the nice thing to do actually. Float over to the platform 
in the corner and hit the final switch to remove all toxins.

Talk to Cash, then enter the office to find an INTERVIEW TAPE. Take down the 
JOKER TEETH (9) moving about before exiting to the Upper Corridor.


==============
Upper Corridor
==============

Again, a box containing JOKER TEETH (12) are found in the hallway. Continue 
down the red trail to Surgery Room. No thugs to deal with here!


============
Surgery Room
============

Dr. Chen is strapped to an operating table ahead. No noise, no sign of 
enemies, no nothing. This is soooo a trap (of course, using Detective Mode 
would ruin the fun). Eight prisoners drop down from a balcony to attack. None 
of them have weapons, which makes this battle so much more fun. Pinball back 
and forth between enemies as you string combos together and counter their 
pathetic attempts to damage you. What fun! Rescue Dr. Chen.
   

==============
Upper Corridor
==============

A final present is left for Batman! Not only do three JOKER TEETH (15) pop 
out, but so does a knife-wielding psycho prisoner! You cannot counter high 
security prisoners; the lines that appear over their head are red. Prevent him 
from attacking by using a Cape Stun (B), then unleash a full assault on his 
ugly mug. Hurry back to Sanatorium.


==========
Sanatorium
==========

After the conversation with the docs, the elevator starts up. Perched on a 
gargoyle, Batman waits for the thugs to come inside. Stupidly, they all split 
up. Drape yourself down and silently drop to the ground. One of the guards 
stands in wait near the elevator, so executing a Silent Takedown doesn't 
present much trouble.

As for the other two, they usually stay away from each other, so use whatever 
sneaky method you can think of. Glide Kicks usually work just fine. Destroy 
the JOKER TEETH (17) next to the elevator and ride it down.


=============
Secure Access
=============

Ahhh, the Scarecrow -- one of my favorite Batman villains. After getting the 
disturbing images of the Joker in a thong out of your head *shivers*, detonate 
the weakened wall and search the passage.


==============
Lower Corridor
==============

Oh boy, things get pretty trippy here. After the scene, go through the vent to 
find the Commissioner. What a drag. Follow the corridor to the Morgue.


======
Morgue
======

This is like something out of Resident Evil or Silent Hill, fo sho. Heed the 
warnings of the mysterious voices and exit the Morgue... only to re-enter it 
again. This time, there are three body bags in the middle. Open the body bags 
for a super fun scene!

Yeah... this definitely isn't the Morgue anymore. Run and jump across two gaps 
to begin another cutscene and a... boss battle? I'm not even sure myself!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Scarecrow -

A giant version of the Scarecrow stands in the center of this dark realm, 
spinning like a top. His eyes act as searchlights, and if Batman is spotted, 
you will be automatically killed. Use the rubble and walls as cover to avoid 
being slain.

Start by running to the right and going around the bend. Pause momentarily 
when the Scarecrow moves past you and duck underneath the low walls to avoid 
being seen. Leap over the chasm to the other corner and swing around. Jump up 
to the ledge and wait for Scarecrow to pass before sidling to the right. 
Crouch at the rubble nearby, then glide across the gap.

There is a wall right in front of you that you must destroy. When the coast is 
clear, run over and spray Explosive Gel on the wall before returning to the 
nearby wall. Detonate it to blow up the wall, attracting Scarecrow's 
attention. As he tries to peer around the wall, stay crouched and wait for the 
right time to move.

Right as he moves to the left side of the wall, run through the destroyed 
obstacle and glide across. With Scarecrow still preoccupied as the explosion 
site, quickly run around the corner and make your way to the Bat Signal. Press 
A to shine the light on the Scarecrow to end the battle.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

With the boss battle finished, the dream (more like a nightmare) sequence 
concludes.


======
Morgue
======

Now that Batman has regained his composure, exit the Morgue.


==============
Lower Corridor
==============

Return to where you found Commissioner Gordon to discover that the dead body 
wasn't his! Looks like he's still alive (and missing). Follow the green arrows 
on the floor towards the door; it'll soon burst open, revealing three thugs. 
One of them wields knives, so you may want to take him down first.

As you make your way to the Experimental Chamber, destroy the three remaining 
JOKER TEETH (20). The door leading to the chamber isn't too far away.


====================
Experimental Chamber
====================

In the room is a SECRETS MAP on the table. Joker gives Batman another heads-up 
about Gordon: he is inside the Experimental Chamber, but if he is spotted, 
Gordon's good as dead. Time for a little stealth action!

Yank off the grating from the nearby vent and go to town. Along the way, you 
can spy on a few of the grunts. Once at the end, remove the grating and sneak 
around the corner. Use a Silent Takedown on the solo thug, then walk towards 
the vent on the opposite side and slip in.

The vent will lead you to another inmate with his back against you. Before you 
take him down, round the corner to find a RIDDLER TROPHY.

The remaining two enemies follow a patrol route. One walks up and down the 
east end of the Experimental Chamber while the other moves in a circle on a 
lower level. Stay near where you choked out the first inmate and when thug #3 
has his back turned to you and starts moving south again, sneak up behind him 
and execute a Silent Takedown. With only one foe left, you shouldn't have much 
trouble. He moves in a circle, so just creep up behind him and finish him off.

Run to the south end of the chamber and go up the stairs. When you reach the 
security gate, grapple the ledge above and pick up the RIDDLER TROPHY. Step on 
the glass ceiling and hit Y to perform a Takedown, effectively neutralizing 
that skank Harley.

The reunion is cut short as the two stumble upon Bane. This won't end well.


===========
Boiler Room
===========

Boss fight!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Bane -

Bummer. This fight is almost identical to the Venom Henchman fight. Bane only 
has four attacks. His most common is a ramming attack which is just like the 
Venom Henchman's. He also has a shockwave attack that is identical to the 
Venom Henchman's attack. And just like the Venom Henchman, Bane also throws 
stuff at you. Are you catching on yet?

When Bane roars and begins to charge at you, toss a Batarang at his face. He 
will be dazed and collides into a wall. However, Bane will not be stunned and 
will attack Batman with a vicious punch if you get in too close. It usually 
takes two or three (the number increasing as the fight goes on) times until 
Bane is fully stunned.

After the second time he crashes into a wall, begin attacking the boss. Batman 
will automatically jump on Bane's back and rip out one of the hose connected 
to his head. This is the only way to finish off Bane.

Every time you remove a hose, the Joker will send in goons to attack you. It 
is best to make them your first priority, but also keep in mind that Bane will 
continue to attack, and he deals much more damage than any thug would. Listen 
for his sound effects or keep the boss in the corner of your eye when taking 
down thugs.

After you yank the second hose out of Bane's head, the wave of enemies will be 
much bigger. Focus on countering and dodging attacks. Bane will most likely 
help you out by unintentionally trampling thugs or throwing boulders at them. 
Remove the third hose from Bane after he's incapacitated to end the fight.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

After the fun little fight comes a fun little cutscene. I'm not sure who to 
feel sorry for more: Bane or the Batmobile.


==============================================================================
 ARKHAM ISLAND                                                          [0304]
==============================================================================

===========
Arkham West
===========
   
Dr. Young is certainly looking pretty shady after certain remarks made by 
Bane. Time to do a little sleuthing! We've still done all we can do right now 
in Arkham West, so there is no need to waste time here. Follow the road to a 
small group of thugs and deal with them accordingly. There is one more batch 
of enemies near the entrance to the Penitentiary.

There are three JOKER TEETH (6) in the corridor leading from Arkham West to 
Arkham North. They only appear after you complete the Medical Facility, so 
this is our first opportunity at breaking them.


============
Arkham North
============

There is another group of henchman near the center of Arkham North. One wields 
knives, so use a Cape Stun on him before delivering the finishing blows. Deal 
with the other goons and go on your way.

We've actually been inside the cave that leads to Dead Man's Point before
(that is, if you have been following my walkthrough). The cave is on the
southeast end, next to Intensive Treatment. The area is blocked off by a gate,
but you can easily climb over the stone wall.
   
This shouldn't be too difficult. The ladders here are broken, so grapple up 
the walls (past the Chronicle of Arkham we scanned earlier) and through the 
big metal door. Follow the cave passage to an open area. Look familiar? I hope 
so. Climb up the ledge and move towards the cliffside.
 

==============================================================================
 CAVES                                                                  [0305]
==============================================================================

===========
The Batcave
===========

It's the Batcave! Awesome. You'll soon come to a bridge leading across a 
beautiful waterfall. Wonderful water effects I might add. Once at the end, 
glide to the platform and ascend the stairs. Head over to the computer screen 
for a cutscene and a lot of answered questions.

There's no way we could stop at the Batcave without getting ourselves a new, 
nifty gadget? Batman picks up the Batclaw, which is a fun new attachment. Now 
when grappling, you can yank objects towards you, like an enemy or a grating 
right off of its hinges.

Before proceeding forward, try out the Batclaw on the Arkham Security 
Containers lying around. Aim, then fire the Batclaw. Once it has attached 
itself to a surface, repeatedly tap A to pull it towards you.

There is a platform on the north end of the Batcave, but you cannot grapple or 
glide to it due to the boxes in the way. Pull them off the platform and down 
into the darkness with your Batclaw, then jump across. Go through the door at 
the end.

The game notifies you that the Batclaw can also be used to pull ventilation 
grates off of walls. Test it out on the grate high up on the wall. Once the 
grating is removed, you can grapple into the vent.


=========
Old Sewer
=========

Eavesdrop on the thug around the corner, then perform a Silent Takedown on him 
when the time is right. It's funny hearing the Joker's reaction once his 
conversation is abruptly cut off. Turn around and scan the CHRONICLE OF ARKHAM 
against the wall. You may also notice a trophy in the distance, but we cannot 
reach it yet.

There are five or so prisoners around the corner. They will most likely grab 
some pipes as weapons, but you can trip them up with your Batclaw. Finish the 
group off and continue your journey through the sewer.

There is an INTERVIEW TAPE on the ground next to the body of a doctor. Just 
above you is a grate with a RIDDLER TROPHY inside, which is now accessible now 
that you have the Batclaw.

Right now you are at an intersection. Go to the right for a nice surprise, 
then head to the left afterwards. After getting off the phone with Oracle, 
destroy the JOKER TEETH (3) in the hallway. Go through the door at the end.


===================
Main Sewer Junction
===================

This place is HUGE and looks like it'd be a lot of fun to grapple around, 
but... we cannot grapple here. The place is falling apart and cannot support 
Batman's weight. Ughhh.

First off, keep note of the column on your right. There is a small nook inside 
containing a Riddler Trophy; it is shown in a good view during the small scene 
when you first enter this area. We'll get to it later on.

Walk to the right and climb up to the ledge. Glide over to the metal platform. 
To the left is a dead end containing a RIDDLER TROPHY. Snag it, then return 
here and go to the right. Jump to the stone ledge in front of you. The pillar 
on your left has an indentation in it, allowing you to sidle around to the 
other end. Do so to discover a hidden compartment in the pillar. Pick up the 
RIDDLER TROPHY on the ground and sidle back out.

Leap across to find some JOKER TEETH (5) next to a collapsed pillar. Run 
across the makeshift bridge and jump inside another pillar. Leap towards the 
platform with the running water. Don't worry, the current is nowhere near 
being strong enough to whisk you away. Look across the gap to find another 
column with a hole in it. Hop inside and grab the RIDDLER TROPHY.

Across from you to the east is the Riddler Trophy that I mentioned before. We 
still cannot reach it, however. Jump back to the stream and move up the next 
toppled pillar. Halfway across, look to your right at the column. It's 
possible to jump and glide into the alcove here and obtaining the RIDDLER 
TROPHY; it's really your best shot. If you fall, you can simply grapple back 
up and return to safety. It may take a few tries, but I found that this is the 
best angle to reach the trophy.

Proceed to the second toppled pillar and climb all the way up. On your left is 
another area in which you can sidle across. Do so to reach another small nook 
and a RIDDLER TROPHY.

Sidle back around and jump across the gap. Break the three JOKER TEETH (8) 
before going through the door at the end. Keen eyes may notice a Riddler 
Trophy across from the platform we are on, but unfortunately we cannot reach 
it. We'll collect it on a later visit.


==============
Surface Access
==============

Pick up the INTERVIEW TAPE immediately after entering the area. Nothin' else 
in here but a flight of stairs and a wall blocking your way. Break it down and 
head through the door on the other side.
 

==============================================================================
 ARKHAM ISLAND                                                          [0306]
==============================================================================

============
Arkham North
============

Two snipers are patrolling the guard towers in this area. You can easily reach 
one of them from the abandoned building. Grapple up to the tower and hang on 
the ledge until the sniper has his back turned to you. Hoist yourself up and 
pull off a Silent Takedown. Now you can drop to the ground, grapple to the 
next tower, and finish off the second sniper.

The remaining four henchman are as easy to take down, though one of them is 
equipped with a pair of daggers. When the coast is clear, hurry back to Arkham 
East.


===========
Arkham East
===========

There are five unarmed thugs here in the connecting tunnel. The worst part is 
that you cannot grapple up to the wall above them for a sneak attack! Your 
only option is to rush in and start throwing fists. As for the high security 
thugs, use a Cape Stun or your Batclaw.

Like in Arkham North, there are four snipers housed in each of the guard 
towers. The first two snipers are easy to incapacitate. Both towers are right 
next to the entrance, so grapple up, take 'em down, and repeat with the second 
one. As for the last two, they are perched on a ledge above the mansion. 

Start your way towards the mansion. It's best to go through the cemetery 
leading towards the left end of the mansion. If you ever see the laser pointer 
floating at you, quickly duck behind something or dive roll out of the way. If 
you grapple to the northern end of the platform both are standing on, you can 
perform Silent Takedowns on both. How one doesn't notice you choking the other 
out four feet away is beyond me.

Before entering the mansion, we should probably take a look around it. Aside 
from the JOKER TEETH (2) directly in front of the main doors, explore the 
north end with Detective Mode on to spot a weakened portion of the floor. Bomb 
it open with your Explosive Gel to locate a RIDDLER TROPHY.

The courtyard is sealed off by a metal gate, but one could easily grapple over 
the wall. On the south end of the courtyard, in the center, is a CHRONICLE OF 
ARKHAM tucked away against the wall. 

Proceed to the far end of the courtyard and grapple up to the balcony. There 
is a RIDDLER TROPHY behind the support beam. Grapple up to the roof and you 
will find another RIDDLER TROPHY on the roof, right above where you found the 
previous one.

From here, grapple up to the clock tower in the dead center of the mansion 
rooftop. If you walk around the perimeter of the ledge, you should be able to 
reach the ledge above you. Do so to find a RIDDLER TROPHY.

From here, stand on the southwest corner of the ledge and face west. Drop 
directly down onto the portion of the roof and walk forward a step or two. If 
you look to the southwest, there should be a closed-off section of the roof 
below you. There is another RIDDLER TROPHY in the middle of this section.

We're almost done! One last thing: enter the cemetery and inspect the western 
side of Botanical Gardens. There is a cracked wall underneath the stairs that 
can be bombed in order to reveal a CHRONICLE OF ARKHAM.

Don't bother entering the main doors of the Arkham Mansion. Like the Medical 
Facility, a security gate blocks you from going any further. Grapple up to the 
ledge where the snipers were and yank the vent open with your Batclaw. Sneak 
inside the mansion.


==============================================================================
 ARKHAM MANSION                                                         [0307]
==============================================================================

=====================
Mansion Entrance Hall
=====================

There is one thug with a gun and two regular bumbling henchman. Since you have 
the high ground, Glide Kick the gunman and use a Ground Takedown before the 
other idiots even have time to react. Finish picking the bones and search the 
foyer. Walk towards the security gate blocking the front door and peek around 
the right side of the staircase to find a ventilation shaft. Open it and 
squeeze inside to find a RIDDLER TROPHY.

The door at the north end of the Mansion Entrance Hall is blocked. Grapple up 
to the vents above the door. Look up towards the ceiling and pull off the 
grate. Zip inside to find a CHRONICLE OF ARKHAM behind a weakened wall and the 
passage out of here.


=========
Main Hall
=========

There are ten henchman below frantically searching for Dr. Young's notes (who 
has been captured by the Joker. Way to go).

Glide down and interrupt their search. Fighting ten thugs at once can be a 
chore, but if you opt to use Ground Takedowns and counter properly, things 
should go rather smoothly.

Despite the size of this room, there aren't many items to find. There is one 
RIDDLER TROPHY inside the base of a Warden Sharp statue: pull the grating off 
and check inside. There are three JOKER TEETH (3) at the north end of the 
room, though one of them is inside a small booth only accessible by entering a 
hole in the corner. Check the other booth to the right to find an INTERVIEW 
TAPE.

There is a very high balcony at the north end, above the statue of Warden 
Sharp. You may need to climb one of the booths to grapple up to it. You can 
find the second CHRONICLE OF ARKHAM here.

To exit the Main Hall, take the eastern door. 


==============
South Corridor
==============

There is an air duct that you can grapple on top of near the middle of the 
South Corridor. Do so, then examine the breakable wall. Use your Explosive Gel 
on it, then scan the CHRONICLE OF ARKHAM on the other side.

Drop down and break the three JOKER TEETH (6). Before you round the corner, 
use your Batarang to stun the armed henchman before rushing in and finishing 
him off. Take down the other inmate. Before leaving, open the ventilation 
shaft on the southwest end of the corridor to find a RIDDLER TROPHY.


=======
Library
=======

There are six prisoners inside the Library, with two of them wielding knives. 
What I like to do is walk forward like, four feet and spray Explosive Gel on 
the ground three times. Step back and bait some goons with a Batarang. When 
the army of enemies rush towards you, detonate the gel to knock the majority 
of them down to the ground.

Finish off the remaining foes (high security thugs first!) to clear out the 
Library. Pry open the vent on the ground floor and collect the RIDDLER TROPHY 
on the other side. Go down the stairs (the only doorway that isn't blocked) 
and smash the JOKER TEETH (9) along the way to reach the bottom floor. There 
are several hostages trapped inside, and a security gate prevents you from 
reaching them. Joker sets a two-minute timer for you to rescue the civilians.
   
Once the two minutes are up, the hostages will succumb to the Joker's laughing 
gas. Sprint back up to the main floor and grapple to the top balcony. There is 
a vent here that you can maneuver through that empties out into a small shaft. 
Grapple to the vent and crawl through to reach another claustrophobic area. 
Continue grappling through the next duct to reach the very top of the library.

If you enter Detective Mode while approaching the chandelier, it'll give off 
some choice clues. Use your Batarang to cut the rope holding the chandelier 
up; it will collapse through the glass floor. Fly down after it and disarm the 
present to free the two hostages.
 
Grapple up to the topmost balcony and enter the sealed vent to discover yet 
another RIDDLER TROPHY. Backtrack to the South Corridor.


==============
South Corridor
==============

Hurry back to the Main Hall.


=========
Main Hall
=========

A pair of thugs have stumbled upon the mess you made earlier and want a little 
retribution. After making short work of them, head to the north end of the 
room and enter the West Wing Corridor.


==================
West Wing Corridor
==================

A single armed inmate is interrogating two guards, though his back is facing 
you. Either perform a Silent Takedown or knock him over with a Batarang. A 
scene describing suicide collars soon follows.

Basically, it monitors the wearer's heart rate and once is dips too much, an 
alarm sounds. Normally prison guards would rush in to resuscitate the victim, 
but since the inmates are running the asylum, the alarm would only attract 
more enemies.

Take the northern door.


===================
Arkham Records Room
===================

Cash and some other random guard are being held captive in the center of the 
Arkham Records Room. There are six armed foes patrolling the area. While there 
are many vantage points surrounding the area, all enemies move along a set 
path and are prone to discovering bodies of their fallen comrades.

Either work fast enough that no enemies stumble upon a body or deal with the 
aftermath (which may actually be easier). Use Inverted Takedowns on any thugs 
underneath one of the many gargoyles. Otherwise, wait for enemies to split up 
(they eventually do, even if they reach a panicked state) and use Glide Kicks 
or Silent Takedowns. If a thug spots you, immediately grapple up to a walkway 
or hide under the floorboards. 

Once the coast is clear, rescue Aaron Cash and have a talk with the senior 
officer.
   
Head towards the southern end of the room to find a ventilation shaft. Open it 
with the Batclaw and follow it to a small side room containing an INTERVIEW 
TAPE. There is another vent on the west end of the room that leads you to a 
study. Take the RIDDLER TROPHY inside and exit to the North Corridor; it's at 
the north end of the Arkham Records Room.


==============
North Corridor
==============

The race for the formula continues as the Joker taunts Batman from over the 
intercom. Walk up the stairs nearby and go inside the vent. You'll be dumped 
in a small booth containing two JOKER TEETH (11). 

Look on the ceiling to find an air duct and slip inside. You'll end up on the 
top floor of the North Corridor, which contains a RIDDLER TROPHY and another 
ventilation shaft. Crawl through to reach Dr. Young's Office.


==================
Dr. Young's Office
==================

Three of Joker's henchman have trouble opening the main entrance. Glide Kick 
the armed foe and proceed to dispose of the others. There is a vent near the 
morgue that can be ripped open with your Batclaw. Go straight at the fork and 
kick open the grating to reach the main portion of her office.

Hey, we haven't done this in a while! Enter Detective Mode to scope out the 
crime scene. Scan the fingerprint on the safe.

Exit the office through the vent again. Right when your feet hit the ground, 
four inmates burst through a nearby door. Wipe the floor with them, then pick 
up the INTERVIEW TAPE off the table and take the door.


==================
West Wing Corridor
==================

The Joker leaves behind a present. Destroy the three JOKER TEETH (14) that pop 
out and continue following Dr. Young's fingerprints.


=========
Main Hall
=========

The fingerprint trail will take Batman to the South Corridor.


==============
South Corridor
==============

Go to the Library.


=======
Library
=======

The trail takes you down to the bottom floor, ultimately leading Batman to a 
book. Search the book to find Dr. Young's formula. Success!

Of course, never count the Joker out. He's recruited Zsasz in order to make
Young talk. Your mission will be cut short as mysterious gas enters the room. 
Open the door leading to the South Corridor.


===========
Wayne Manor
===========

Well, this is a little odd. Begin walking through "Wayne Manor" as violent 
flashbacks strike Batman like lightning. Continue down the long passage as you 
relive the death of your parents. Once you reach the end, go through the door 
to enter another nightmare realm like before. Looks like Scarecrow is up to 
his old tricks.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Scarecrow -

The battle is similar to the last time the two came face-to-face, but there 
are subtle changes. Now, Scarecrow doesn't move in a circle, only side to 
side. Run forward, leaning against the two structures along the way. When you 
come to a box hanging on a high ledge, use the Batclaw to pull it down to the 
ground. Use it as cover, then do the same with the second box.

Remember to use your brain when timing your jumps. Since you're walking to the 
right, you will only want to move when the Scarecrow goes from left to right. 
If you try and go when he moves from right to left, you won't have enough time 
to reach your destination. Once Scarecrow passes you to the left, run forward 
and around the corner.

Walk forward as Batman changes forms back and forth (very cool). The Scarecrow 
will stand in one position and summon several skeletons. Defeat them without 
moving too far forward and stepping underneath his eyes; he'll retreat after 
the wave disappears.

The Scarecrow will continue his regular tactics again. When the coast is 
clear, leap across the gap to cling onto a ledge. Quickly sidle around the 
edge of the platform before you are spotted. Next, jump up the two steps and 
wait.

The next part can be tricky. Wait for Scarecrow to pass you to the left. 
Immediately after, hop over the gap and jump to the ledge above you. Sidle 
around the ledge to safety, but don't drop down. Wait here until Scarecrow 
passes, then inch to the other side and make a mad dash to the wall.

More skeleton action here. Defeat them to make the Scarecrow leave before 
proceeding towards the house. Grapple up to the side of the roof and sidle 
your way towards another piece of rubble. When the Scarecrow moves from left 
to right, start running. Jump over the gap, then avoid the pendulum as you 
reach another wall.

Another tricky part here. Since you are basically in the center of Scarecrow, 
it doesn't really matter if you move when he goes from right to left or left 
to right. Either way, right when his eyes pass over you, jump up and run down 
the long corridor. Round the corner and duck under the low wall. Next, run to 
the right and hide again. The Bat Signal is on the platform in front of you, 
so make a mad dash for it when the time is right.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

We've escaped the nightmare for a second time. You end up in the Main Hall.


=========
Main Hall
=========

How did you get up in this bell tower? Anyways, we'll be out in a second. Cut 
down the rope holding the massive bell up for a loud crash. The entrance to 
the East Wing Corridor has been opened by the crash, so proceed through.


==================
East Wing Corridor
==================

Inmates will now occasionally wield stun batons. Not only do their attacks 
give you a nasty jolt, but you cannot even punch them without getting zapped. 
In order to cut one of these thugs down to size, Evade (press A and any 
direction) to jump over the enemy and leave him speechless.

Search inside the bathroom to find a goon that can be dealt with using a 
Silent Takedown. There's something about knocking a man unconscious in a 
bathroom that is very unappealing...


===============
Warden's Office
===============

Zsasz rounds the corner with Dr. Young in hand, threatening to end her if 
Batman gets too close. Crouch against the wall and use Corner Cover so you can 
get a view of Zsasz and Young. Aim your Batarang with the Left Trigger and 
hold it down; when Zsasz sticks his head to the side, your Batarang will be 
locked onto his forehead. Let it fly.

Dr. Young gets totally PWNED like nine seconds after being rescued and Batman 
is knocked out. Once you regain your composure, deal with the stun baton thug 
and a few of his friends.
   
First off, pick up the SECRETS MAP from the desk to the right of the fireplace 
and enter Detective Mode. Scan the bloody tip of the cane that was used to 
whack Warden across the skull.

Enter the nook across from the entrance to find a RIDDLER TROPHY on the desk. 
Before going through the door outta here, grapple to the balcony above to find 
a trio of JOKER TEETH (17). 


==================
East Wing Corridor
==================

The final three JOKER TEETH (20) are in a gift box here. Break 'em, then 
continue following the trail of blood. 


=========
Main Hall
=========

These three armed henchmen don't move around that much, if at all. They are 
also pretty close together, making it incredibly difficult to defeat just 
three foes. A good strategy is to use Explosive Gel and the Sonic Batarang 
combo. Plant Explosive Gel somewhere, then throw the Sonic Batarang at the gel 
to attract an inmate. When he's close enough, detonate the gel.

If you do not have the Sonic Batarang, the Remote Batarang works nicely. If 
you don't have the Remote Batarang either... then what the heck have you been 
spending your upgrades on?!


=====================
Mansion Entrance Hall
=====================

Pass through to Arkham Island.


==============================================================================
 ARKHAM ISLAND                                                          [0308]
==============================================================================

===========
Arkham East
===========

As you listen in on Warden Sharp agreeing to Joker's silly demands, follow the 
trail of blood. Unfortunately, it doesn't lead to the Botanical Gardens. Looks 
like we'll have to rescue the Warden before we enter the gardens.


================
Abandoned Tunnel
================

"Batman's not getting through here." Hehehe, you guys keep thinking that.

Grapple to the high ledge above the closed gate and float over towards the 
group of inmates. Use your Remote Batarang on the two armed thugs, then leap 
down and confront the gang. The two armed foes should have dropped their 
weapons. If you see one try to pick up a gun, rush over and take them down. 
Otherwise they will just try to (unsuccessfully) knock your lights out. 

There is a metal gate near the ambush point with a RIDDLER TROPHY behind it. 
Grapple to the top of the grate and blast a hole through the weakened roof 
with your Explosive Gel to reach the trophy.


===========
Arkham West
===========

There is a sniper patrolling the watchtower. Sneak through the bushes until 
you can grapple to the tower, then pull off a Silent Takedown. Smash the JOKER 
TEETH (8) and approach the Penitentiary gate. Dispose of the six henchman here 
and approach the Cell Block entrance. Enter the vent next to the Cell Block 
door to find a RIDDLER TROPHY inside. Continue inside the Cell Block.


==============================================================================
 PENITENTIARY                                                           [0309]
==============================================================================

============
Cells Access
============

Before going very far, make sure to take the INTERVIEW TAPE from the desk on 
your right. The hallway ahead is patrolled by a few thugs: one has a gun that 
can be knocked out with a quick Batarang. Finish the other two off.

Follow the white line on the ground to eventually pick up on Warden Sharp's 
DNA trail again. Destroy the three JOKER TEETH (3) you come across. Instead of 
moving on, lets get a little scummy and explore the bathrooms. Break off the 
white trail and enter the men's room. The last stall at the end holds a very 
dirty RIDDLER TROPHY.

Return to the hallway. The security camera prevents anyone shady from entering 
the Main Cell Block, and supposedly you are on that list. Crouch against the 
wall and stay out of the camera's sight for the door to open.


===============
Main Cell Block
===============

Very awesome room here. You can really see how crazy some of the inmates are. 
Watch them scratch, claw, shake, ramble, and any other crazy verb as you 
patrol the main perimeter. Once you've had enough sightseeing, grapple to the 
top of the cells.

Head down the ramp leading to a security office. Break the JOKER TEETH (6) 
chattering on the ground and snag the INTERVIEW TAPE on the table. Drop down 
to the ground floor and head towards the southern exit. Before going through, 
enter Detective Mode and blast open the weakened wall to find a RIDDLER 
TROPHY. Like in the previous room, you must avoid the security camera to open 
the door.


==============
The Green Mile
==============

Wonder how this room got its name. Well, you'll figure it out if you take 
about 15 steps. After encountering an imprisoned Poison Ivy and ignoring her 
cries for help, proceed to the Security Control Room.


=====================
Security Control Room
=====================

You will hear the Warden shouting like a baby inside the Security Control 
Room. Climb up the central platform to find Warden Sharp tied to a chair. 
Following a cutscene, untie the Warden.

Warden Sharp will hand over the Cryptographic Sequencer to Batman. This nifty 
tool is kinda fun to use. When you locate a security panel, you will be given 
the option to use the Sequencer. It is used by rotating the Left and Right 
Analog Stick.

The main jist is that you are to short-circuit security panels and disable 
gates. As you rotate the Analog Sticks back and forth, the line on the screen 
of the Cryptographic Sequencer will get wavier and wavier and the controller 
will begin to rumble harder.

Start off by rotating the Left Analog Stick first: once the line is the 
waviest, keep your hand in that position and slowly move the Right Analog 
Stick. Do the same until the wave is even bigger and the screen turns a bright 
green. Basically, the wavier the line is and the more the controller rumbles, 
the closer you are to cracking the code. Once you have reached this position, 
hold both Analog Sticks for a second or two to blow the fuse. It sounds tricky 
and complicated, but it's really not.

Once you free yourself, head down the stairs. You can find a RIDDLER TROPHY 
behind a destructible wall if you ascend the southern staircase. Before 
leaving, take the northern staircase above the doorway to find an inmate with 
an incredibly creepy stare. Try to block him out of your memory and approach 
the security gate control nearby. Test out your Sequencer again to open a cell 
containing a RIDDLER TROPHY.

Leave the Security Control Room.


==============
The Green Mile
==============

The inmates are loose inside the Penitentiary, so keep your eyes peeled. One 
of them left behind a RIDDLER TROPHY in their cell. Take it and backtrack to 
the Main Cell Block. On the way, a crazy inmate will attack. If he climbs on 
your back, quickly toss him to the ground before executing a vicious punch to 
the skull.


===============
Main Cell Block
===============

Walk forward to start a cutscene.

Harley isn't too tough to deal with, though she enlists the help of several 
outside interferences to deal with you. For starters, the floor on the Main 
Cell Block is now electrified due to her. Immediately grapple up to the top of 
the cells to begin the fight. You'll soon come to learn that you never even 
fight Harley herself; all she does is send in wave after wave of goons.

There are two gun lockers on opposite sides of the balcony. If you see a thug 
making a run for either one, quickly jump over to him and knock him away 
before weapons get introduced into the fight. The opposing enemies are the 
weakest ones around, so you should have little trouble with the two groups of 
enemies Harley sends your way.

After the army has been single-handedly destroyed, Harley makes a run for it. 
Let her go and walk to the security office to find a control panel that 
deactivates the electrical floors once tinkered with via the Cryptographic 
Sequencer.

Drop down to the ground and enter the west wing of the Main Cell Block. Defeat 
the two lunatics that are scampering around and search the cells: one cell at 
the south end of the wing contains a RIDDLER TROPHY. Next, take the door here 
to reach the Guard Room.


==========
Guard Room
==========

Go north to enter the far end of the Guard Room. Harley will surprise you with 
a lil' trap: two guards are strung above pools of electrified water and Joker 
Toxin is set to go off in two minutes!

There are three security control panels in this room: ignore the one next to 
the door you came through and focus on the one on the left. Disable it to turn 
off the electric flow to the pool on the left. Next, step into the puddle up 
ahead to find another control panel (use Detective Mode if necessary). Disable 
it to turn off the electricity on the second pool. Next, cut the two guards 
down.

Regardless of how much time was left on the clock, Harley automatically gives 
you 30 seconds to escape. Hack the third and final security panel to open the 
door for a quick getaway.

Before following the two guards, destroy the three JOKER TEETH (9) in front of 
you. Follow the two guards to the control room - you can see the previous room 
is masked in a bright green gas. Looks like Harley Quinn wasn't bluffing...

Take the INTERVIEW TAPE off the stack of files near the guards. Backtrack a 
tiny bit to spot a ventilation shaft high up on the wall. Open it via the 
Batclaw and slip inside. 


===============
Main Cell Block
===============

You technically enter the Main Cell Block as you progress through the vents. 
At the end is a small side room where you can find a RIDDLER TROPHY. Return 
into the vent and crawl through back to the Guard Room.


==========
Guard Room
==========

Fall down from the vent and return to the Main Cell Block via the eastern 
doorway.


===============
Main Cell Block
===============

New entries here in the west wing include a lunatic and another trio of JOKER 
TEETH (12). Harley will kindly open up a security gate leading to a new room. 
There's obviously nothing fishy about that...

Break another set of JOKER TEETH (15) in front of the door and go through to 
the Controlled Access Area.


======================
Controlled Access Area
======================

Walk forward past the empty prison cells towards the far end. Rip the gate off 
the ventilation shaft and take care of the lunatic that immediately drops 
down. Grapple on up and take the INTERVIEW TAPE off the desk. There is also 
another security control panel in this booth. My motto is when in doubt, 
disable 'em when you can. We technically aren't even going there right now, 
but do it anyway for good measures.

Proceed towards the three weak portions of the wall and destroy the one on the 
far left to find a RIDDLER TROPHY. Next, head down the stairs across from the 
booth to reach Extreme Incarceration.


=====================
Extreme Incarceration
=====================

Another trap by Harley, who woulda thunk it? This time, the area is split up 
into three sections. Each has electrified floors, but Harley will only turn it 
on if you are gaining the upper hand. When the floor starts to sparkle, jump 
over one of the railings leading to another section of the room. It's best if 
you leave Detective Mode off so you can notice when Harley is going to shock 
the floor.

The inmates here range from normal guys to some with pipes to a few with stun 
batons. Every time you hear Harley make a witty comment about electrocution or 
you see the floor panels spark, make a break for a safer area. There are three 
waves of goons in total.

After you defeat Harley's goons again, you will finish her off during a neat 
cutscene.

Go through the door above the central office to find two JOKER TEETH (17) in 
the entranceway and a SECRETS MAP on a nearby desk. Take a left and up the 
stairs to the central control room. Collect the INTERVIEW TAPE on the desk. 

For whatever reason, you can only disable one of the six security control 
panels. Hack into it to open Cell #5. Head inside said cell to find a RIDDLER 
TROPHY and a CHRONICLE OF ARKHAM behind a destructible wall. The cell door, 
however, will slam shut! Don't fret: you can escape by grappling up to a ledge 
and blasting your way out of the cell. Return to the previous room now.


======================
Controlled Access Area
======================

The Joker will leave behind three more JOKER TEETH (20) in a gift box. 
Backtrack to Main Cell Block.


===============
Main Cell Block
===============

There is one lunatic inside a small hallway leading back to Cells Access, but 
otherwise a peaceful trip.


============
Cells Access
============

You'll be on your toes here, for lunatics will drop down from vents and emerge 
from floorboards to surprise Batman. Defeat them and exit the Penitentiary.


==============================================================================
 ARKHAM ISLAND                                                          [0310]
==============================================================================

===========
Arkham West
===========

Lunatics are patrolling the area here, but they are fairly easy to defeat. 
Clear all of Arkham West of psychos before exploring. If you have the 
Cryptographic Range Amplifier upgrade, you can get a Riddler Trophy now. 
Grapple up to the top ledge of the Penitentiary and access the security panel 
on the other side of the electric gate. Disable it to reach the RIDDLER 
TROPHY. Again, you need the appropriate upgrade to get this trophy.

You can access the guard's post via Cryptographic Sequencer to find the 
SECRETS MAP for Arkham West. Approach the elevator lift near the entrance to 
the Medical Facility. Hack into the control panel and use your Sequencer to 
activate the lift. Underneath is a RIDDLER TROPHY.

Take the door at the northeast end of Arkham West. In the tunnel, grapple up 
to the ventilation system and enter Detective Mode. There is a grate that you 
can yank off with your Batclaw. Subsequently grapple into the ventilation duct 
for a RIDDLER TROPHY. Proceed to Arkham North.


============
Arkham North
============

Like in the last area, wipe out the lunatics before setting off to find 
goodies. One of the guard posts has already been accessed here, but now you 
can use your Sequencer to open up the other one. Do so to find an INTERVIEW 
TAPE.

There is another Riddler Trophy to obtain here. At the north end is a guard 
tower with an electrical gate. Grapple to the tower and disable it with your 
trusty Cryptographic Sequencer to reach the RIDDLER TROPHY. The security panel 
is on the other end of the gate, but you won't need the range upgrade to get 
it. For now, head to Arkham East.


===========
Arkham East
===========

Take down the first lunatic waiting 'round the corner, then walk through the 
door. Grapple up to either guard tower and take the walkway towards an 
electrical gate. Hack into the security panel and disable it to reach the 
security office containing an INTERVIEW TAPE and RIDDLER TROPHY. There are two 
more JOKER TEETH (4) near the staircase leading to the Botanical Gardens.

The only other things we can get here are found in the guard post near the 
giant statue of Warden Sharp. Break in with your Sequencer to find a RIDDLER 
TROPHY and SECRETS MAP. We're almost done with Arkham East! (aside from a 
handful of Joker Teeth)

Continue to the Botanical Gardens.


==============================================================================
 BOTANICAL GARDENS                                                      [0311]
==============================================================================

===================
Glasshouse Entrance
===================

You are greeted by a few JOKER TEETH (2) as soon as you enter. Search the 
bench on the right side of the area to spot an INTERVIEW TAPE as well. The two 
armed thugs guarding the exit can be easily taken out with a Remote Batarang 
or Twin Batarang. Open the electrical gate using your Sequencer to reach the 
door.


====================
Botanical Glasshouse
====================

There are six armed goons scanning the Botanical Glasshouse. One thug patrols 
the lower floor; wait underneath the floorboards until he passes over you, 
then give him a surprise Silent Takedown. The enemies on the top floor can be 
dealt with using Inverted Takedowns or Glide Kicks.

Once the other foes notice something's up, hide on the gargoyles or under the 
floorboards, waiting to slowly pick the remaining off with Batarangs or 
Explosive Gel. They tend to split up in twos, so your Twin Batarang works 
nicely here.

Good, time to explore! Drop down to the base of the fountain and use your 
Explosive Gel to bust open the weak portion of the wall. Inside is a small 
ventilation duct leading to a RIDDLER TROPHY.

There is a second RIDDLER TROPHY underneath a set of floorboards on the second 
floor (where you entered the room). Climb up the stairs towards the other side 
of the Botanical Glasshouse and slip underneath the floor to find the trophy. 
From here, follow Harley's fingerprints to the Statue Corridor.


===============
Statue Corridor
===============

Proceed down the corridor towards a circular area. Proceed around either side, 
destroying the JOKER TEETH (5) along the way. There is an INTERVIEW TAPE lying 
on a bench on the other side. Continue to the Generator Room.


==============
Generator Room
==============

There are six henchmen downstairs waiting for a fight, so there's no way 
around it. I always like to plant Explosive Gel underneath me, then bait the 
goons towards the explosives. Blast the entire group, then finish off the 
remaining (preferably the Stun Baton Thug and High Security Thug first).

Once the fight has concluded, rescue Carl Todd. Something tells me that I 
really can't imagine Batman saying "I eat punks like these for breakfast." 
Aaanyways, snatch up the INTERVIEW TAPE before exploring the upper walkway. 
Destroy the security panel at the top to reach a booth containing a RIDDLER 
TROPHY and SECRETS MAP. What joy!

The security panel is booby-trapped with Joker Toxin; if you don't complete 
the "puzzle" in time, the gas will be released. Not good obviously. This one 
is a bit tougher to crack as you need to "solve" it three times as opposed to 
just once for every single other one so far. Once you crack the code and shut 
down the generator, return to the Statue Corridor.


===============
Statue Corridor
===============

Hurry back to the Botanical Glasshouse.


====================
Botanical Glasshouse
====================

There is another door on the top floor; this is the door to take.


================
Flooded Corridor
================

Joker barricades himself behind a pile of rubble, effectively getting away. 
Cross the water to the other side. Smash the JOKER TEETH (7) and open up the 
ventilation grate. Hey, it's the only way to go!

It won't take long before you reach an intersection in the vents. Go right to 
stumble upon a RIDDLER TROPHY at a dead end. Return to the fork and take the 
other path this time. Exit the vent and blast the weakened wall ahead to the 
Abandoned Chamber.


=================
Abandoned Chamber
=================

This place is like the Old Sewer in that your grapple is rendered useless. 
Walk to the left and jump across the gap to reach a staircase leading to a 
metal walkway. There are two stairs to take: descend the one on the right to 
reach the bottom of the chamber. If you look to the left, you will see a grate 
displaying a Riddler Trophy. From the stairs, walk around to the right to 
reach the sewer duct. Duck down into the sewer and crawl your way through to 
the RIDDLER TROPHY.

There is yet another trophy nearby. Climb out of the sewer and walk forward a 
little bit, looking on the ground for metal floorboards. When in doubt, crawl 
around waiting for the button prompt to appear onscreen. Slip underneath and 
follow the path, which takes you to a small room. Grab the RIDDLER TROPHY and 
return to the metal walkway.

Take the other stairs this time, leading to the upper floor. Across the gap is 
a door leading to the Flooded Corridor. We're staying here for now, since 
there are a few more goodies to discover. To the left is another ledge you can 
jump to. Follow the walkway and sidle across the wall to a small ledge. A dead 
body is dumped down in front of you. Another reject...

Turn around and leap towards the stone platform. Walk to the right to reach a 
seemingly dead end. However, if you equip your Batarang and look up, you will 
spot a rope you can cut down that lowers a catwalk. Climb up the stone 
structure to the left of the catwalk and sidle around until you can regain 
your footing. Walk forward, ducking underneath the support beam, to reach a 
dead end. Jump towards the wall in front of you to grab onto a ledge. Sidle to 
the left to reach a small alcove, where you will discover a CHRONICLE OF 
ARKHAM.

Return to the metal catwalk. Follow the catwalk to a ledge containing a third 
RIDDLER TROPHY. That's all we can do here for now, so head to the door leading 
to the Flooded Corridor.


================
Flooded Corridor
================

Grapple up to the ductwork and dispose of the two bullies. Talk to Jordan 
Fraser to receive a new objective.

Ignore the giant pit since there is no way of getting across; instead move 
down the eastern hallway. Pick up the INTERVIEW TAPE on the bench and enter 
the Aviary.


======
Aviary
======

Another stealth mission. If anyone spots you, they'll send the giant cages 
containing the orderlies crashing to the ground.
   
As if that wasn't enough of a catch, you cannot defeat any other henchmen or 
else their suicide collars will go off, prompting the leader to kill off the 
prisoners.

There is a thug in front of you not too far away. Quickly shuffle to the right 
and under the floorboards against the wall. Follow it to the other side of the 
goon. Make a swift detour by grabbing the INTERVIEW TAPE off of the bench on 
the right before returning to the vent you just exited.

Face north and aim for the highest grapple point. Grapple and stay on the 
ledge so you aren't spotted by the patrolling enemy. Move to the right and 
wait for the thug to turn around before climbing the ladder on the right. You 
will enter the control chamber where the leader lies. Execute a Silent 
Takedown to foil their plans.

Break the three JOKER TEETH (10) up here and wait for Joker's intercom rant. 
He'll alert the lackeys of your presence. Exit and walk west around the 
walkway. Two guards are overlooking a ledge on the west end: it's possible to 
Silent Takedown both without either noticing. The third guy? It is up to you. 
With the room clear, Batman will free the two orderlies.

Enter Detective Mode again and continue tracking Harley Quinn's fingerprints. 
They will take you to a metal panel that you can peel back, revealing another 
security control panel booby-trapped with Joker toxin. Like before, you will 
have to hack into the control panel three times before the bars on the control 
panel deplete.

A secret passage will open up right next to you.


=========================
Titan Production Facility
=========================

You'll be thrown right into a boss fight as Joker turns two random lackeys 
into wild-eyed, steroid-ridden super monsters.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Henchman x2 -

Unlike the Venom Henchman from very early in the game, the Titan Henchman are 
much bigger and much tougher. They still follow a relatively similar formula 
to the first boss in the game. Their attacks include a punch to the ground, 
throwing dead bodies, and of course, charging towards Batman.

Since we're dealing with two of these guys, it's best to stay on your toes and 
be able to dodge both attacks - sometimes simultaneously. They also like to 
follow a pattern of sorts in that if one charges, the other will most likely 
moments after. Make sure to whack one in the skull with your Batarang as it's 
speeding towards you, but wait for the second to run before you attack.

When one of the Titan Henchman are stunned, they will hold their head and 
stumble around like a drunken hobo. This is your chance to respond with 
strikes and other awesome Batman combos. About the only good part about 
fighting two behemoths at once is that one may run into the other and hurt his 
partner. It's actually pretty common. Hey, can't complain with those odds.

Once you have pelted a stunned enemy to the ground, they will fall to their 
knees as comical stars spin around their head as an indication. At this point, 
you can press X next to them to jump on like a cowboy riding a bucking bronco. 
The Titan Henchman will swing his arms back and forth, in which you can 
control his movements with the Left Analog Stick. The best way to attack each 
boss is to have the one you're controlling attack the other.

The best way to deplete their HP is to have one attack the other. When you see 
a Titan Henchman slumped over on the ground, quickly run over and hop on. They 
deal a lot of damage, and that certainly translates over if you happen to use 
one against the other. When one boss falls, treat the second just like a Venom 
Henchman.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Open the gate using your Sequencer... a dead end, hmmmmm. Drop down in the 
hole, then press the Right Bumper to escape. Batman will call in his jet for 
some assistance. Geez, this guy has everything! Pick up the capsule that's 
dropped from the vehicle to obtain the Line Launcher.

In short, this thing is basically like a zipline. Aim it towards the door 
across the gaping chasm and press the Right Trigger to create a personal 
zipline taking you from your current location to wherever you aimed the 
targeting reticule. Before you go straight towards the door, first aim towards 
the alcove to the right to reach a RIDDLER TROPHY. Yeah, the Line Launcher can 
aim at any angle, not just straight ahead.

Afterwards, return to the boss platform and shoot over to the door leading 
back to the Aviary.


======
Aviary
======

The two orderlies you saved before are now slumped on the ground dead. Glad we 
had to go through so much trouble to save them. Backtrack to the Flooded 
Corridor.


================
Flooded Corridor
================

Go straight ahead and use the Line Launcher to cross the large hole. On the 
other side, collect the RIDDLER TROPHY, smash the three JOKER TEETH (13), and 
proceed through the door.

Poison Ivy actually sides with Batman for now and tells him the coordinates
for the Titan antidote. Cross the gap again with the Line Launcher and greet 
the henchman on the other side with a few punches and kicks. Go to the
Abandoned Chamber next.


=================
Abandoned Chamber
=================

There is one lunatic hiding underneath the floorboards on the ground level. 
Kick his face in, then swiftly exit.


================
Flooded Corridor
================

Proceed through the vents to the waterlogged part of the corridor. The two 
enemies on the other side of the pool have turned the power back on, 
electrifying the water. Ohhh, those thugs just keep getting smarter and 
smarter! Too bad you can just use your Line Launcher to cross the pool and 
totally own their asses. Not smart enough I guess. Break the JOKER TEETH (16) 
before leaving.


====================
Botanical Glasshouse
====================

Out of the five armed foes here, one is directly in front of you with his back 
turned. Snuff him out first before grappling up to the gargoyles for a better 
view. The remaining will listen to Joker and explore the upper floor, while 
one usually stays back. Glide kick him down to the ground, then retreat to the 
gargoyles again.

The final three can be subdued with a Multi-Batarang. Or you can wait for them 
to split up before picking each one off individually. Head to the Glasshouse 
Entrance.


===================
Glasshouse Entrance
===================

First off, use your Batarang on the JOKER TEETH (19) and proceed towards the 
entrance to the gardens. Poison Ivy will block your path with some Titan-
infused vines. Enter the hole that is created and turn around to find a 
CHRONICLE OF ARKHAM.

From the Chronicle of Arkham, turn around and go right. Grapple up to the vent 
above and follow it to get behind the vines. Break the last set of JOKER TEETH 
(20) and get outta here.


==============================================================================
 ARKHAM ISLAND                                                          [0312]
==============================================================================

===========
Arkham East
===========

Ivy's plants are going totally out of control here in Arkham. There's a lot of 
commotion out here, ranging from lunatics to Titan Mutated Plants. If you get 
too close, they will release a deadly spore that can damage Batman. Hit it out 
of the air with your Batarang, then press A next to the plant to destroy it.

Clear the entire area of lunatics and mutated plants. You should also be able 
to find s'more JOKER TEETH (6) near the burning statue of the warden. Head to 
Arkham Mansion once you're done exterminating all the flora.


==============================================================================
 ARKHAM MANSION                                                         [0313]
==============================================================================

=====================
Mansion Entrance Hall
=====================

The entire hall is littered with toxic spores, disabling your ability to 
explore the ground level. Use your Line Launcher to zip to the vents on the 
other end and grapple to the one on the ceiling. Continue to the Main Hall.


=========
Main Hall
=========

The Main Hall is also filled with spores and is a little more difficult to 
traverse. Drop down to the left onto the walkway and head forward. When you 
cannot go any further, turn towards the opposite side of the hall and look for 
a suitable Line Launcher path. You should find one. Zip across and walk 
forward across the walkway. Again, when you reach a dead end, look back to the 
other side and zip across.

From here, go forward towards the end of the walkway and glide down to the 
ramp leading towards Cash and Zach Franklin. Aaron Cash directs you back to 
Intensive Treatment in order to access Killer Croc's lair.

Exit the same way you came in.


=====================
Mansion Entrance Hall
=====================

Haul ass outta here.


==============================================================================
 ARKHAM ISLAND                                                          [0314]
==============================================================================

===========
Arkham East
===========

We've cleaned everything up here that we can, so move onto Arkham North. Keep 
in mind that there are eight thugs dressed up as Arkham Security in the tunnel 
leading to Arkham North. They may wear guards clothing, but they are nowhere 
near as tough as Arkham Security.


============
Arkham North
============

There is a single sniper on the roof of Intensive Treatment. He should be your 
first priority. Climb up to one of the guard towards and use a Remote Control 
Batarang to knock the sniper out. Then use a Line Launcher from the tower to 
reach the sniper spot. Finish him off, then break the JOKER TEETH (6).

You're best off dropping back down to the ground. You can finish off the Titan 
Mutated Plants and also get another trophy. Climb back up to the western guard 
tower and look towards the western end of Arkham North. With Detective Mode 
on, you should spot a Riddler Trophy in a small alcove. Use your Line Launcher 
to zip over to the ledge and take the RIDDLER TROPHY. Next, enter Intensive 
Treatment via the sniper post.


==============================================================================
 INTENSIVE TREATMENT                                                    [0315]
==============================================================================

==================
Maintenance Access
==================

This place is a little disorienting. Open the grate on the ventilation shaft 
and creep inside. When you reach a fork, go right and pry the grate off. There 
is a RIDDLER TROPHY at the end of the path here. Take it and return to the 
fork. Head the other way to exit to another tiny section of the room. Climb up 
on the ledge and pry off the next grate.

Enter the duct here. Crawl through and exit through the other end. Follow the 
hall to find yet another ventilation shaft. Sheesh! Sneak through to witness 
some enemies planting explosives on the surrounding gargoyles. I guess these 
guys ARE getting smarter.


=========================
Intensive Treatment Lobby
=========================

Rip the grate off and wait for the enemy below to turn his back. Drop down and 
use a Silent Takedown. The rest won't be as easy unfortunately. The gargoyles 
here have been rigged with explosives: you can technically still use them, but 
after about one second they will blow up.

Immediately after taking out the first guy, drop down to the bottom floor. One 
enemy patrols down here that you can quietly knock out. A third will drop down 
here as well; repeat the same method to subdue him as well.

Four more. One inmate usually stays inside the central office while the other 
three examine any fallen comrades (they're bound to catch on very quickly). 
Lure him out of the building by quickly grappling onto a gargoyle, then 
immediately gliding off. Once he tries to inspect the damage, glide kick him 
into kingdom come.

The final three usually stick together in their panicked state. Use Corner 
Cover and your Multi-Batarangs to knock them down. Instead of using a Ground 
Takedown, try planting Explosive Gel on top of the group. As they start to get 
up, set it off to knock 'em out even more. From there, finish off any 
surviving members with a Ground Takedown.

Use your Sequencer to hack into the security panel inside the central office. 
This one is rigged, so hack into it thrice to open the surrounding doors. Head 
to the northern end on the bottom floor and enter the door on the right.


===================
Cell Block Transfer
===================

Walk down the hall for your game to suddenly stop working. Damn those 
glitches! Guess I gotta go back to Gamestop and complain about the defective 
game disc...

I'm kidding! Your game is fine; it's just the Scarecrow up to his crazy antics 
yet again. Watch the cutscene as you gain control of the Joker. Nope, this 
time I am not kidding. Deja vu much? Definitely one of -- if not the best -- 
cutscenes in the game. 

When the "Mission Failed" screen pops up, press "Retry". I feel like I'm 
playing Metal Gear Solid 3 again if you know what I mean. Batman will rise 
from the grave (and there's my Altered Beast reference for the day) in 
Scarecrow's realm again.

Walk forward down the hall to reach a Batman imposter feasting on a dead rat. 
Never though I'd ever type that sentence in my life. Wait for the moving wall 
to well, move out of the way before using your Line Launcher to cross the gap.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Scarecrow -

When the Scarecrow moves to the right, follow his eyes and jump over the gap, 
quickly hiding behind the piece of machinery. When the time is right, hop up 
the ledge. A wave of skeleton minions will emerge from the earth to attack. 
They aren't too tough, as they'll explode into a million pieces after one 
lengthy combo.

Once they're dealt with, round the corner. When the Scarecrow moves from 
(your) left to (your) right, run forward and climb up the ledge, then hide 
behind the debris. When he goes from right to left is when you should take 
cover behind the wall up ahead.

Leap over the gap and continue down the trail, ducking behind the room with 
Zsasz and Batman. Once Scarecrow moves again, continue past the other end and 
take necessary cover. Run forward and climb up the ledge when the coast is 
clear. The next gap is way too far to run without being spotted, so you will 
have to use the moving wall as cover. Walk/run with it as it goes from left to 
right. Hide behind the rubble at the end.

Once the coast is clear, jump and climb up the ledge before ducking out of the 
way. When you land on the elevator at the end, it'll plummet below before 
coming to a stop. Wait here for a while as Scarecrow passes overhead, then 
grapple to the second elevator high above. Up ahead is the spotlight that can 
be used to move onto the next portion of the fight.

Unlike the last two times, the battle doesn't end here. Scarecrow gives Batman 
a little extra somethin' to get his mind a bit more jittery. You will be 
delivered to a small square platform and Scarecrow summons more skeletons. 
Scarecrow's watching you the entire time, so no more hiding (yay!).

After two waves of skeleton fighting, one of the three spotlights will go off, 
singing Scarecrow. He then enlists in the help of a skeleton version of a 
Titan Henchman. Like you would with a living version, use your Batarang just 
before it uses its charge attack. Since it's nothing but a pile of bones, 
slamming head-first into a wall will prove to be too much. The second 
spotlight turns on.

The third test is a combination of one skeleton Titan among a party of normal 
skeletons. Fight off the normal guys and keep an eye on the big dude. When he 
rears his head back, quickly pull out a Batarang and smack him in the head. If 
that doesn't work, just destroy all the skeletons before focusing on the big 
one. The fight will end after this final wave of enemies is no more.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The nightmare is over yet again, and Scarecrow retreats like a pansy. He 
threatens to enter the caves below and unleash his Fear Gas on the entire city 
of Gotham! Unfortunately for the mass population, we have more important 
things to do: find collectables and solve riddles!

We are on the western end of the Cell Block Transfer; return to the eastern 
end. Walk down the hall to the northeast end and disable the security control 
panel leading up to the office. Pick up the INTERVIEW TAPE from off the desk. 
Enter Secure Transit.


==============
Secure Transit
==============

Scarecrow descends down the elevator shaft and the shaft seals itself off just 
as Batman enters the room. Destroy the lone pair of JOKER TEETH (20) 
chattering about on the right to complete the set here. Go up the stairs in 
front of the Joker Teeth to reach the offices; take the INTERVIEW TAPE and 
head back down the stairs.

It's time to explore the elevator shafts now. Normally one would slowly 
descend the shaft, but that may prove to be a tad difficult. I simply dropped 
all the way down (how Batman can survive such a fall is beyond words) and then 
start your way back up.

At the bottom, grapple up to the platform and jump over to the ledge across 
the way. Sidle to your right and pull yourself up into the crawlspace. Grapple 
up the ledges until you eventually reach a grate just out of reach. Pull the 
grating down with your Batclaw and grapple over to it to obtain the RIDDLER 
TROPHY inside.

From the trophy, jump back (if you miss, simply return here the long way) and 
continue up the elevator shaft. When you spot a crawlspace, duck inside 
leading to two destructible walls. The one on the right contains nothing, but 
you can find a CHRONICLE OF ARKHAM behind the wall on the left.

That's all the goods here in Secure Transit. Fall down to the ground and enter 
the office to confront the three foes. Simply use a Multi-Batarang to knock 
down all three before finishing the job. Next up, use your Cryptographic 
Sequencer to hack into the Joker-rigged control panel. As a result, the rest 
of the elevator shaft will open back up.

Continue down the rest of the way to find a band of thugs. There are two gun 
lockers that the enemies will frantically try to open. Stop any in between 
pounding the others to easily dispose of the group. Enter the office to take 
the SECRETS MAP, then enter the door in the corner.


==============================================================================
 CAVES                                                                  [0316]
==============================================================================

===================
Control Room Access
===================

Snag the INTERVIEW TAPE off of the crate near the entrance. Ignore the 
warnings sprawled on the wall and continue through the metal door.


===========
Croc's Lair
===========

Check out the cutscene upon emerging in Croc's Lair. I certainly was NOT 
expecting that to happen!

The water currents are way too strong to swim in, so you will have to use your 
Line Launcher to traverse the sewer. Look to the left towards the eastern side 
of Croc's Lair and aim your Line Launcher towards the nearest ledge on the 
opposite side of the water. Collect the RIDDLER TROPHY and zip back to your 
previous location. That's the one and only item here, so head west, then north 
deeper into Killer Croc's lair.

Oracle sends Batman the schematics as a display meter pops up on the screen. 
The numbers indicate how many meters Batman is from the nearest plant spore. 
The lines below indicate both Croc's position (the two yellow lines) and the 
amount of sound Batman is generating. (the middle blue line).

The more noise Batman makes, the more jagged the blue line becomes. Never run 
down here in Croc's Lair, or he'll pull you into the water for a speedy death. 
A "!" will appear if you are making too much noise, so either stop moving or 
crouch to avoid giving away your position.

The yellow lines represent how close Killer Croc is. The closer the two dotted 
lines are to the blue line, the closer he is to Batman. Simple enough if you 
ask me. I figure the best route to go is to simply stay crouched the entire 
time to avoid death.

Like Batman stated, this place is essentially one giant maze. Every single 
area looks pretty much identical, so it'll almost get a tad boring when you 
aren't fearing for your life. Hop over the first metal gate you come across 
and round the corner. Yep, more sewers and more narrow planks of wood to cross.

Once you reach about 70M, Killer Croc will emerge from the water to attack. 
You're given a nice amount of room, so toss a Batarang at his skull to knock 
him back into the water. From now on, Croc pops up randomly, so listen for a 
change in music and the loud roars; always have your Batarang ready to knock 
him off the walkway.

When you come to the intersection, continue straight ahead. If at any time the 
meter display turns red, you'll know you're going the wrong way. Jump over the 
gate and turn right to find the first plant spore. Cut it down with your 
Batarang and collect the sample.

You'll get a nice amount of spore sample, but Batman needs a lot more. Turn 
right at the intersection and continue straight ahead through the next fork. 
Hop over the metal gate to find the second spore. Collect the sample.

Jump back over the gate and make a left. I shouldn't have to tell you every 
which way to go since the game practically does it for you. Just keep crouched 
and continue whichever way the meter tells you (remember, red = bad).

Eventually, Batman will come across wooden walls in which he cannot pass, 
though Croc can. Whenever you reach a wooden wall, get ready for Killer Croc 
to come bursting through. Knock him back into the murky water, then enter the 
newly-opened path. The third sample is just behind the first wooden wall.

There is a second wooden wall next to the third spore. After collecting the 
sample, move forward a few inches and wait for Croc to smash his way through. 
Hit him, then continue forward. The fourth plant spore isn't too far from here.

Killer Croc will destroy the wooden planks near the fourth plant spore, 
effectively cornering you. However, you can simply use the Line Launcher to 
cross the water.

From now on, Killer Croc will implement a new attack: whenever you see the 
surrounding water bubble, run away from that area. Don't worry about making 
noise, it's perfectly fine in this case. Croc will begin destroying wooden 
planks, so you don't want to be left without a walkway to stand on. He usually 
only breaks two or three planks, so once you're on the fourth or fifth one you 
can calm down.

The fifth spore is the last one you need. You will have to deal with Croc's 
new surprise attack along with his normal... other surprise attack. Yeah, I 
guess both are kinda surprises, haha. Just remember that the game autosaves 
after each spore, so don't fret if you're made into croc lunch.

Now that you have a full sample of plant spores, it is time to escape.
   
Escaping is essentially the same as retrieving the spores, but now you will 
have to contend with missing platforms from time to time. Simply use the Line 
Launcher at any point in which there is a gap between planks. Just like before 
when you were collecting plant spores, the distance meter will flash red if 
you make a wrong turn. It's just as easy getting out as it was going in.

Once you reach around 120M, Killer Croc will become agitated and smash every 
single wooden board he comes across. The distance meter and noise recorder 
disappear and it's your job to haul ass outta here. Follow the straightforward 
path, occasionally hopping over wooden gates, until you escape.

We're not outta the woods just yet! Another gate closes in front of the 
entrance, sealing Batman inside Croc's Lair. Killer Croc jumps out of the 
water to corner you. He will begin running towards you, so stay back near the 
gate.

If you notice on the ground is a large set of Explosive Gel. Wait for Killer 
Croc to practically step on top of the explosive charges before setting 'em 
off. Success!
   
Use your Line Launcher to zip towards the west end of Croc's Lair, smash the 
JOKER TEETH (11), and proceed through the door. Feels great to be out of 
Croc's Lair and into a reasonably safe area.


=========
Old Sewer
=========

There are five baddies around the corner; one of them armed and another a 
knife-wielder. By now you should know how to sufficiently combat these types 
of enemies. Once they're out of the way, proceed down the stairs towards the 
ventilation shaft. Zip across the hole towards the pipe at the southern end of 
the area to reach the RIDDLER TROPHY.

Enter the ventilation duct and proceed to the Batcave. 


===========
The Batcave
===========

Approach Batman's computer for a cutscene. After a rude interruption, Batman 
makes the Ultra Batclaw.
   
Just like how the Batclaw could be used to pull down ventilation grates, you 
can use the Ultra Batclaw to pull down walls. Yes, entire walls. Try it out on 
the weakened wall nearby. Jump through it and grapple to the ledge above.

Now that we're outside, we will have to do a bit of platforming to get out of 
here. The cutscene pretty much shows the route to go, and there isn't much 
variety so it's a one-way ticket outta here. Glide over to the stair-shaped 
rock structure south and pick up the RIDDLER TROPHY. Jump up the steps and use 
the Line Launcher to enter the small cave.

Search inside and grapple to the high ledge to reach a cliffside. If you look 
straight ahead towards the spire in the distance and zoom in, you will spot a 
very tiny grassy platform you can glide to. It's much easier to see on the map 
since it's highlighted in yellow. Glide over and take the RIDDLER TROPHY, then 
turn around and use the Line Launcher to the adjacent cliff.

Climb back up to the central cave and continue grappling until you reach the 
very top of the cave. Look to the left and use your Line Launcher to get to a 
cave passage leading back to the Old Sewer. Glide over to the walkway 
connecting the Batcave to the Old Sewer and return to the Old Sewer.


=========
Old Sewer
=========

Look up at the ceiling with Detective Mode to spot a weakened portion of the 
ceiling. Tear it down with the Ultra Batclaw and look inside to find a RIDDLER 
TROPHY. Drop back down to the floor.

There are more Titan Mutated Plants to deal with down here in the sewer. These 
advances species now deploy two spores instead of just one, so ready your 
Multi-Batarang. Now that you have the Ultra Batclaw, make a quick detour back 
to Croc's Lair. Yeah, I know. *shivers*


===========
Croc's Lair
===========

Right above you is a portion of the ceiling you can tear down with the Ultra 
Batclaw. Rip it down to create an opening to grapple up to. There's a hidden 
RIDDLER TROPHY inside. Drop back down and return to the Old Sewer.


=========
Old Sewer
=========

Continue to the Main Sewer Junction.


===================
Main Sewer Junction
===================

Nothin' too different here aside from a few blocked passages and some Titan 
Mutated Plants here and there. Once you reach the top of the room, use your 
Line Launcher to access the previously unreachable area. Snag the RIDDLER 
TROPHY and go north towards the stone structures.

Jump up the stone structures, then turn around and hop across the top of the 
archway. Turn back around and zip to the upper portion of the stone structure. 
Continue climbing to reach the large northern archway. Once on the other end, 
look down below to spot a ledge containing a RIDDLER TROPHY. Fall down and 
take it, then climb back onto the archway.

Turn around and face west, looking upward towards the wall. There is a weak 
portion of the wall that can be ripped down with the Ultra Batclaw. Doing so 
attracts the attention of a few enemies inside the pump room. Grapple to the 
ledge on the pump room, then pull yourself up.


=================
Pump Control Room
=================

Eliminate all opposition to secure the pump control room. Make sure to also
grab the SECRETS MAP and INTERVIEW TAPE from inside the Pump Control Room. You
can't fiddle around with the security control panel just yet, so instead take
the door to the Pressure Control Junction.


=========================
Pressure Control Junction
=========================

Subdue the two inmates right in front of you The west and east passages lead 
to the West Pump Room and East Pump Room respectively. Doesn't really matter 
which one you deal with first.

Destroy the JOKER TEETH (14) in the hallway leading to the East Pump Room.


============
Control Room
============

There are seven armed baddies in this room. It sounds bad, and some may think 
it is, but this room is a lot of fun. There are loads of secret passages, 
destructible walls/floors, and gargoyles in which to use for both cover and 
methods for defeating thugs.

One of the best tactics I found is to lure enemies into the control room. 
There's usually one guy inside in which you can defeat using a well-placed 
Remote Batarang from afar. Knock him unconscious and wait for enemies to find 
his body (or toss a Sonic Batarang). At this time, lurk underneath the room. 
You can use the Ultra Batclaw to remove the floor of the control room, so 
anyone standing inside will have the ground pulled out from underneath them!

There are also gargoyles for Inverted Takedowns and ducts to sneak through in 
order to use Silent Takedowns. You can use a lot of variety here, and since 
there are so many escape points, it's easy for you to lose sight of enemies if 
you happen to get caught.

After you have taken care of the bad guys, tear down the southern wall to 
reveal a CHRONICLE OF ARKHAM. Also break the destructible wall on the west end 
of the room to find a RIDDLER TROPHY. Enter the control room in the corner and 
use your Sequencer to shut down the pump room.
 
Defeat the two inmates that enter the Control Room behind you, then leave.


=========================
Pressure Control Junction
=========================

Make your way to the western end of the Pressure Control Junction, taking time 
to rip down the wall for a RIDDLER TROPHY and using your Batarang on the JOKER 
TEETH (17) on the ground. Open the door.


=========
Pump Room
=========

The Pump Room is significantly easier to take over than the Control Room. 
There is one armed thug, one with a stun baton, one with a pair of knives, and 
a handful of other unarmed thugs. Knock the gun out of the one with the gun, 
then focus on the stun baton and knife-wielding inmates. Make sure that no one 
picks up the gun off of the floor.

With the enemies out of the way, use your Sequencer on the two panels to 
disable the pump room.

Grapple up to the top ledge and use your Line Launcher to access the small 
platform in the corner of the room. Take the INTERVIEW TAPE off of the oil 
drum and backtrack to the Pressure Control Junction.


=========================
Pressure Control Junction
=========================

Joker rewards you with three more JOKER TEETH (20). Enter the center of the 
room for a nice surprise. And when I say "nice", I mean "dammit, this sucks".


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Henchman -

The Titan Henchman is no different than the two we beat the snot out of back 
in the Botanical Gardens. The only factor added in here is the addition of 
Arkham inmates. There are multiple waves of 10+ thugs that enter alongside the 
Titan Henchman. They are the real problem here in this fight, because they 
will either straight up kill you, or distract you long enough for the Titan 
Henchman to kill you.

Nevertheless, you should still follow the same formula for taking down a Titan 
Henchman. First dispose of as many inmates as you can (the boss himself will 
inadvertently help you out in this situation) and stand behind an electrical 
gate. Bait the big guy into charging towards you, then stun him with a 
Batarang. You can send him crashing into a wall as well, but he loses more HP 
if he hits an electrical gate.

Once the Titan Henchman is knocked senseless, begin smacking him around. Once 
he falls to his knees, ride him like a rodeo clown. You can also use the boss 
to attack more foes that appear out of open doors. If you're careful enough 
and don't get too distracted by either group, you can make it out alive.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

After the boss battle, only one path will be open. Pull down the wall with the 
Ultra Batclaw, then climb up and turn around. Yank the second one down, scan 
the CHRONICLE OF ARKHAM, and grapple on up to reach a small elevator. If you 
plant Explosive Gel on the breakable portion of the elevator, set it off to 
send the elevator crashing down to the bottom of the shaft. Continue ripping 
down walls to finally reach the exit.


==============================================================================
 ARKHAM ISLAND                                                          [0317]
==============================================================================

===========
Arkham West
===========

Sniper, lunatic, and more mutant plants. Take care of 'em all. There are a few 
trophies to get here. First off, grapple to the roof of the Medical Facility 
and walk towards the far east side. Look over to the alcove with Detective 
Mode on to find a RIDDLER TROPHY. Retrieve it using the Line Launcher.

Continue towards the northeast end of Arkham West and enter the tunnel leading 
to Arkham North. High up on the wall is a destructible portion in which you 
can remove with your Ultra Batclaw. Inside is a RIDDLER TROPHY.

Near the entrance to the Abandoned Tunnel is a weak wall. More specifically, 
on the ceiling right underneath the sign reading "Arkham East". Pull it down 
with your Ultra Batclaw and grapple up inside for a RIDDLER TROPHY. Next up, 
go inside the Abandoned Tunnel.


================
Abandoned Tunnel
================

There are a few more Titan Mutated Plants to deal with. Aside from that, break 
the JOKER TEETH (10) and head to Arkham East.


===========
Arkham East
===========

More mutant plants have reemerged here in Arkham East, joy. Make sure to take 
out the two snipers in the guard towers. In the southernmost tower is another 
pair of JOKER TEETH (8). Destroy the final set of JOKER TEETH (10) on the 
steps leading up to the Botanical Gardens. Our goal is to apprehend Poison 
Ivy, but she can wait. Time to explore in Arkham North!


============
Arkham North
============

Snipers, plants, you know the drill. There is one trophy we can get here. On 
the far left side of the area is a weakened wall that you can tear down. Ultra 
Batclaw that thang, then grapple up to the alcove for the RIDDLER TROPHY. 
There's also two JOKER TEETH (8) in the western guard tower. Two more JOKER 
TEETH (10) are on the ground between both guard towers.


===========
Arkham East
===========

Okay, now you can go to the Botanical Gardens.


==============================================================================
 BOTANICAL GARDENS                                                      [0318]
==============================================================================

===================
Glasshouse Entrance
===================

Climb into the nook to your left and proceed through the vent to get around 
the huge vine blocking your way. If you want to additionally piss of Poison 
Ivy, repeatedly kill her pet Titan Plants. Go to the Botanical Glasshouse.


====================
Botanical Glasshouse
====================

More plants here. Just kill 'em and head to the Flooded Corridor.


================
Flooded Corridor
================

Those plants are goin' wild! Just use your Line Launcher to cross the water. 
Ivy's plants have opened the path that was previously blocked, so you don't 
have to travel through the Abandoned Chamber to reach the other side. Simply 
head down the hall and follow the beckoning vine to discover two guards.

They have apparently been possessed somehow by Poison Ivy as they'll attack 
Batman. Treat them just like the thugs you've encountered so many times during 
the game. Cross the large gap using your Line Launcher and move inside the 
Elizabeth Arkham Glasshouse.


===========================
Elizabeth Arkham Glasshouse
===========================

Cutscene and boss time. This looks bad. Very bad.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Ivy -

Welcome to the toughest boss fight of the game so far. Titan Ivy consists of a 
giant flower with two appendages and two long vines on either side. Titan Ivy 
only had two attacks in this stage: the first is when the vines will stab the 
ground. When you see grass rise from the ground, get away before lanky 
tendrils emerge in an attempt to strangle you. If you're caught, repeatedly 
tap A to free yourself.

The boss also fires large red spores via the two flower-like appendages. These 
can be dodged by somersaulting from side to side, though they are very quick. 
The number of spores shot out range from one to four depending on if you 
damage Titan Ivy.

Speaking of damaging Titan Ivy, her weak point is the center of the main 
flower, where Poison Ivy herself is hiding. The bulb itself can be targeted 
for damage, but the best way to inflict pain on Ivy is to wait for the bulb to 
open up, revealing her. When this happens, toss a Quick Batarang (tap the Left 
Bumper) to automatically hit her. Never try to aim the Batarang, because it 
wastes too much time and leaves you susceptible to getting hit.

Poison Ivy only reveals herself during her spore attack phase. If you get her 
pattern down, it can become fairly predictable. She usually reveals herself 
after firing the first spore, so dodge the first one then quickly toss a 
Batarang, then immediately dodge the second spore.

Keep on dodging and throwing Quick Batarangs at Titan Ivy until her first 
health bar is depleted. At this time, Titan Ivy will fall to the ground. While 
she is dazed, place Explosive Gel on the bulb and set it off to deal massive 
damage. You'll also receive a nice amount of experience, which equates to a 
gain of about half of your health.

During the second half of the boss battle, Titan Ivy receives an entirely new 
health bar. The only other difference is that a handful of possessed guards 
will appear during her vine attack phase. This can actually be more helpful, 
since attacking guards will give you experience and ultimately more HP. Make 
sure to dodge her vines while keeping the guards at bay.

The spore phase still stays the same, but the spore spots move a lot faster. 
I'm still pretty sure that the pattern of "one spore, open, second spore" 
still applies here in the second half, but I haven't done enough tests to 
prove this right. Either way, rely on Quick Batarang (tap the Left Bumper) and 
dodging to deplete Titan Ivy's second health bar. This time, a second helping 
of Explosive Gel will put her away for good.

Just a side note: if you die after emptying Titan Ivy's first bar, you will 
automatically begin at the second half of the battle. Not a bad deal, eh?

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
Sayonara, Poison Ivy.


==============================================================================
 ARKHAM ISLAND                                                          [0319]
==============================================================================

============
Arkham North
============

Batman is treated to a fireworks display after landing in Arkham North.

A few of the plants blocking significant entrances and exits have been removed 
due to us ridding the island of Poison Ivy. Head to the southeast end of 
Arkham North for now and enter the small cave that eventually leads to Arkham 
West. Pass by the Chronicle of Arkham and grapple up to the metal door. Turn 
around to find a breakable wall. Rip it down with the Ultra Batclaw to find a 
RIDDLER TROPHY inside.

If you're following this guide from head to toe, you should have now fully 
completed all of Arkham Island. If you just want to finish the damn game, you 
can certainly do so. But that's not how I roll, so I will first lead you to 
all the remaining areas where there are still challenges to be completed. 
First up: Botanical Gardens.

You should know how to get there by now, so I am not going to hold your hand 
from now on.


==============================================================================
 BOTANICAL GARDENS                                                      [0320]
==============================================================================

Just head to the Abandoned Chamber. Like I said, no hand-holding.


=================
Abandoned Chamber
=================

Return to the stone structure in which you solved this room's riddle. Look on 
the far east end to see a wall you can tear down with your Ultra Batclaw. Once 
it's open, use your Line Launcher to reach the RIDDLER TROPHY inside.

Next, head to the Titan Production Facility via the Aviary. Again, you should 
know how to get there.


=========================
Titan Production Facility
=========================

There is another wall you can break with your Ultra Batclaw. Do so, then zip 
inside with the Line Launcher to find the CHRONICLE OF ARKHAM.

The Botanical Gardens is now complete. Leave, and head to Intensive Treatment 
through the sniper post from before.


==============================================================================
 INTENSIVE TREATMENT                                                    [0321]
==============================================================================

Go to the Utility Corridor, which is accessed from the Intensive Treatment 
Lobby.


================
Utility Corridor
================

Blast open the destructible wall next to you with Explosive Gel to find a 
RIDDLER TROPHY. We probably could have gotten this one a long time ago, but 
whatever.

Next up, go through Secure Transit to reach the Transfer Loop. It's on the 
bottom floor of Secure Transit (not the basement where you go through to get 
to Croc's Lair, though).


=============
Transfer Loop
=============

On the far east end of the area is a square-shaped room. Look in the central 
structure on the eastern side to find a ventilation grate. Rip it off with 
ease using your Ultra Batclaw and search inside. There is a CHRONICLE OF 
ARKHAM inside a small, cut off room.

Head to Decontamination.


===============
Decontamination
===============

There is a room sealed off by an electrical gate. No worries! Use your 
Cryptographic Sequencer to open it up, then collect the INTERVIEW TAPE. Next, 
climb the ladder here to reach the RIDDLER TROPHY on the upper floor.

With that done, go to the Patient Pacification Chamber.


============================
Patient Pacification Chamber
============================

Go up the staircase leading to the top floor. Just at the top of the stairs is 
a ventilation shaft. Open the grate with your Ultra Batclaw and go inside to 
find a RIDDLER TROPHY.

You can leave Intensive Treatment now that it's fully completed. On to the 
Medical Facility!


==============================================================================
 MEDICAL FACILITY                                                       [0322]
==============================================================================

=============
Medical Foyer
=============

On the north end of the foyer is another breakable wall. Do your thing, then 
scan the CHRONICLE OF ARKHAM inside. Boy, this is getting repetitive to type. 
Go to the Sanatorium.


==========
Sanatorium
==========

You can now access the vent in the northeast corner of the room, on the top 
floor. Go inside to find... you guessed it: a RIDDLER TROPHY. Go to the X-Ray 
Room now.


==========
X-Ray Room
==========

Grapple up to the ventilation duct right above you and turn around. Rip the 
weakened wall down to find the CHRONICLE OF ARKHAM. Next up: the Surgery Room.


============
Surgery Room
============

The first thing you'll notice upon entering is a security control panel. Hack 
into it to reach an office upstairs. Pick up the RIDDLER TROPHY on the cart at 
the top of the stairs and proceed to Patient Observation.


===================
Patient Observation
===================

Enter the main chamber by grappling up to the ventilation shaft above. If you 
search between the rooms, you will find a grate on the wall. Rip it down and 
enter the air duct to find a RIDDLER TROPHY on the other side.

With that done, return to the elevator in the Sanatorium. The elevator itself 
is not working, but there is a vent just above that leads you to the elevator 
shaft. Go inside, jump down, and take the ventilation duct at the bottom to 
reach Secure Access.


=============
Secure Access
=============

Upon entering, walk forward and turn to the left to find a control panel that 
you can hack into. Enter the room that opens up to find an INTERVIEW TAPE. Go 
back and this time go to the right. With Detective Mode activated, scan the 
walls to find a weak section that you can tear down. Do so, then go inside to 
find a RIDDLER TROPHY. Deactivate the electrical gates while you're here.

Take a trip to the Experimental Chamber.


====================
Experimental Chamber
====================

Go inside the room where Bane was held (the room smack dab in the middle of 
the Experimental Chamber) to find the INTERVIEW TAPE on a table.

Leave the Medical Facility and proceed over to Arkham Mansion.


==============================================================================
 ARKHAM MANSION                                                         [0323]
==============================================================================

Make your way to the Library, pronto.


=======
Library
=======

To the left is a door that can be broken into using your Sequencer. Inside is 
an INTERVIEW TAPE. Leave and head over to the East Wing Corridor.


==================
East Wing Corridor
==================

There is a destructible wall here, so put your Ultra Batclaw to use. Your 
reward is a RIDDLER TROPHY.

Proceed to the West Wing Corridor now.


==================
West Wing Corridor
==================

Again, another breakable wall on the southwest end leads to an INTERVIEW TAPE. 
Pick it up and get on out of here.


==============================================================================
 ARKHAM ISLAND                                                          [0324]
==============================================================================

===========
Arkham East
===========

Alright, it's time to do business. Run through the gate to Arkham North.


============
Arkham North
============

Proceed to Arkham West.


===========
Arkham West
===========

There are 20 - count 'em - 20 inmates waiting for you to crash the party. And
we are going to do just that. The first four are outside the large Joker door;
the ensuing conversation is pretty funny.

In a surprising turn of events, the party guests welcome Batman with open 
arms. You can easily proceed down the hall and through the door as the inmates 
give you a round of applause. Of course, you can be a huge jerk and beat up 
the defenseless goons.

Of course, taking on 16 guys by yourself isn't such a smart idea. 


============
Visitor Room
============

Walk forward towards the television screen. Surprise! After the explosion,
walk through the gaping hole to the Throne Room.


===========
Throne Room
===========

Pretty cool cutscene with a random, awesome Scarface cameo!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Henchman x2 -

Another unlucky pair of Titan Henchmen. This time, they are joined by several 
regular inmates. The two bosses are wearing new outfits, but I don't know if 
that makes them any tougher. Like in the previous fight with the Titan 
Henchman, focus on withering away the normal thugs before trying to worry 
about the bosses. If you fail to do so, the baddies will distract you long 
enough to get run over by the big guys.

One advantage about this fight is the large-scale room you're fighting in. 
There's plenty of room to maneuver around in order to combat against inmates 
and dodge enemy attacks. The sheer number of inmates that appear throughout 
the fight means you'll be doing this for a while.

In the end, you've essentially fought this battle twice before. It's just that 
each time, Joker ups the anty a little bit. Otherwise, you should know what to 
do here: stun the Titan Henchman, jump on his back and let him do the damage. 
It is a fairly tough fight, but you know what to do and you just have to 
execute it well enough.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

After the cinema comes the real boss fight. Here we go!!


============
Penitentiary
============

I love how Joker got about a thousand times bigger in size but his voice is 
still exactly the same.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Joker -

There are several things that need to be covered right off the bat. Firstly, 
the entire perimeter of the arena is electrified, so don't run into it. Next, 
Titan Joker starts off the fight as a spectator, watching Batman deal with 
random inmates wave after wave.

As Titan Joker watches on, defeat the thugs that drop down to the ground. 
Every so often, Joker will toss a toy bomb your way. Avoid the explosion as it 
wiggles towards you. It only blows up the second it nears you, so bait a few 
inmates into surrounding yourself and the bomb. Once the ticker goes off in a 
comical fashion, dodge out of the way and let the goons take the hit.

After defeating enough baddies, Titan Joker will become preoccupied with a few 
surrounding helicopters. With his back turned, use your Ultra Batclaw to pull 
him off the ledge and down to the ground. Attack him a few times to deplete a 
nice chunk from his health bar. Joker retaliates with a few claw swipes; avoid 
them until he returns to the upper ledge.

The second wave of baddies features a few knife-wielding inmates. Try to deal 
with them first since you obviously cannot counter against them. Also continue 
to try and use the toy bombs to your advantage. Once they're disposed of, wait 
for Titan Joker to turn his back before yanking him down to your level again.

The third wave is a lot tougher than the other two. There is one stun baton 
inmate and one knife-carrying thug. In addition, Titan Joker turns on a gun 
locker that one of the enemies usually runs over to. Bad news bears.

It wouldn't be a bad idea to plant Explosive Gel underneath the gun locker so 
that it goes off once a baddie approaches it. Also, you may want to turn on 
Detective Mode during this set of thugs. It helps distinguish who may be 
carrying a gun, though it also masks who the stun baton inmate is. It is 
totally up to you.

Once the wave of enemies is defeated, use your Ultra Batclaw to pull Titan 
Joker to the ground. This time, he's not getting up.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Joker is put away for good, and all is well in Gotham City.

...yeah, right.

                                   - - -

There's still a few more challenges to take care of in the Penitentiary, and 
this is the only other time we can do so now that the threats in Arkham Island 
have been neutralized.


==============================================================================
 PENITENTIARY                                                           [0325]
==============================================================================

Continue to the Main Cell Block.


===============
Main Cell Block
===============

At the far south end of the area is a small hallway filled with electrified 
water. It was previously unreachable, but now you can use your Line Launcher 
to cross the hazard. On the other side is a CHRONICLE OF ARKHAM.

Head over to the Guard Room.


==========
Guard Room
==========

Return to the guard's office, where the two knucklehead guards STILL haven't 
figured out how to remove the toxin from the room! It's cool though; at least 
we have the necessary tools in order to explore here. Grapple to the air duct 
above them and look across the room towards the breakable wall. Tear it down.

Shoot over with your Line Launcher to reach a control panel. Disable it with 
your Sequencer, then pick up the RIDDLER TROPHY to your right. For the 
Extractor Control Panel, break it with your Batarang to turn on the fans and 
subsequently remove the toxic gas. Drop down to the ground and head to the 
waterlogged corner of the room. Bust the weakened wall down using Explosive 
Gel and scan the CHRONICLE OF ARKHAM.

All we need is the final Chronicle of Arkham. For that, backtrack to the 
Security Control Room.


=====================
Security Control Room
=====================

Walk up to the middle office where you rescued Warden Sharp. Inside, on the 
floor is a weird collection of "Batman" drawings. Scan the phenomenon to 
obtain the final CHRONICLE OF ARKHAM.

Well, that's it! This guide has not only covered the main walkthrough, but how 
to collect and beat all of Riddler's challenges.


______________________________________________________________________________
==============================================================================

[4] BOSSES                                                              [0400]

==============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Venom Henchman -

The Venom Henchman is nothing but a simpleton. The big lug tends to think with 
his mutated fists and wants nothing more than to beat you into a bloody pulp. 
Fortunately for you, the Venom Henchman doesn't think before he acts which 
gives you a great advantage in this fight.

The boss has three attacks. His most common and distinct is his charge attack. 
He will roar before kicking up his feet and running full-force at Batman. As 
the game notifies you at the start of the battle, double tap A to dodge from 
side to side. The Venom Henchman can also toss dead bodies at you (how 
pleasant) and create a shockwave which again, can both be avoided by dodging.

In order to defeat this boss, you must first stun him with your Batarang. But 
not at any given moment: you have to incapacitate the Venom Henchman as he is 
bulldozing towards you. Right when you see him begin the charge attack, aim at 
his nasty mug and toss your Batarang. Dodge the boss as he blindly charges you 
and he will slam into a wall. Strike the Venom Henchman several times before 
he regains his composure.

All in all, you will have to bait the Venom Henchman into crashing into a wall 
four times. Once the fourth time comes 'round the boss will be good as done.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Scarecrow -

A giant version of the Scarecrow stands in the center of this dark realm, 
spinning like a top. His eyes act as searchlights, and if Batman is spotted, 
you will be automatically killed. Use the rubble and walls as cover to avoid 
being slain.

Start by running to the right and going around the bend. Pause momentarily 
when the Scarecrow moves past you and duck underneath the low walls to avoid 
being seen. Leap over the chasm to the other corner and swing around. Jump up 
to the ledge and wait for Scarecrow to pass before sidling to the right. 
Crouch at the rubble nearby, then glide across the gap.

There is a wall right in front of you that you must destroy. When the coast is 
clear, run over and spray Explosive Gel on the wall before returning to the 
nearby wall. Detonate it to blow up the wall, attracting Scarecrow's 
attention. As he tries to peer around the wall, stay crouched and wait for the 
right time to move.

Right as he moves to the left side of the wall, run through the destroyed 
obstacle and glide across. With Scarecrow still preoccupied as the explosion 
site, quickly run around the corner and make your way to the Bat Signal. Press 
A to shine the light on the Scarecrow to end the battle.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Bane -

Bummer. This fight is almost identical to the Venom Henchman fight. Bane only 
has four attacks. His most common is a ramming attack which is just like the 
Venom Henchman's. He also has a shockwave attack that is identical to the 
Venom Henchman's attack. And just like the Venom Henchman, Bane also throws 
stuff at you. Are you catching on yet?

When Bane roars and begins to charge at you, toss a Batarang at his face. He 
will be dazed and collides into a wall. However, Bane will not be stunned and 
will attack Batman with a vicious punch if you get in too close. It usually 
takes two or three (the number increasing as the fight goes on) times until 
Bane is fully stunned.

After the second time he crashes into a wall, begin attacking the boss. Batman 
will automatically jump on Bane's back and rip out one of the hose connected 
to his head. This is the only way to finish off Bane.

Every time you remove a hose, the Joker will send in goons to attack you. It 
is best to make them your first priority, but also keep in mind that Bane will 
continue to attack, and he deals much more damage than any thug would. Listen 
for his sound effects or keep the boss in the corner of your eye when taking 
down thugs.

After you yank the second hose out of Bane's head, the wave of enemies will be 
much bigger. Focus on countering and dodging attacks. Bane will most likely 
help you out by unintentionally trampling thugs or throwing boulders at them. 
Remove the third hose from Bane after he's incapacitated to end the fight.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Scarecrow -

The battle is similar to the last time the two came face-to-face, but there 
are subtle changes. Now, Scarecrow doesn't move in a circle, only side to 
side. Run forward, leaning against the two structures along the way. When you 
come to a box hanging on a high ledge, use the Batclaw to pull it down to the 
ground. Use it as cover, then do the same with the second box.

Remember to use your brain when timing your jumps. Since you're walking to the 
right, you will only want to move when the Scarecrow goes from left to right. 
If you try and go when he moves from right to left, you won't have enough time 
to reach your destination. Once Scarecrow passes you to the left, run forward 
and around the corner.

Walk forward as Batman changes forms back and forth (very cool). The Scarecrow 
will stand in one position and summon several skeletons. Defeat them without 
moving too far forward and stepping underneath his eyes; he'll retreat after 
the wave disappears.

The Scarecrow will continue his regular tactics again. When the coast is 
clear, leap across the gap to cling onto a ledge. Quickly sidle around the 
edge of the platform before you are spotted. Next, jump up the two steps and 
wait.

The next part can be tricky. Wait for Scarecrow to pass you to the left. 
Immediately after, hop over the gap and jump to the ledge above you. Sidle 
around the ledge to safety, but don't drop down. Wait here until Scarecrow 
passes, then inch to the other side and make a mad dash to the wall.

More skeleton action here. Defeat them to make the Scarecrow leave before 
proceeding towards the house. Grapple up to the side of the roof and sidle 
your way towards another piece of rubble. When the Scarecrow moves from left 
to right, start running. Jump over the gap, then avoid the pendulum as you 
reach another wall.

Another tricky part here. Since you are basically in the center of Scarecrow, 
it doesn't really matter if you move when he goes from right to left or left 
to right. Either way, right when his eyes pass over you, jump up and run down 
the long corridor. Round the corner and duck under the low wall. Next, run to 
the right and hide again. The Bat Signal is on the platform in front of you, 
so make a mad dash for it when the time is right.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Henchman x2 -

Unlike the Venom Henchman from very early in the game, the Titan Henchman are 
much bigger and much tougher. They still follow a relatively similar formula 
to the first boss in the game. Their attacks include a punch to the ground, 
throwing dead bodies, and of course, charging towards Batman.

Since we're dealing with two of these guys, it's best to stay on your toes and 
be able to dodge both attacks - sometimes simultaneously. They also like to 
follow a pattern of sorts in that if one charges, the other will most likely 
moments after. Make sure to whack one in the skull with your Batarang as it's 
speeding towards you, but wait for the second to run before you attack.

When one of the Titan Henchman are stunned, they will hold their head and 
stumble around like a drunken hobo. This is your chance to respond with 
strikes and other awesome Batman combos. About the only good part about 
fighting two behemoths at once is that one may run into the other and hurt his 
partner. It's actually pretty common. Hey, can't complain with those odds.

Once you have pelted a stunned enemy to the ground, they will fall to their 
knees as comical stars spin around their head as an indication. At this point, 
you can press X next to them to jump on like a cowboy riding a bucking bronco. 
The Titan Henchman will swing his arms back and forth, in which you can 
control his movements with the Left Analog Stick. The best way to attack each 
boss is to have the one you're controlling attack the other.

The best way to deplete their HP is to have one attack the other. When you see 
a Titan Henchman slumped over on the ground, quickly run over and hop on. They 
deal a lot of damage, and that certainly translates over if you happen to use 
one against the other. When one boss falls, treat the second just like a Venom 
Henchman.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Scarecrow -

When the Scarecrow moves to the right, follow his eyes and jump over the gap, 
quickly hiding behind the piece of machinery. When the time is right, hop up 
the ledge. A wave of skeleton minions will emerge from the earth to attack. 
They aren't too tough, as they'll explode into a million pieces after one 
lengthy combo.

Once they're dealt with, round the corner. When the Scarecrow moves from 
(your) left to (your) right, run forward and climb up the ledge, then hide 
behind the debris. When he goes from right to left is when you should take 
cover behind the wall up ahead.

Leap over the gap and continue down the trail, ducking behind the room with 
Zsasz and Batman. Once Scarecrow moves again, continue past the other end and 
take necessary cover. Run forward and climb up the ledge when the coast is 
clear. The next gap is way too far to run without being spotted, so you will 
have to use the moving wall as cover. Walk/run with it as it goes from left to 
right. Hide behind the rubble at the end.

Once the coast is clear, jump and climb up the ledge before ducking out of the 
way. When you land on the elevator at the end, it'll plummet below before 
coming to a stop. Wait here for a while as Scarecrow passes overhead, then 
grapple to the second elevator high above. Up ahead is the spotlight that can 
be used to move onto the next portion of the fight.

Unlike the last two times, the battle doesn't end here. Scarecrow gives Batman 
a little extra somethin' to get his mind a bit more jittery. You will be 
delivered to a small square platform and Scarecrow summons more skeletons. 
Scarecrow's watching you the entire time, so no more hiding (yay!).

After two waves of skeleton fighting, one of the three spotlights will go off, 
singing Scarecrow. He then enlists in the help of a skeleton version of a 
Titan Henchman. Like you would with a living version, use your Batarang just 
before it uses its charge attack. Since it's nothing but a pile of bones, 
slamming head-first into a wall will prove to be too much. The second 
spotlight turns on.

The third test is a combination of one skeleton Titan among a party of normal 
skeletons. Fight off the normal guys and keep an eye on the big dude. When he 
rears his head back, quickly pull out a Batarang and smack him in the head. If 
that doesn't work, just destroy all the skeletons before focusing on the big 
one. The fight will end after this final wave of enemies is no more.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Henchman -

The Titan Henchman is no different than the two we beat the snot out of back 
in the Botanical Gardens. The only factor added in here is the addition of 
Arkham inmates. There are multiple waves of 10+ thugs that enter alongside the 
Titan Henchman. They are the real problem here in this fight, because they 
will either straight up kill you, or distract you long enough for the Titan 
Henchman to kill you.

Nevertheless, you should still follow the same formula for taking down a Titan 
Henchman. First dispose of as many inmates as you can (the boss himself will 
inadvertently help you out in this situation) and stand behind an electrical 
gate. Bait the big guy into charging towards you, then stun him with a 
Batarang. You can send him crashing into a wall as well, but he loses more HP 
if he hits an electrical gate.

Once the Titan Henchman is knocked senseless, begin smacking him around. Once 
he falls to his knees, ride him like a rodeo clown. You can also use the boss 
to attack more foes that appear out of open doors. If you're careful enough 
and don't get too distracted by either group, you can make it out alive.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Ivy -

Welcome to the toughest boss fight of the game so far. Titan Ivy consists of a 
giant flower with two appendages and two long vines on either side. Titan Ivy 
only had two attacks in this stage: the first is when the vines will stab the 
ground. When you see grass rise from the ground, get away before lanky 
tendrils emerge in an attempt to strangle you. If you're caught, repeatedly 
tap A to free yourself.

The boss also fires large red spores via the two flower-like appendages. These 
can be dodged by somersaulting from side to side, though they are very quick. 
The number of spores shot out range from one to four depending on if you 
damage Titan Ivy.

Speaking of damaging Titan Ivy, her weak point is the center of the main 
flower, where Poison Ivy herself is hiding. The bulb itself can be targeted 
for damage, but the best way to inflict pain on Ivy is to wait for the bulb to 
open up, revealing her. When this happens, toss a Quick Batarang (tap the Left 
Bumper) to automatically hit her. Never try to aim the Batarang, because it 
wastes too much time and leaves you susceptible to getting hit.

Poison Ivy only reveals herself during her spore attack phase. If you get her 
pattern down, it can become fairly predictable. She usually reveals herself 
after firing the first spore, so dodge the first one then quickly toss a 
Batarang, then immediately dodge the second spore.

Keep on dodging and throwing Quick Batarangs at Titan Ivy until her first 
health bar is depleted. At this time, Titan Ivy will fall to the ground. While 
she is dazed, place Explosive Gel on the bulb and set it off to deal massive 
damage. You'll also receive a nice amount of experience, which equates to a 
gain of about half of your health.

During the second half of the boss battle, Titan Ivy receives an entirely new 
health bar. The only other difference is that a handful of possessed guards 
will appear during her vine attack phase. This can actually be more helpful, 
since attacking guards will give you experience and ultimately more HP. Make 
sure to dodge her vines while keeping the guards at bay.

The spore phase still stays the same, but the spore spots move a lot faster. 
I'm still pretty sure that the pattern of "one spore, open, second spore" 
still applies here in the second half, but I haven't done enough tests to 
prove this right. Either way, rely on Quick Batarang (tap the Left Bumper) and 
dodging to deplete Titan Ivy's second health bar. This time, a second helping 
of Explosive Gel will put her away for good.

Just a side note: if you die after emptying Titan Ivy's first bar, you will 
automatically begin at the second half of the battle. Not a bad deal, eh?


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Henchman x2 -

Another unlucky pair of Titan Henchmen. This time, they are joined by several 
regular inmates. The two bosses are wearing new outfits, but I don't know if 
that makes them any tougher. Like in the previous fight with the Titan 
Henchman, focus on withering away the normal thugs before trying to worry 
about the bosses. If you fail to do so, the baddies will distract you long 
enough to get run over by the big guys.

One advantage about this fight is the large-scale room you're fighting in. 
There's plenty of room to maneuver around in order to combat against inmates 
and dodge enemy attacks. The sheer number of inmates that appear throughout 
the fight means you'll be doing this for a while.

In the end, you've essentially fought this battle twice before. It's just that 
each time, Joker ups the anty a little bit. Otherwise, you should know what to 
do here: stun the Titan Henchman, jump on his back and let him do the damage. 
It is a fairly tough fight, but you know what to do and you just have to 
execute it well enough.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 - BOSS: Titan Joker -

There are several things that need to be covered right off the bat. Firstly, 
the entire perimeter of the arena is electrified, so don't run into it. Next, 
Titan Joker starts off the fight as a spectator, watching Batman deal with 
random inmates wave after wave.

As Titan Joker watches on, defeat the thugs that drop down to the ground. 
Every so often, Joker will toss a toy bomb your way. Avoid the explosion as it 
wiggles towards you. It only blows up the second it nears you, so bait a few 
inmates into surrounding yourself and the bomb. Once the ticker goes off in a 
comical fashion, dodge out of the way and let the goons take the hit.

After defeating enough baddies, Titan Joker will become preoccupied with a few 
surrounding helicopters. With his back turned, use your Ultra Batclaw to pull 
him off the ledge and down to the ground. Attack him a few times to deplete a 
nice chunk from his health bar. Joker retaliates with a few claw swipes; avoid 
them until he returns to the upper ledge.

The second wave of baddies features a few knife-wielding inmates. Try to deal 
with them first since you obviously cannot counter against them. Also continue 
to try and use the toy bombs to your advantage. Once they're disposed of, wait 
for Titan Joker to turn his back before yanking him down to your level again.

The third wave is a lot tougher than the other two. There is one stun baton 
inmate and one knife-carrying thug. In addition, Titan Joker turns on a gun 
locker that one of the enemies usually runs over to. Bad news bears.

It wouldn't be a bad idea to plant Explosive Gel underneath the gun locker so 
that it goes off once a baddie approaches it. Also, you may want to turn on 
Detective Mode during this set of thugs. It helps distinguish who may be 
carrying a gun, though it also masks who the stun baton inmate is. It is 
totally up to you.

Once the wave of enemies is defeated, use your Ultra Batclaw to pull Titan 
Joker to the ground. This time, he's not getting up.


______________________________________________________________________________
==============================================================================

[5] CHARACTER BIOS                                                      [0500]

==============================================================================

==============================================================================
 BATMAN
==============================================================================

-----
Facts
-----

-> REAL NAME
   Bruce Wayne
   
-> OCCUPATION
   CEO/Philanthropist

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Black

-> HEIGHT
   6ft 2in

-> WEIGHT
   210lbs

-> FIRST APPEARANCE
   Detective Comics #27 (May, 1939)


----------
Attributes
----------

-> Trained to physical and mental peak
-> Arsenal of gadgets, vehicles, and advanced technology
-> Inventor, detective, genius-level intelligence
-> Expert in most known forms of martial arts
-> Trained in all aspects of criminology
-> Mastery of the physical sciences
-> Computer expert
-> Master of disguise
-> Photographic memory
-> Trained in stealth and espionage techniques
-> Expert escape artist


-----
Story
-----

When his parents were gunned down in front of him, young Bruce Wayne resolved 
to rid Gotham City of the criminal element that took their lives. He trained 
extensively to achieve mental and physical perfection, in addition to 
mastering martial arts, detective techniques, and criminal psychology. 
Dressing as a bat to prey on criminals' fears, Batman fights crime with the 
aid of specialized gadgets and vehicles, operating out of his secret Batcave 
below Wayne Manor.

-> HOW TO OBTAIN
   Default


==============================================================================
 BRUCE WAYNE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Bruce Wayne
   
-> OCCUPATION
   CEO/Philanthropist

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Black

-> HEIGHT
   6ft 2in

-> WEIGHT
   210lbs

-> FIRST APPEARANCE
   Detective Comics #27 (May, 1939)


----------
Attributes
----------

-> Trained to physical and mental peak
-> Arsenal of gadgets, vehicles, and advanced technology
-> Inventor, detective, genius-level intelligence
-> Expert in most known forms of martial arts
-> Trained in all aspects of criminology
-> Mastery of the physical sciences
-> Computer expert
-> Master of disguise
-> Photographic memory
-> Trained in stealth and espionage techniques
-> Expert escape artist


-----
Story
-----

Born into the wealthy Wayne family, Bruce Wayne  had an idyllic childhood, 
although he was given a strong sense of justice by his moralistic and 
philanthropic parents, Thomas and Martha. After their violent murder at the 
hands of a mugger, Bruce dedicated his life to battling the criminal element 
that took their lives. He left Gotham for many years to train his mental and 
physical abilities across the globe, finally returning to take up the mantle 
of the Dark Knight.

-> HOW TO OBTAIN
   Solve the riddle "Gotham's greatest family towers over the city."


==============================================================================
 THOMAS WAYNE/MARTHA WAYNE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Thomas Wayne/Martha Wayne
   
-> OCCUPATION
   Doctor/Philanthropist

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue/Brown

-> HAIR
   Black/Brown

-> HEIGHT
   6ft 1in/5ft 8in

-> WEIGHT
   180lbs/135lbs

-> FIRST APPEARANCE
   Detective Comics #33 (November, 1939)


----------
Attributes
----------

-> Highly gifted and well-trained surgeon
-> Heir to the Wayne family fortune
-> Dedicated philanthropist
-> Mother to Bruce Wayne, wife to Thomas Wayne


-----
Story
-----

Thomas Wayne was a gifted surgeon and heir to the Wayne fortune. Dedicated to 
philanthropy as much as medicine, he and his wife Martha were well-known and 
respected in Gotham. Martha Wayne shared her husband Thomas's charitable 
nature, and was dedicated to her son Bruce's upbringing. She was well-regarded 
in Gotham City's social circles, and helped host lavish charity balls at Wayne 
Manor. Their tragic murder at the hands of a desperate burglar, Joe Chill, in 
Gotham's Crime Alley shook the city to its core, and led to years of urban 
blight. It also inspired their son Bruce to eventually become the Batman.

-> HOW TO OBTAIN
   Solve the riddle "Remember the Waynes? How could anyone forget?"


==============================================================================
 THE JOKER
==============================================================================

-----
Facts
-----

-> REAL NAME
   Unknown
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Green

-> HAIR
   Green

-> HEIGHT
   6ft

-> WEIGHT
   160lbs

-> FIRST APPEARANCE
   Batman #1 (Spring, 1940)


----------
Attributes
----------

-> Unrepentant homicidal maniac, albeit without a precise psychological
   diagnosis
-> Surprisingly strong hand-to-hand combatant
-> His past is unknown; conflicting, unconfirmed reports state that he was a
   failed comedian, a petty thief, and a broken family man
-> Employs various deadly weapons, often based on party-gag items
-> Frequently uses a toxin that stretches victim's face into a Joker-like grin
   and causes death


-----
Story
-----

An insanely homicidal super-villain, the Joker's white skin, green hair, and 
blood-red lips belie the chaotic nature underlying his cartoonish appearance. 
The self-styled Clown Prince of Crime has no superpowers beyond a capacity for 
incredible violence and a skill at creating deadly mayhem. He frequently 
concocts elaborate schemes to entrap his arch nemesis, Batman.

-> HOW TO OBTAIN
   Default


==============================================================================
 ORACLE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Barbara Gordon
   
-> OCCUPATION
   Information Broker

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Red

-> HEIGHT
   5ft 11in

-> WEIGHT
   126lbs

-> FIRST APPEARANCE
   Detective Comics #359 (January, 1967)


----------
Attributes
----------

-> Eidetic memory - almost total recall of everything she sees and reads
-> Extensive headquarters in Gotham City's Clock Tower, filled with
   information archives
-> High-level hacking and computer skills


-----
Story
-----

The daughter of Gotham City's Police Commissioner James W. Gordon, Barbara 
Gordon was forbidden by her overprotective father from joining the GCPD. 
Instead, she took on the identity of Batgirl and was a crime-fighting partner 
of Batman for years. But that all ended when the Joker shot her through the 
spine. Paralyzed from the waist down and confined to a wheelchair, Barbara 
adopted the new identity of Oracle, and now aids the Dark Knight with her 
computer expertise, providing Batman with a constant stream of information in 
the field to aid his battle against crime.

-> HOW TO OBTAIN
   Processing Corridor. After Oracle contacts you for the first time.


==============================================================================
 ALFRED PENNYWORTH
==============================================================================

-----
Facts
-----

-> REAL NAME
   Alfred Pennyworth
   
-> OCCUPATION
   Valet

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Black

-> HEIGHT
   6ft

-> WEIGHT
   160lbs

-> FIRST APPEARANCE
   Batman #16 (April-May, 1943)


----------
Attributes
----------

-> Skilled actor
-> Trained in emergency medical techniques
-> Proficiency with mechanical and computer systems
-> Expert in domestic sciences
-> Unflappable manner
-> Unlike Batman, Alfred is willing to wield firearms in times of crisis


-----
Story
-----

Alfred Pennyworth, after a varied career, was employed as the Wayne family's 
butler when Bruce Wayne's parents were killed. Alfred raised the young orphan 
and reluctantly aided him in his quest to become the Batman. His many skills - 
ranging from cooking to medicine - make him Batman's staunchest ally, along 
with a formal demeanor that grounds the Dark Knight and deflects those who 
might otherwise suspect Bruce Wayne's true identity.

-> HOW TO OBTAIN
   Solve the riddle "Is the generosity of our benefactors on the Wayne?"


==============================================================================
 WARDEN SHARP
==============================================================================

-----
Facts
-----

-> REAL NAME
   Quincy Sharp
   
-> OCCUPATION
   Warden of Arkham Asylum

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Gray

-> HEIGHT
   5ft 8in

-> WEIGHT
   190lbs

-> FIRST APPEARANCE
   Batman: Arkham Asylum (Summer, 2009)


----------
Attributes
----------

-> Intense dedication to "cleaning up" Arkham
-> Pompous and old-fashioned in demeanor, with a focus on his own political
   aspirations
-> Contempt for Arkham inmates and disinterest in the specifics of their
   treatment masks a cowardly nature


-----
Story
-----

Quincy Sharp has been running Arkham Asylum for the past three years and has 
dedicated his life to restoring to sanity the so-called super-villains that 
plague Gotham City. He is currently campaigning to become the next mayor of 
Gotham; to facilitate this campaign, he has instigated stringent new security 
and experimental research policies at Arkham.

-> HOW TO OBTAIN
   Default


==============================================================================
 COMMISSIONER GORDON
==============================================================================

-----
Facts
-----

-> REAL NAME
   James W. Gordon
   
-> OCCUPATION
   Police Commissioner

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   White (formerly brown)

-> HEIGHT
   6ft

-> WEIGHT
   180lbs

-> FIRST APPEARANCE
   Detective Comics #27 (May, 1939)


----------
Attributes
----------

-> Experienced police officer
-> Trained criminologist
-> Proficient in hand-to-hand fighting techniques
-> Expert marksman


-----
Story
-----

Police Commissioner James W. Gordon dedicated his career to cleaning up the 
corruption in the Gotham City Police Department, a goal he has come a long way 
towards accomplishing. He has been equally tough on crime, and in the pursuit 
of making Gotham City safe for all its citizens, Gordon has forged an uneasy 
alliance with Gotham's other top crime fighter, the mysterious vigilante known 
as Batman.

-> HOW TO OBTAIN
   Holding Cells. After the tutorial battle.


==============================================================================
 AARON CASH
==============================================================================

-----
Facts
-----

-> REAL NAME
   Aaron Cash
   
-> OCCUPATION
   Arkham Asylum Guard

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   Black

-> HEIGHT
   6ft

-> WEIGHT
   185lbs

-> FIRST APPEARANCE
   Arkham Asylum: Living Hell #1 (July, 2003)


----------
Attributes
----------

-> Great physical strength, excellent reflexes
-> One of the most experiences guards at Arkham
-> Lasting enmity with Killer Croc


-----
Story
-----

One of the most senior and respected guards at Arkham, Cash is only afraid of 
one inmate - Killer Croc, who severely wounded Cash once during a riot at the 
asylum. Cash remains determined, however, to keep the asylum's inmates under 
control - and to conquer his fears of Croc. 

-> HOW TO OBTAIN
   Patient Observation. Rescue Cash and Dr. Kellerman


==============================================================================
 FRANK BOLES
==============================================================================

-----
Facts
-----

-> REAL NAME
   Frank Boles
   
-> OCCUPATION
   Arkham Asylum Guard

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   Black

-> HEIGHT
   6ft

-> WEIGHT
   185lbs

-> FIRST APPEARANCE
   Batman: Arkham Asylum (Summer, 2009)


----------
Attributes
----------

-> Arrogant belief that he is the best guard in Arkham Asylum
-> Uses sarcasm to cover up insecurities and failures
-> Violent temper has resulted in many injuries to patients


-----
Story
-----

Frank has been working in Arkham for eight years. He has twice been suspended 
for drinking on the job and regularly holds poker evenings in the guard rooms. 
Frank is desperate to be top dog at Arkham; he fails to recognize that he is 
considered untrustworthy and generally disliked.

-> HOW TO OBTAIN
   Secure Treatment Transfer. After your conversation with Oracle.


==============================================================================
 DR. PENELOPE YOUNG
==============================================================================

-----
Facts
-----

-> REAL NAME
   Penelope Young
   
-> OCCUPATION
   Head of Research

-> BASE OF OPERATIONS
   Arkham Asylum

-> EYES
   Blue

-> HAIR
   Brunette

-> HEIGHT
   5ft 6in

-> WEIGHT
   121lbs

-> FIRST APPEARANCE
   Batman: Arkham Asylum (Summer, 2009)


----------
Attributes
----------

-> Graduated from Gotham University with top honors
-> Dedicated to the pursuit of a psychiatric cure for various forms of
   criminal insanity
-> Highly focused on career ambitions
-> Intolerant of people who get in the way of her work


-----
Story
-----

Penny Young was always a brilliant student who was prepared to do anything to 
advance professionally. She has built up a reputation for being a cold, 
calculating woman, focused only on the project at hand. She was hired at 
Arkham Asylum by Warden Quincy Sharp to head up the Asylum's Research 
Department, and to finally restore to sanity the more deranged of Gotham 
City's super-villains.

-> HOW TO OBTAIN
   The Batcave. Analyze Dr. Young's research.
   

==============================================================================
 MR. ZSASZ
==============================================================================

-----
Facts
-----

-> REAL NAME
   Victor Zsasz
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Blond

-> HEIGHT
   5ft 8in

-> WEIGHT
   150lbs

-> FIRST APPEARANCE
   Batman: Shadow of the Bat #1 (June, 1992)


----------
Attributes
----------

-> Sociopath with no regard for human life
-> No pattern of killing, making him difficult to track
-> Compulsive need to kill others


-----
Story
-----

A true sociopath, Zsasz grew up in a life of ease but nonetheless became a 
serial killer. Indiscriminate in his prey, body count is the only thing that 
matters to Zsasz. He takes pleasure in arranging the corpses of his victims in 
life-like poses before carving a mark for each of his victims into his own 
body. He is saving a special spot for Batman.

-> HOW TO OBTAIN
   Patient Pacification Chamber. Speak with the guards on the floor and the
   balcony after learning that Zsasz has taken one hostage.


==============================================================================
 KILLER CROC
==============================================================================

-----
Facts
-----

-> REAL NAME
   Waylon Jones
   
-> OCCUPATION
   Alligator Wrestler, Gangster, Murderer

-> BASE OF OPERATIONS
   Mobile

-> EYES
   Yellow

-> HAIR
   None

-> HEIGHT
   11ft

-> WEIGHT
   580lbs

-> FIRST APPEARANCE
   Batman #357 (January, 1984)


----------
Attributes
----------

-> Killer Croc has incredibly thick, tough skin and razor-sharp teeth and
   claws
-> An expert wrestler, his strength and stamina are at a near-superhuman level
-> Heightened senses and extremely fast reflexes
-> Able to survive in water for extended periods of time
-> An intense hatred of humanity


-----
Story
-----

Born with a rare mutation that made his skin green and scaly and grew his body 
to grotesque proportions, Waylon Jones was raised by an alcoholic aunt and 
bullied relentlessly for his appearance. He briefly worked as a carnival freak 
under the name Killer Croc, but his misanthropy grew as did his bestial 
nature, pushing him to a life of crime. As his physical condition and mental 
state deteriorate, Killer Croc becomes a more bestial foe, increasingly 
detached from humanity.

-> HOW TO OBTAIN
   Solve the riddle "TICK! TOCK! News flash! Someone is not getting out of
   here alive."


==============================================================================
 THE RIDDLER
==============================================================================

-----
Facts
-----

-> REAL NAME
   Eddie Nashton (aka Edward Nigma)
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   6ft 1in

-> WEIGHT
   183lb

-> FIRST APPEARANCE
   Detective Comics #140 (October, 1948)


----------
Attributes
----------

-> Genius intellect
-> Driven by a need to test his wits against law enforcement by leaving clues
   to his planned crimes
-> Compulsive need for attention


-----
Story
-----

With an obsessive-compulsive need for attention, Edward Nigma is determined to 
be the most outlandish of Gotham City's criminals, concocting elaborate series 
of clues and riddles around his crimes. Batman has proven a worthy opponent, 
capable of deducing the Riddler's plans, but Nigma is dedicated to creating a 
mystery the Dark Knight will not be able to solve in time.

-> HOW TO OBTAIN
   After finding the first Riddler Trophy.


==============================================================================
 POISON IVY
==============================================================================

-----
Facts
-----

-> REAL NAME
   Pamela Lillian Isley
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Green

-> HAIR
   Red

-> HEIGHT
   5ft 8in

-> WEIGHT
   115lbs

-> FIRST APPEARANCE
   Batman #181 (June, 1966


----------
Attributes
----------

-> An ability to encourage and direct the growth of all plant life
-> Plant genes mixed in with her DNA make her an unpredictable and formidable
   physical opponent
-> Exudes natural pheromones that enable her to exert control over victims
-> Skin secrets a toxin that can make her touch deadly
-> Pathological drive to rid the world of humanity and make it safe for plant
   life


-----
Story
-----

Botanist Pamela Isley was transformed by a science experiment gone wrong into 
a plant-human hybrid. With chlorophyll flowing through her veins instead of 
blood, she developed a toxic touch and a pheromone-fueled talent for 
seduction. Her crimes have become more ecologically focused as she has 
increasingly abandoned her human side, identifying more with the natural 
world. Her unique brand of eco-terrorism often puts her into conflict with 
Batman, whose iron will usually protects him from her seductive powers.

-> HOW TO OBTAIN
   The Green Mile. After encountering Poison Ivy for the first time.


==============================================================================
 HARLEY QUINN
==============================================================================

-----
Facts
-----

-> REAL NAME
   Dr. Harleen Quinzel
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Blonde

-> HEIGHT
   5ft 7in

-> WEIGHT
   140lbs

-> FIRST APPEARANCE
   Batman: Harley Quinn #1 (October, 1999)


----------
Attributes
----------

-> Surprising strength and stamina
-> Superior gymnastic skills
-> Total disregard for human life
-> Like the Joker, she is a homicidal psychotic who escapes easy
   classification

-----
Story
-----

An Arkham Asylum psychiatrist assigned to treat the Joker, Dr. Harleen Quinzel 
instead became obsessively fixated on her patient, believing herself to be in 
love with him. She helped him escape confinement and took on her own criminal 
identity as Harley Quinn. Quinn is a violent and unpredictable felon whose 
only motivation, beyond general mayhem, is achieving the Joker's approval. 
Because of his cruel and mercurial nature, this in some ways makes her just 
another of his victims, albeit a very dangerous one.

-> HOW TO OBTAIN
   Patient Pacification Chamber. Incapacitate Zsasz to encounter a cutscene
   featuring Harley Quinn.


==============================================================================
 CATWOMAN
==============================================================================

-----
Facts
-----

-> REAL NAME
   Selina Kyle
   
-> OCCUPATION
   Professional Thief

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Green

-> HAIR
   Black

-> HEIGHT
   5ft 7in

-> WEIGHT
   125lbs

-> FIRST APPEARANCE
   Batman #1 (Spring, 1940)


----------
Attributes
----------

-> Trained gymnast and athlete
-> Expert hand-to-hand combatant
-> Highly skilled with her specialized whip, a cat-o'-nine-tails
-> Capable of astonishing stealth
-> Obsessed with (and adept at) stealing famous and well-protected items
-> Drawn to cat motifs


-----
Story
-----

An orphan who learned to survive on Gotham City's streets, Selina Kyle took to 
thievery to survive... but determined to do it in style, she learned martial 
arts and trained extensively to perfect her skills at cat burglary. Her 
criminal activities are often tempered by a reluctant altruism, making her an 
inconstant villain and occasional hero. She regularly eludes capture by the 
Dark Knight, and maintains a complicated, adversarial relationship with Batman 
that frequently turns flirtatious and occasionally legitimately romantic.

-> HOW TO OBTAIN
   Solve the riddle "A game of Cat and mouse can be painful."


==============================================================================
 MR. FREEZE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Dr. Victor Fries
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   None

-> HEIGHT
   6ft

-> WEIGHT
   190lbs

-> FIRST APPEARANCE
   Batman #121 (February, 1959)


----------
Attributes
----------

-> Scientific genius, with a specialty in cryogenics
-> Employs an extensive array of cryo-weaponry
-> His body has been permanently altered to survive at a sub-freezing state
-> Wears protective, freezing armor whenever he's out in an above-zero climate
-> Motivated by his grief and anger over the fate of his wife Nora


-----
Story
-----

Victor Fries was a brilliant cryogenicist whose beloved wife Nora was stricken 
with a fatal degenerative disease. He placed her in suspended animation while 
obsessively searching for a way to cure her, but the corporation that funded 
his research - and Nora's life - pulled the plug, triggering an accident that 
transformed Fries' body into a cold-blooded form that must always be kept 
below zero; at normal room temperature he will die. Wielding a number of 
freezing weapons, he wears protective armor in his quest to somehow bring back 
his lovely wife and avenger her fate -- which he partly holds the Batman 
responsible for.

-> HOW TO OBTAIN
   Solve the riddle "All alone in your cell? Why don't you break the ice with
   the most dangerous prisoners."
  

==============================================================================
 THE PENGUIN
==============================================================================

-----
Facts
-----

-> REAL NAME
   Oswald Chesterfield Cobblepot
   
-> OCCUPATION
   Restaurateur/Racketeer

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   5ft 2in

-> WEIGHT
   175lbs

-> FIRST APPEARANCE
   Detective Comics #58 (December, 1941)


----------
Attributes
----------

-> Criminal and financial mastermind
-> Expert hand-to-hand combatant
-> Driven by a need to prove himself in spite of his comical appearance
-> Employs various weapons, many based on umbrellas and birds


-----
Story
-----

The Penguin, one of Batman's oldest foes, is an eccentric criminal mastermind, 
known as much for his love of ornithology and trick umbrellas as for his shady 
business dealings. Gotham's popular Iceberg Lounge serves as Cobblepot's front 
for a number of illegal financial activities that fund much of the city's 
underworld. Despite his short stature, the Penguin is a wily foe whose 
umbrellas conceal a variety of deadly weapons and gadgets.

-> HOW TO OBTAIN
   Solve the riddle "What does a bird need in the rain?"


==============================================================================
 BANE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Unknown
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown (when on Venom: Green)

-> HAIR
   Brown

-> HEIGHT
   5ft 6in (when on Venom: 6ft 8in)

-> WEIGHT
   140lbs (when on Venom: 350lbs)

-> FIRST APPEARANCE
   Batman: Vengeance of Bane #1 (January, 1993)


----------
Attributes
----------

-> Master strategist
-> Intense focus
-> Abnormally strong reaction to Venom, giving him incredibly enhanced
   physical abilities
-> Determined to best Batman, and all others who challenge him


-----
Story
-----

Imprisoned from birth to serve his dead father's sentence, Bane was raised 
inside the horrific environs of a Santa Prisca prison; his only friend in the 
hellhole was a teddy bear he named Osito. Finding solace in smuggled books and 
meditation, he developed incredible powers of concentration. When he was 
subjected to military experiments using a steroid codenamed Venom, his iron-
forged will helped him survive when other test subjects had died, and he 
managed to escape. Determined to prove his worth, he sought out Batman and 
broke the Dark Knight's spine. But Batman recovered and managed to best Bane, 
cutting off the precious Venom supply that transforms Bane into a superhuman.

-> HOW TO OBTAIN
   Solve the riddle "Is this bear the Bane of his life?"


==============================================================================
 THE SCARECROW
==============================================================================

-----
Facts
-----

-> REAL NAME
   Jonathan Crane
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   6ft

-> WEIGHT
   140lbs

-> FIRST APPEARANCE
   World's Finest Comics #3 (Fall, 1941)


----------
Attributes
----------

-> Master of psychology and chemistry
-> Creator of fear-inducing gas
-> Motivated by an obsessive need to create fear in others


-----
Story
-----

Taunted and humiliated as a youth, Jonathan Crane vowed to overcome his fears 
through the study of psychology and biochemistry. Kicked out of his university 
for experimenting on human subjects, Crane then adopted the identity of the 
Scarecrow and armed himself with a specialized fear-inducing gas that makes a 
person's deepest phobias become frighteningly real. His ongoing criminal reign 
of terror makes him one of Batman's most psychologically dangerous foes.

-> HOW TO OBTAIN
   Morgue. Defeat Scarecrow for the first time.


==============================================================================
 TWO-FACE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Harvey Dent
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown/Grey

-> HEIGHT
   6ft

-> WEIGHT
   182lbs

-> FIRST APPEARANCE
   Detective Comics #66 (August, 1942)


----------
Attributes
----------

-> Hideously scarred on the left half of his face, which he plays up with
   clothing that's differently styled on one side
-> Extremely skilled with his weapons of choice: twin .45 automatics
-> Psychotic obsession with duality, designing crimes around the number two
-> Defers to his half-scarred coin in choices of life or death


-----
Story
-----

District Attorney Harvey Dent was one of Batman's strongest allies in Gotham 
City, until a criminal threw acid in Dent's face, hideously scarring him. The 
wounds fractured his psyche, and he was reborn as a schizoid criminal 
mastermind, obsessed with duality. His former good-luck charm, a "two-headed" 
trick silver dollar, was damaged on one side in the attack, and Dent has 
seized on it as a reflection of his half-scarred visage. He flips it to decide 
the fates of his victims. Despite Batman's efforts to reform his former ally, 
Dent is consumed by his fixation on chance, and his crimes are designed to 
prove out his diametric philosophy.

-> HOW TO OBTAIN
   Solve the riddle "What has four walls, two sides, and one ex-DA?"


==============================================================================
 JACK RYDER
==============================================================================

-----
Facts
-----

-> REAL NAME
   Jack Ryder
   
-> OCCUPATION
   Investigative Reporter

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Black

-> HEIGHT
   6ft

-> WEIGHT
   194lbs

-> FIRST APPEARANCE
   Showcase #73 (March, 1968)


----------
Attributes
----------

-> Determined reporter
-> Known for his aggressive pursuit of stories
-> Famous for his controversial talk show
-> Secret identity as his alter ego, the Creeper


-----
Story
-----

Jack Ryder is an investigative reporter turned controversial talk show host, 
well-known for his aggressive manner and his determination to get to the 
truth. What his viewers don't realize is that he's also the Creeper, a 
garishly-colored vigilante who Ryder can, with effort, turn into at will - 
although at that point the Creeper's manic personality takes over. The Creeper 
is usually on the side of good, and just barely on the side of sanity.

-> HOW TO OBTAIN
   Solve the riddle "You don't know Jack about Gotham. Tune in to find out."
   

==============================================================================
 SCARFACE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Scarface
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Black

-> HAIR
   Black

-> HEIGHT
   2ft 6in

-> WEIGHT
   15lbs

-> FIRST APPEARANCE
   Detective Comics #583 (February, 1988)


----------
Attributes
----------

-> Puppet animated with eerie verisimilitude by the Ventriloquist
-> Frequently wields under-sized but lethal weaponry
-> When teamed with the Ventriloquist, acts as an old-style mob boss, with a
   sociopathic disregard for human life


-----
Story
-----

Gotham's Blackgate Penitentiary once had a Gallows Tree which 313 criminals 
with death sentences were hanged. The wood from that tree was whittled by an 
inmate into the puppet Scarface, and that inmate was murdered by Arnold 
Wesker, a man who soon fell under Scarface's influence. While most believe 
that Scarface is simply a tool through which Wesker, as the criminal 
mastermind the Ventriloquist, acts out a dark side to his personality, Wesker 
himself believes that Scarface is possessed by the souls who died beneath the 
Gallows Tree, and the puppet actually motivates him to commit the duo's many 
crimes. 

-> HOW TO OBTAIN
   Solve the riddle "Isn't the Warden too old for a puppet show?"


==============================================================================
 PROMETHEUS
==============================================================================

-----
Facts
-----

-> REAL NAME
   Unknown
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   White

-> HEIGHT
   6ft

-> WEIGHT
   180lbs

-> FIRST APPEARANCE
   Prometheus #1 (December, 1997)
   

----------
Attributes
----------

-> Pathological need to kill law enforcers
-> Trained to peak physical and mental levels
-> Arsenal of weapons and deadly gadgets


-----
Story
-----

A dark reflection of Batman, Prometheus was raised by criminals, who were 
gunned down by policemen right in front of him. Dedicating his life to 
destroying the law, Prometheus traveled the world and trained in the ways of 
murder. Clad in an armored suit that maximizes his natural skills, he is a 
master assassin whose physical and mental abilities rival Batman's own.

-> HOW TO OBTAIN
   Solve the riddle "Prometheus, Arkham guards' most wanted and most hated."


==============================================================================
 MAXIE ZEUS
==============================================================================

-----
Facts
-----

-> REAL NAME
   Maxie Zeus
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   Brown

-> HEIGHT
   5ft 6in

-> WEIGHT
   135lbs

-> FIRST APPEARANCE
   Detective Comics #483 (May, 1979)


----------
Attributes
----------

-> Driven by complex religious delusions
-> Charismatic leader who has developed a long-standing cult
-> Determined to extend his powerful reach and recruit new followers


-----
Story
-----

A deranged gang leader, Maxie Zeus came to believe himself an avatar of the 
Olympian god Zeus. Creating a cult of gang members to do his bidding, Zeus 
became a power-player in the Gotham City underworld. His criminal activities 
are perpetrated by his army of followers, and - he believes - overseen by the 
Greek gods themselves.

-> HOW TO OBTAIN
   Solve the riddle "Even I was shocked when I saw how Maxie Zeus was
   treated!"


==============================================================================
 HUSH
==============================================================================

-----
Facts
-----

-> REAL NAME
   Thomas "Tommy" Elliot
   
-> OCCUPATION
   Surgeon

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   Reddish-brown

-> HEIGHT
   6ft 3in

-> WEIGHT
   225bs

-> FIRST APPEARANCE
   Batman #609 (January, 2003)


----------
Attributes
----------

-> Great physical strength, augmented by a hatred of Bruce Wayne
-> World-class surgeon, capable of extraordinary medical breakthroughs
-> Master of disguise
-> Determined to destroy Bruce Wayne


-----
Story
-----

Tommy Elliot and Bruce Wayne were childhood friends and, unknown to Bruce, 
dark reflections of each other. A childhood sociopath, Elliot tried to kill 
his parents so he could inherit their fortune. When his plan failed partly due 
to the surgical skills of Thomas Wayne, Bruce's father, Elliot blamed Bruce. 
An incredibly skilled surgeon as an adult, Elliot planned an elaborate revenge 
scheme on the Batman. He disguised himself as the villain Hush, his face 
covered in bandages, but he was in the end defeated and unmasked by the Dark 
Knight. Hush still plots revenge against Batman, generating complicated 
schemes with surgical precision.

-> HOW TO OBTAIN
   Solve the riddle "Shhhhsshh! Rumors persist that Tommy Elliot operates in
   Arkham. Can it be true?"


==============================================================================
 THE GREAT WHITE SHARK
==============================================================================

-----
Facts
-----

-> REAL NAME
   Warren White
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   None

-> HEIGHT
   5ft 11in

-> WEIGHT
   180bs

-> FIRST APPEARANCE
   Arkham Asylum: Living Hell #1 (July, 2003)


----------
Attributes
----------

-> Brilliant financial skills, which he uses for a variety of criminal
   purposes
-> Scarred visage that makes him resemble a shark
-> Teeth sharpened to points


-----
Story
-----

A crooked financier who stole millions of dollars, Warren White though he'd 
scored a legal victory when his insanity plea went through. But when he got to 
Arkham Asylum, he realized his mistake; driven insane by the other inmates, he 
was also disfigured by an encounter with Mr. Freeze that left him without 
hair, a nose, ears, or lips. Calling himself the Great White Shark, he filed 
his teeth into fangs to more perfectly resemble his new namesake. Putting his 
financial skills to use, he has become a major player in Gotham's underground 
crime scene, running a number of rackets from his cell in Arkham.

-> HOW TO OBTAIN
   Solve the riddle "What silent killer of the oceans can be found in a tiny
   jar?"


==============================================================================
 RA'S AL GHUL
==============================================================================

-----
Facts
-----

-> REAL NAME
   Unknown
   
-> OCCUPATION
   International Terrorist

-> BASE OF OPERATIONS
   Mobile

-> EYES
   Green

-> HAIR
   Grey with white streaks

-> HEIGHT
   6ft 3in

-> WEIGHT
   210lbs

-> FIRST APPEARANCE
   Batman #232 (June, 1971)


----------
Attributes
----------

-> Genius intellect and strategist
-> Superior strength and stamina
-> Superb hand-to-hand combatant, trained over millennia
-> Nearly immortal thanks to his Lazarus Pits
-> Commands a legion of followers dedicated to bringing his vision of an
   Earthly paradise to fruition


-----
Story
-----

Little is known of the early years of the nearly immortal Ra's al Ghul, whose 
name means "the demon's head", but it is known that he has lived for many 
centuries due to Lazarus Pits, mystical and alchemical brews that restore his 
youth. A brilliant master of strategy and organization, Ra's al Ghul's goal is 
to save the Earth from ecological devastation by destroying most of its 
population. He recognizes Batman as both a worthy foe and a possible ally - 
except that Batman cannot accept his dystopic worldview. Batman also shares a 
love-hate relationship with Ra's' daughter, the beautiful Talia.

-> HOW TO OBTAIN
   Solve the riddle "It'll be a cold day in Hell when this Ghul rises again."
   

==============================================================================
 MAD HATTER
==============================================================================

-----
Facts
-----

-> REAL NAME
   Jervis Tetch
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Red

-> HEIGHT
   4ft 11in

-> WEIGHT
   115lbs

-> FIRST APPEARANCE
   Batman #49 (November, 1948)


----------
Attributes
----------

-> Master of hypnotism and mind control
-> Obsessed with hats, especially one-of-a-kind items
-> Delusional schizophrenic with a fixation on Alice in Wonderland


-----
Story
-----

Obsessed from a young age with Lewis Carroll's book Alice's Adventures in 
Wonderland, Jervis Tetch, an expert hypnotist, embraced a delusion that he was 
the incarnation of a character in the story, the Mad Hatter. Using his skills 
for mesmerism, the Mad Hatter has committed many crimes, often themed around 
the book that inspired him and his love of hats and headgear, going so far as 
to implant his hats with mind-control chips to amplify his hypnosis skills. 
Above all other headwear, however, he covets Batman's distinctive cowl, and 
will stop at nothing to acquire it.

-> HOW TO OBTAIN
   Solve the riddle "What time is tea time in Wonderland?"


==============================================================================
 THE VENTRILOQUIST
==============================================================================

-----
Facts
-----

-> REAL NAME
   Arnold Wesker
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   5ft 7in

-> WEIGHT
   142lbs

-> FIRST APPEARANCE
   Detective Comics #583 (February, 1988)


----------
Attributes
----------

-> Delusional schizophrenic with multiple personality disorder
-> Obsessed with his puppet, Scarface, whom he puppeteers with unsettling
   skill
-> When teamed with Scarface, the two operate as a criminal mastermind


-----
Story
-----

Arnold Wesker was a timid orphan whose deep repression erupted in a barroom 
brawl, resulting in him being sent to Blackgate Prison. There he encountered 
the puppet Scarface, and promptly murdered the man who'd carved the puppet. 
The two are now inseparable, with Scarface directing a series of criminal 
activities. While most believe that Wesker is simply acting out a second 
personality through the puppet, Wesker sees himself as a reluctant lackey who 
merely does his puppet's bidding.

-> HOW TO OBTAIN
   Solve the riddle "Two people, one voice, no gun."


==============================================================================
 KILLER MOTH
==============================================================================

-----
Facts
-----

-> REAL NAME
   Drury Walker, AKA Cameron Van Cleer
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   Brown

-> HEIGHT
   5ft 9in

-> WEIGHT
   155lbs

-> FIRST APPEARANCE
   Batman #63 (March, 1951)


----------
Attributes
----------

-> Obsessed with fame and identity change
-> Skilled inventor
-> Amoral, and motivated by feelings of insecurity and inadequacy into
   criminal activities in an attempt at notoriety


-----
Story
-----

Drury Walker was a minor criminal who adopted the identity of Cameron Van 
Cleer, a master criminal who in turn masqueraded as the costumed super-villain 
Killer Moth. He is a hired gun for Gotham's gangsters, but his ingenious 
weaponry, including his cocoon gun, does not protect him from regular defeat 
at the hands of the Batman.

-> HOW TO OBTAIN
   Solve the riddle "There's no closet in the Gardens, so someone is using the
   roof instead."


==============================================================================
 CLAYFACE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Basil Karlo
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Red

-> HAIR
   None

-> HEIGHT
   6ft 5in

-> WEIGHT
   265lbs

-> FIRST APPEARANCE
   Detective Comics #40 (June, 1940)


----------
Attributes
----------

-> Can alter his physical form, adopting the appearance of nearly anyone
-> His malleable physical form makes him extremely difficult to injure or
   contain
-> His touch can be poisonous


-----
Story
-----

Initially an actor in horror films, Karlo went mad when he learned a classic 
film of his was to be remade with a different actor in the lead role. He took 
on the mask of the film's villain, Clayface, and killed several of the 
remake's cast and crew before being stopped by Batman and Robin. Later, Karlo 
joined the Mud Pack, an alliance of shape-changing, mutated villains who has 
subsequently used the name Clayface. While that group was defeated, Karlo 
tricked his allies and injected himself with the essences of several of them, 
becoming a superhuman imbued with the abilities to change shape, melt others 
into protoplasm with a touch, and mimic the powers of heroes or villains he 
copies.

-> HOW TO OBTAIN
   Solve the riddle "A case of mistaken identity."


==============================================================================
 PROFESSOR HUGO STRANGE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Professor Hugo Strange
   
-> OCCUPATION
   Psychiatrist

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Grey

-> HAIR
   None

-> HEIGHT
   5ft 10in

-> WEIGHT
   160lbs

-> FIRST APPEARANCE
   Detective Comics #36 (February, 1940)


----------
Attributes
----------

-> Trained to physical perfection
-> Brilliant psychological analyst
-> Extensive knowledge of genetics
-> Obsessed with Batman and Batman's secret identity
-> Plagued by schizophrenic episodes that leave him confused and dangerous


-----
Story
-----

First gaining fame as a psychiatrist who declared that he'd fully analyzed the 
Dark Knight from afar, Professor Hugo Strange lent credence to his own claims 
by deducing Batman's true identity as Bruce Wayne. However, his interest in 
the Batman turned into a deranged obsession, and he's used his medical 
expertise to hatch a series of bizarre plots based around genetics and mind 
control in order to defeat the Batman and possibly take his place. Strange's 
fragile mental state has left him with intermittent knowledge of Batman's true 
identity, a fact that hangs over Bruce Wayne's head - for if Strange ever 
snaps completely, Batman's greatest secret might be revealed...

-> HOW TO OBTAIN
   Solve the riddle "Our records show that a Strange transfer request was made
   in this room."


==============================================================================
 THE RATCATCHER
==============================================================================

-----
Facts
-----

-> REAL NAME
   Otis Flannegan
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   5ft 11in

-> WEIGHT
   155lbs

-> FIRST APPEARANCE
   Detective Comics #585 (April, 1988)


----------
Attributes
----------

-> Thorough knowledge of Gotham's sewer system and Blackgate Prison's layout
-> Eerie ability to wordlessly communicate with and command all rats
-> Overvalues rodent life, especially in comparison to human life


-----
Story
-----

Once employed as an actual rat catcher in Gotham, Otis Flannegan soon started 
using his natural gift - an affinity with and ability to control rats - to 
stage a variety of crimes. Eventually his control over the vermin grew until 
he threatened Gotham City with a veritable army of rodents. Incarcerated many 
times at Blackgate, he's able to do as much damage within prison as without, 
using his loyal pets to relay messages and transport materials inside the maze 
of ventilation ducts that wind throughout the giant prison.

-> HOW TO OBTAIN
   Solve the riddle "The Ratcatcher needed more than just his charm to lead
   his army."


==============================================================================
 HUMPTY DUMPTY
==============================================================================

-----
Facts
-----

-> REAL NAME
   Humphry Dumpler
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   None

-> HEIGHT
   6ft 3in

-> WEIGHT
   345lbs

-> FIRST APPEARANCE
   Arkham Asylum: Living Hell #1 (July, 2003)


----------
Attributes
----------

-> Extremely tall, heavy, and strong
-> Possesses an almost unnaturally quiet, deliberate nature
-> Ritualized childhood abuse has led to a severe case of arrested development
   and an inability to assimilate into modern society
-> Obsessed with the processes of disassembly and reassembly


-----
Story
-----

An obese, bald man nicknamed "Humpty Dumpty" for his egg-like form, Humphry 
Dumpler is obsessed with taking things apart and putting them back together. 
His crimes at first were minor break-ins, leading to small mechanical items no 
longer functioning due to Dumpler's inability to adequately reassemble them 
after taking them apart. But soon his obsession grew to the point that major 
disasters occurred in Gotham, and Dumpler's crimes also extended to a gruesome 
attempt to "fix" his abusive grandmother by dismembering her and then 
attempting a Frankenstein-like reassembly. At Arkham he is a model inmate, his 
quiet nature and imposing physique inuring him to the madness surrounding him.

-> HOW TO OBTAIN
   Solve the riddle "Looks like all the king's horses trampled all the king's
   men."


==============================================================================
 BLACK MASK
==============================================================================

-----
Facts
-----

-> REAL NAME
   Roman Sionis
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   None

-> HEIGHT
   6ft 1in

-> WEIGHT
   195bs

-> FIRST APPEARANCE
   Batman #386 (August, 1985)


----------
Attributes
----------

-> Obsessed with masks
-> Harbors a hatred of Batman and Bruce Wayne
-> Face resembles a black skull
-> Feared and powerful mob boss
-> Skilled marksman, known for his double handguns


-----
Story
-----

Following the suspicious death of his multi-millionaire parents in a fire, 
Roman Sionis inherited their fortune and then went on to bankrupt their 
company. Saved by a buyout by Bruce Wayne, Sionis came to resent and hate 
Wayne. Fixated on the concept of masks, Sionis carved one from his father's 
black coffin and sought revenge; his ensuing battle with the Dark Knight 
caused the mask to be burnt into his skin, remaking him as the Black Mask. 
Sionis is now a feared gang leader and one of the most powerful mob bosses in 
Gotham, with a burning hatred of the Batman.

-> HOW TO OBTAIN
   Solve the riddle "How do you mask your feelings without losing control?"


==============================================================================
 FIREFLY
==============================================================================

-----
Facts
-----

-> REAL NAME
   Garfield Lynns
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   White with black temples

-> HEIGHT
   5ft 11in

-> WEIGHT
   165bs

-> FIRST APPEARANCE
   Detective Comics #184 (June, 1952)


----------
Attributes
----------

-> Thorough knowledge of flammable agents
-> Extensive arsenal of fire-creating weapons
-> Scarred over 90% of his body
-> Sociopath with intense pyromania


-----
Story
-----

A pyromaniac, Garfield Lynns began as a petty criminal but soon graduated to 
major crimes centering around arson, torching huge parts of Gotham in the 
process. But his fires soon raged out of his control, leaving him horribly 
scarred by one of his own blazes. His body is almost fully covered with burns, 
and he now wears a full-body flame-retardant suit when he's out pursuing his 
criminal interests between bouts of incarceration in Blackgate.

-> HOW TO OBTAIN
   Solve the riddle "Was this fire fly too hot off the press?"


==============================================================================
 TWEEDLEDUM AND TWEEDLEDEE
==============================================================================

-----
Facts
-----

-> REAL NAME
   Deever and Dumfree Tweed
   
-> OCCUPATION
   Professional Criminals

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Brown

-> HAIR
   Brown

-> HEIGHT
   5ft 9in

-> WEIGHT
   175bs

-> FIRST APPEARANCE
   Detective Comics #74 (April, 1943)


----------
Attributes
----------

-> Obsession with Alice in Wonderland
-> Skilled criminal masterminds
-> Despite being cousins, could pass as identical twins


-----
Story
-----

Cousins with an uncanny resemblance to each other, Deever and Dumfree Tweed 
both shared criminal leanings and a fixation on Lewis Carroll's Alice in 
Wonderland. Teaming up, they've modeled themselves after Tweedledum and 
Tweedledee from that book, planning often outrageous, absurdist schemes to 
trap the Batman. 

-> HOW TO OBTAIN
   Solve the riddle "Tweedledum and Tweedledee SAW it, can you SEE it?"


==============================================================================
 CALENDAR MAN
==============================================================================

-----
Facts
-----

-> REAL NAME
   Julian Day
   
-> OCCUPATION
   Professional Criminal

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   6ft 3in

-> WEIGHT
   175bs

-> FIRST APPEARANCE
   Detective Comics #259 (September, 1958)


----------
Attributes
----------

-> Obsessed with quirks of the calendar
-> Carefully plans and themes crimes around holidays


-----
Story
-----

Fixated on the calendar, Julian Day became Calendar Man, a villain who timed 
and tied his crimes thematically to certain holidays throughout the year, 
often leaving clues by which he could be caught. Gotham City's hopes for a day 
off are often clouded by the knowledge that any holiday of note is likely to 
be shadowed by Calendar Man's presence.

-> HOW TO OBTAIN
   Solve the riddle "This room is the end of days for even the most celebrated
   killer."


==============================================================================
 AMADEUS ARKHAM
==============================================================================

-----
Facts
-----

-> REAL NAME
   Amadeus Arkham
   
-> OCCUPATION
   Psychiatrist

-> BASE OF OPERATIONS
   Gotham City

-> EYES
   Blue

-> HAIR
   Brown

-> HEIGHT
   5ft 11in

-> WEIGHT
   175bs

-> FIRST APPEARANCE
   Batman #258 (October, 1974)


----------
Attributes
----------

-> Highly respected psychiatrist, until his fall to insanity
-> Heir to the Arkham land and fortune
-> Delusional schizophrenic


-----
Story
-----

Amadeus Arkham founded the Elizabeth Arkham Asylum for the Criminally Insane, 
naming it after his mother, whom he euthanized as treatment for her dementia. 
Building it on the old grounds of his family's historic mansion on the 
outskirts of Gotham, Amadeus personally treated its first patient - 
Martin "Mad Dog" Hawkins, who had killed Amadeus's wife and daughter. After 
administering fatal electro-shock treatments to Hawkins, Amadeus lost all grip 
on his sanity and was admitted to his own institution.

-> HOW TO OBTAIN
   Solve the riddle "The legacy of this island has been well and truly
   buried."


==============================================================================
 THE SPIRIT OF ARKHAM
==============================================================================

-----
Facts
-----

-> REAL NAME
   Unknown
   
-> OCCUPATION
   N/A

-> BASE OF OPERATIONS
   Arkham Island

-> EYES
   N/A

-> HAIR
   N/A

-> HEIGHT
   N/A

-> WEIGHT
   N/A

-> FIRST APPEARANCE
   Batman: Arkham Asylum (Summer, 2009)


----------
Attributes
----------

-> N/A


-----
Story
-----

Strange writings and symbols that have been found around Arkham Island and 
deciphered by Batman. These must have been left for a reason. What story do 
they tell?

-> HOW TO OBTAIN
   After finding the first Chronicle of Arkham


______________________________________________________________________________
==============================================================================

[6] THE RIDDLER'S CHALLENGE                                             [0600]

==============================================================================

This section basically combines all collectibles in a neat and organized 
fashion. The Riddler leaves behind various items meant for Batman to search 
and locate, though some of his riddles must be solved by completing puzzles or 
destroying Joker Teeth toys.
 

==============================================================================
 INTENSIVE TREATMENT                                                    [0601]
==============================================================================

----------------
Riddler Trophies
----------------

1. Holding Cells. Just after the tutorial fight, ignore The Joker's beckons 
and locate the ventilation shaft to the left of the balcony where Commissioner 
Gordon lies. Open the vent and crawl through the duct to find your first 
Riddler Trophy.

2. Patient Pacification Chamber. Near the entrance of the room, facing the 
electric chair, look to the right to spot a vent. Open it to discover another 
Riddler Trophy. Remember, Detective Mode makes finding interactive objects 
such as ventilation shafts a cinch.

3. Patient Pacification Chamber. Enter the second of two vents in this room. 
Follow the straightforward path and you will come across the trophy; it's 
impossible to miss.

4. Decontamination. Inside an air duct accessed by a removable floorboard on 
the eastern side of the room. 

5. Secure Treatment Transfer. Inside the booth opposite the guard, after you 
defeat the Venom Henchman.

6. Maintenance Access. Open the first grate and slip inside the vent, then 
make a right at the intersection. Continue through here to find your prize.

7. Secure Transit. About midway down the elevator shaft is a grate you can 
pull off using the Batclaw. Do so, then jump into the vent to get the Riddler 
Trophy.

8. Utility Corridor. There is a wall that you can bust down with Explosive Gel 
at the start of the room. The Riddler Trophy is behind said wall.

9. Decontamination. Hack into the locked room with your Sequencer, then climb 
up the ladder to find the trophy.

10. Patient Pacification Chamber. Go up the stairs to find a ventilation grate 
just waiting to be opened. The trophy is inside.


---------------
Interview Tapes
---------------

-> Harley Quinn (Employee Orientation, March 3rd)
Secure Transit. After the elevator scene, go up the stairs on the left side of 
the room to enter a small office. The Interview Tape is lying on a desk.

-> Harley Quinn (Patient Interview #1, March 3rd)
Intensive Treatment Lobby. Inside the central building, on a desk. Best if 
found after dispatching of the six enemies.

-> Harley Quinn (Patient Interview #2, March 4th)
Cell Block Transfer. Hack into the security control panel on the northeast end 
to gain access to the guard's office. The tape is on a desk.

-> Harley Quinn (Patient Interview #4, March 6th)
Secure Transit. After Scarecrow escapes down the elevator shaft. The gate 
leading to the southern office (above the doors leading back to Cell Transfer) 
should be open. Search the office to find the tape.

-> Harley Quinn (Patient Interview #11, April 1st)
Decontamination. Hack into the security control panel to access the only 
locked room in this area. The tape is right on a nearby desk.


--------------------
Chronicles of Arkham
--------------------

1. Secure Transit. At the top of the elevator shaft, in the small passage just 
before fighting a group of thugs. It is pretty hard to miss if you know what 
you're looking for.

2. Secure Transit. About halfway down the elevator shaft is a small crawlspace 
leading to two destructible walls. Blast the one on the left to reach the 
Chronicle of Arkham.

3. Transfer Loop. On the east end of the area, in the square-shaped section, 
is a ventilation grate that can be removed with your Batclaw/Ultra Batclaw. 
Grapple up inside to find the Chronicle of Arkham in a tiny room.


-----------
Joker Teeth
-----------

There are 20 Joker Teeth in total.

-> 3 in Holding Cells
-> 2 in Processing Corridor
-> 6 in Decontamination
-> 2 in Transfer Loop
-> 3 in Transfer Loop
-> 3 in Intensive Treatment Lobby
-> 1 in Secure Transit


-------
Mystery
-------

Secure Transit. At the VERY bottom of the room, after opening the elevator 
shaft back up using the Cryptographic Sequencer. Pass by the two gun lockers 
and continue inside the office to find the map.


-------
Riddles
-------

-> "Don't cut yourself on this sharply observed portrait."
Intensive Treatment Lobby. The easiest riddle in the game, which makes sense 
considering you need to solve it in order to progress any further. From 
Officer Boles' corpse, turn around and start walking towards the ladder you 
climbed up earlier. To the left is a portrait of Warden Sharp on the wall. 
Hold down the Left Bumper to scan it and solve the riddle.


-> "A puzzle has many sides, but only some are visible."
Intensive Treatment Lobby. From the air duct in which you used to initially 
enter this area, climb up the stairs and enter the central building from the 
right side. Enter Detective Mode. On the window to your right should be a 
question mark sprayed onto the window, but there is no dot on the bottom.

There is a dot painted on the far wall of the area, underneath a circular 
vent. It's lined up parallel with the question mark on the window, so if you 
stand back and move the camera around, you can match the two together 
perfectly. Once they are aligned, use your Environmental Scan to solve the 
riddle.


-> "You don't know Jack about Gotham. Tune in to find out."
Utility Corridor. Hmm, since "Jack" is capitalized, you know right off the bat 
that that has something to do with the riddle. Upon entering the corridor, go 
north down the hall; you should hear the nifty tune of the radio as you 
approach a turn. Take the first left and there will be a radio lying on a 
bench in the men's locker room. Zoom in on the radio and scan the name "Jack 
Ryder".

-> "Hook up with the relatives before you're transferred out of here."
Cell Block Transfer. Hack into the security panel as soon as you enter and 
climb the stairs to enter Aaron Cash's office. Zoom into the family photo on 
his desk and scan it. Bingo.

-> "Dr. Jonathan Crane plans on elevating fear to new depths."
Secure Transit. Drop all the way down the elevator shaft on the left. Once you 
can go no further, slip into the vent on the side of the shaft and follow it 
to reach a small cave. Scan the large set of blueprints against the cave wall.

-> "A top hat and tails is the only dress code for this party in the North."
Transfer Loop. There is a small room labeled "Security Shutdown" near the 
center of the area. Duck inside, then look on the wall to find a large poster 
promoting a party at the Iceberg Lounge. Scan it.

-> "Even I was shocked when I saw how Maxie Zeus was treated!"
Patient Pacification Chamber. There is a secret prison cell deep inside the 
southeast end of the room. To access it, blow up the weakened wall using 
Explosive Gel, then take a gander at the photos on the wall.

-> "Where would you find my home sweet home?"
Holding Cells. There is a prison cell here covered in question marks. Scan at 
least one of the question marks sprawled on the wall.


==============================================================================
 ARKHAM EAST                                                            [0602]
==============================================================================

----------------
Riddler Trophies
----------------

1. On the south end. Facing the statue of Warden Sharp, walk past it towards 
the small dock overlooking the water. The trophy is in plain sight.

2. Inside the cemetery, on the far north end. It's hidden by a patch of tall 
weeds, so Detective Mode may be needed in order to spot it with ease.

3. Go inside the shack in the middle of the cemetery to find the trophy lying 
on a table.

4. On top of a guard tower to the left of the Botanical Gardens entrance. When 
I say the top, I mean the roof of the tower. Grapple to the tower, then 
proceed across the walkway. Turn around to get a good shot of the roof and 
grapple up to it.

5. There is a breakable portion of the floor on the northern end of Arkham 
Mansion, in front of the courtyard. Blast it open and collect your prize.

6. Grapple over the wall to enter Arkham Mansion's courtyard. On the far east 
end is a balcony which you can reach by grappling. Explore behind the support 
beam here to find the Riddler Trophy.

7. Directly above the previous trophy, on the roof, is another Riddler Trophy. 
Grapple to the side of the roof and walk around to reach it.

8. Found on the clock tower in the dead center of Arkham Mansion's roof. From 
the north end of the roof, grapple to one of the tower's lower ledges. You can 
access the upper ledge by walking to the eastern end of the tower, then 
grappling upwards. The Riddler Trophy is on the uppermost ledge of the tower.

9. Stand on the southwest tip of the uppermost ledge of the clock tower. Look 
straight down (facing west) and fall to this section of the roof. Once you 
land, look southwest below you to find a Riddler Trophy in a small section of 
the roof. Tricky to spot, just as hard to give directions.

10. Grapple up to one of the guard towers on the northwest end of Arkham East 
and disable the electrical gate at the end of the walkway to access the 
security office. You can find a Riddler Trophy here.

11. Disable the gate leading to the guard's post near the flaming statue of 
Warden Sharp to find the trophy.


---------------
Interview Tapes
---------------

-> The Joker (Patient Interview #1, June 16th)
Inside a watchtower near Louie Green's post. The easiest way to reach it is to 
grapple on top of the building next to Green, then grapple to the top of the 
tower. It's lying on a desk near a mopey guard.

-> The Joker (Case Study Notes, December 23rd)
Grapple up to one of the guard towers on the northwest end of Arkham East and 
disable the electrical gate at the end of the walkway to access the security 
office. The tape is on one of the desks inside.


--------------------
Chronicles of Arkham
--------------------

1. In Arkham Mansion's courtyard. Explore the southern end of the courtyard to 
find it up against the wall.

2. There is a breakable wall underneath the staircase leading to the Botanical 
Gardens. To access it, go through the cemetery to find the weakened wall on 
the west side. Blow it open and scan the Chronicle of Arkham.


-----------
Joker Teeth
-----------

There are 10 Joker Teeth in total. They appear periodically over the course of 
the game, so you won't be able to find all of them on your first trip to this 
area.

-> 2 in front of the Arkham Mansion entrance
-> 2 near the staircase leading to the Botanical Gardens
-> 2 in front of the burning statue of Warden Sharp
-> 2 in the southern guard tower
-> 2 on the steps leading up to the Botanical Gardens


-------
Mystery
-------

Disable the gate leading to the guard's post near the flaming statue of Warden 
Sharp. The Secrets Map is lying on a table inside.


-------
Riddles
-------

-> "The legacy of this island has been well and truly buried."
Easy. Go inside the cemetery and scan Amadeus Arkham's headstone.

-> "Gotham's greatest family towers over the city."
Well The Riddler is obviously talking about Bruce Wayne, duh! Climb onto the 
roof of the Arkham Mansion above the courtyard (more specifically, where you 
found the seventh Riddler Trophy). There should be a gap in the fence against 
the rooftop. Stand there and zoom towards the skyline. The building you are 
looking for is on the left side. Zoom in on the "W" and scan it.

-> "My challenges appear to those with the correct position in life."
Climb up to the very top of the Arkham Mansion clock tower (where you found 
the eighth Riddler Trophy). On the southeast end is a dot on the ground. If 
you look down below to the southeast corner of the roof, you should 
(hopefully) notice a humongous question mark on the roof. Line the tiny dot up 
with the giant question mark and use your Environmental Analysis.


==============================================================================
 ARKHAM NORTH                                                           [0603]
==============================================================================

----------------
Riddler Trophies
----------------

1. You'll be able to test out your new gadget right after obtaining it. Next 
to the Batmobile is a weakened piece of the ground in which you can destroy 
with Explosive Gel. Enter Detective Mode, spray the highlighted area, then 
blast is to smithereens. The Riddler Trophy is left behind in a ditch.

2. You can grapple onto a section of the roof of the Intensive Treatment 
Building. If you pass Gordon's pipe and follow the tobacco trail, you should 
find a grapple point. Walk alongside the roof to find the Riddler Trophy.

3. Search the northwest guard tower to find the trophy. It is on the roof.

4. Climb up to the very top of the northeast guard tower. From here, position 
yourself north. Glide over to the plateau to find a Riddler Trophy.

5. There is a Riddler Trophy on the floor inside the abandoned building. It's 
not that difficult to spot.

6. Head to the east side of Arkham North, where you originally entered this 
area. To the left of the eastern entrance is a locked gate, however you can 
climb over the stone wall to the other side. When you reach an opening to a 
small cave, look above you and grapple to the cliff wall. Sidle along until 
you can pull yourself up and walk forward to find a Riddler Trophy.

7. Go inside the cave where you found the second Chronicle of Arkham and you 
will reach a door. Go through and continue in the cave to find a big chamber. 
Use Detective Mode to spot a destructible wall, then break it open to find the 
Riddler Trophy.

8. At the north end of Arkham North is a guard tower. Grapple up to it and 
face the electrical gate. Use your Sequencer on the security panel on the 
other side to disable the gate, allowing you to reach the trophy.

9. Climb up to the western guard tower and peer over on the west end of the 
area. There is a small alcove holding a Riddler Trophy high up; it's easiest 
to spot using Detective Mode. Aim your Line Launcher and use it to reach the 
trophy.

10. There is a weakened wall on the far west end that can only be taken down 
with your Ultra Batclaw. There's a Riddler Trophy inside.

11. Enter the southeast cave that eventually leads to The Batcave. Grapple up 
to the large metal door and turn around to find a weakened wall. Rip it down 
and search inside for the trophy. I'm almost positive that the entrance to the 
cave is blocked by vines, so I think you can only reach this after defeating 
Poison Ivy.


---------------
Interview Tapes
---------------

-> The Joker (Patient Interview #17, July 27th)
This tape is inside a guard tower near your Batmobile. Climb up the stairs to 
the top of the tower, where the tape is safely lying on a table.

-> The Joker (Case Study Notes, December 22nd)
After obtaining the Cryptographic Sequencer, you will be able to open the gate 
leading to the second guard post. Inside is an Interview Tape.


--------------------
Chronicles of Arkham
--------------------

1. From inside the half-destroyed building, grapple up to the high wall to the 
right of where the Riddler Trophy was (not the second floor, but the ledge 
directly underneath the second floor). You will find the stone structure that 
you must scan in order to collect it.

2. From the eastern entrance to Arkham North, go south and climb over the 
stone wall. Walk into the cave entrance and grapple up to the nearest ledge. 
You will find the Chronicle of Arkham right up here.


-----------
Joker Teeth
-----------

There are 10 Joker Teeth in total. They appear periodically over the course of 
the game, so you won't be able to find all of them on your first trip to this 
area.

-> 3 in front of the entrance leading from Arkham North to Arkham East
-> 3 at the sniper post on the roof of Intensive Treatment
-> 2 in the western guard tower
-> 2 on the ground between both guard towers


-------
Mystery
-------

There are two guard posts next to your Batmobile. One of them has a weakened 
roof in which you can destroy with your Explosive Gel. Blow open the roof and 
slip inside. The Riddler Map is spread out on the middle table.


-------
Riddles
-------

-> "Tweedledum and Tweedledee SAW it, can you SEE it?"
Again, the hints are in caps. There is a see-saw on the north end up against a 
gate. Scan it to solve the riddle.

-> Now I see it, now you don't!"
Search the stone arch entranceway of the abandoned building. There is a 
question mark on the top of the arch, with a dot on a wall not too far away. 
Like before, align the two up (this one is much more tricky) and use your 
Environmental Scan once the two are next to each other.

-> Let's face it, there are two Dents on the wall."
Enter the guard post with your Cryptographic Sequencer and scan the 
multiple "VOTE DENT" posters on the wall.


==============================================================================
 ARKHAM WEST                                                            [0604]
==============================================================================

----------------
Riddler Trophies
----------------

1. The first Riddler Trophy is above the doorway leading into Arkham West.

2. To the right of the entrance (facing the door) is a waterfall. Drop down to 
the base of the waterfall to find a small grassy area. Enter Detective Mode to 
find the trophy. In order to get out of here, grapple to one of the two stone 
structures.

3. This Riddler Trophy is on top of the fishing cabin; on the southwest side 
of Arkham West.

4. Search underneath the central watchtower to find the Riddler Trophy hidden 
in a bush. Again, Detective Mode may be needed.

5. Grapple to the Medical Facility rooftop; the trophy is on the south end.

6. Abandoned Tunnel. I guess this is technically Arkham West, I dunno. After 
defeating the ambush party, grapple above the metal grating that's blocking 
you from your prize. Destroy the ceiling with some Explosive Gel and slip 
inside to get the Riddler Trophy.

7. Next to the door leading to the Cell Block is a ventilation shaft. Yank it 
open with your Batclaw and grapple inside to find the Riddler Trophy.

8. Use the Cryptographic Sequencer to activate the lift near the Medical 
Facility. The trophy is underneath where the lift was.

9. If you have the Cryptographic Range Amplifier upgrade, you can get this 
trophy. Grapple to the top ledge of the Penitentiary and look through the 
electrified gate. Access the control panel on the other side and deactivate it 
to gain access to the room and the Riddler Trophy.

10. In the tunnel leading to Arkham North is a ventilation shaft high up on 
the side of the wall. Pull the grate off with your Batclaw and grapple up to 
it to find the trophy.

11. Underneath the sign reading "Arkham East" near the door leading to the 
Abandoned Tunnel is a weak portion of the ceiling. Rip it down with the Ultra 
Batclaw and grapple up to a small nook containing a trophy.

12. Grapple to the top of the Medical Facility and look towards the far east 
end. Standing on the eastern side of the rooftop, use the Line Launcher to zip 
to a small alcove with the Riddler Trophy on it.

13. Inside the tunnel leading to Arkham North is a weakened wall that can be 
yanked down. Pull it down with the Ultra Batclaw and grapple inside. Take the 
Riddler Trophy inside here.


---------------
Interview Tapes
---------------

-> The Joker (Patient Interview #20, August 1st)
Inside the fishing cabin on the southwest side of the area.


--------------------
Chronicles of Arkham
--------------------

1. There is a crashed ambulance on the west end of the area, near the docks. 
Stand on top of the ambulance and face the Penitentiary with Detective Mode on 
to find a large breakable wall. Grapple to the wall and blow it down to find 
the Chronicle of Arkham on the other side.


-----------
Joker Teeth
-----------

There are 10 Joker Teeth in total. They appear periodically over the course of 
the game, so you won't be able to find all of them on your first trip to this 
area.

-> 3 in front of the Medical Facility entrance
-> 3 in the hallway leading from Arkham West to Arkham North
-> 2 in central watchtower
-> 2 in Abandoned Tunnel


-------
Mystery
-------

Once you have obtained the Cryptographic Sequencer, you can enter the guard's 
post by disabling the security gate. The map is inside.


-------
Riddles
-------

-> "Do you see what I can see? No? Then maybe I am in a stranger position."
Approach the entrance to the Penitentiary (near the Cell Block entrance). If 
you look on the floor in front of the doorway, you will find a green question 
mark. However, like before, the dot is in a location elsewhere.

Grapple to the balcony above you and position yourself in the center, looking 
down at the question mark. The dot is on the middle of the railing, so move 
the camera around until they're lined up before scanning it.

-> "Zsasz is counting on you ending his work."
Grapple to the top ledge of the Penitentiary. Use your Sequencer to reach the 
control panel on the other side of the gate and disable it to gain access the 
room. Once inside, scan the cards on the poker table.

-> "Does Scarecrow's gas break down barriers as it drives you insane?"
On the eastern side of Arkham West near the sign reading "Arkham East" is 
another weakened wall. Reach it by grappling up to a ventilation duct, then 
tear it down. Scan the gas canisters inside to solve the riddle.


==============================================================================
 MEDICAL FACILITY                                                       [0605]
==============================================================================

----------------
Riddler Trophies
----------------

1. Maintenance Access. Make your way through the ventilation shaft near the 
entrance. When you come to an intersection, turn right to reach a dead end and 
the Riddler Trophy.

2. Sanatorium. In the northeast corner of the bottom floor there should be a 
vent. Pry it off its hinges, then squeeze on through. You will come to a small 
shaft which eventually takes you to the Riddler Trophy.

3. Upper Corridor. Follow the yellow line just past the first plastic curtain. 
Peer to the left to spot a vent you can grapple up to. Inside this vent lies 
another Riddler Trophy.

4. X-Ray Room. After freeing Dr. Young, grapple to the top of the room to find 
the trophy.

5. Experimental Chamber. Inside a vent on the northwest end of the room.

6. Experimental Chamber. On the roof where Harley Quinn has Commissioner
Gordon held captive. Impossible to miss since you pass it when rescuing the
Commissioner.

7. Sanatorium. In the northeast corner of the room is a ventilation grate you 
can remove. Subsequent infiltration of the vent will lead you to a Riddler 
Trophy.

8. Surgery Room. Open the electric gate next to you using your Cryptographic 
Sequencer, then ascend the stairs. There is a cart at the top of the steps 
with a trophy on top.

9. Patient Observation. Another grate you can open up here in this room. It's 
on the eastern side, so go in and explore to find it.

10. Secure Access. There is a room sealed by two electrical gates, and we 
cannot reach the security panel to open it. Hmm. If you look on the northern 
end of the room you can find a breakable wall leading inside. Break the wall 
with your Ultra Batclaw, slip inside to find the Riddler Trophy, and disable 
the gates while you're at it.


---------------
Interview Tapes
---------------

-> The Riddler (Patient Interview #21, May 27th)
Sanatorium. In the northeast corner of the main floor. Accessed by destroying 
the ceiling via Explosive Gel. Go inside the room and pick up the disc on the 
table.

-> The Riddler (Patient Interview #39, July 29th)
Medical Foyer. From the Sanatorium, exit through the southern double doors to 
return to the foyer. Now that we are on the other side of the security gate 
and have full access, make your way to where Harley Quinn was sitting to find 
the Interview Tape.

-> The Riddler (Patient Interview #44, August 27th)
Patient Observation. After clearing the room of the Joker's toxin gas, enter 
the office where Aaron Cash and Dr. Kellman where held prisoner to find the 
disc on the table.

-> The Riddler (Patient Interview #56, October 4th)
Secure Access. Open up the electric gate using your Sequencer and snag the 
interview tape from off of the table.

-> The Riddler (Patient Interview #78, January 16th)
Experimental Chamber. In the room where Bane was held.


--------------------
Chronicles of Arkham
--------------------

1. Sanatorium. Drop to the bottom level and approach the prison filled with 
skeletons. Enter the floor panels and walk south. When the screen enters first-
person mode, proceed south a teeny bit and open one of the floor panels. You 
should end up in a secret alcove with the stone slab.

2. Medical Foyer. Tear down the portion of the wall at the northern end of the 
foyer to find the Chronicle of Arkham.

3. X-Ray Room. Grapple up to the air duct and immediately turn around to find 
the wall you can rip down with your Ultra Batclaw. Behind the wall is the 
Chronicle of Arkham.


-----------
Joker Teeth
-----------

There are 20 Joker Teeth in total.

-> 3 in Sanatorium
-> 3 in Upper Corridor
-> 3 in Patient Observation
-> 3 in Upper Corridor
-> 3 in Upper Corridor
-> 2 in Sanatorium
-> 3 in Lower Corridor


-------
Mystery
-------

Experimental Chamber. On the table as soon as you enter the room.


-------
Riddles
-------

-> "TICK! TOCK! News flash! Someone is not getting out of here alive."
Sanatorium. In the bottom level, explore the western side. You should find a 
prison cell busted open. However, it seems that the prisoners could not escape 
as two skeletons is lying in the corner. Use your Environmental Scan on the 
pile o' bones to solve the riddle.

-> "A question can only be answered from a new perspective. Don't you agree?"
Sanatorium. On the main level (where the docs are), head to the west side and 
enter Detective Mode. Blast the weakened floor panels with your Explosive Gel 
to find a question mark. On the floor below is the dot. Line 'em up, then scan 
it for the answer.

-> "Is the generosity of our benefactors on the Wayne?"
Medical Foyer. Near the desk where you found the Interview Tape is a plaque 
stating that the Medical Facility was founded by Bruce Wayne. My, what a nice 
fellow! Scan the plaque to complete the riddle.

-> "Was this fire fly too hot off the press?"
Patient Observation. Enter the room where you sent the thug crashing through. 
There are newspaper clippings pinned to an open locker in which you can scan 
to solve the riddle.

-> "Shhhhsshh! Rumors persist that Tommy Elliot operates in Arkham. Can it be
   true?"
Surgery Room. After defeating the army of goons and rescuing Dr. Chen, grapple 
up to the balcony. Scan the night shift on the whiteboard. 

-> "What silent killer of the oceans can be found in a tiny jar?"
Morgue. After your tango with the Scarecrow, search the Morgue. There is a 
small table with a selection of jars on it. Zoom in on the one labeled "Great 
White Shark" and scan it.

-> "Is this bear the Bane of his life?"
Experimental Chamber. Well, there's a plush bear in the room right next to the 
Riddler Map as soon as you enter the Experimental Chamber, sooooo... that was 
an easy one. ^_^

-> "Are you going to take your hat off to Harley, Bats?"
Secure Access. Enter the vents leading back to the elevator shaft and make a 
left to drop into Harley Quinn's office. Zoom in on the jester head and scan 
it for your answer.


==============================================================================
 CAVES                                                                  [0606]
==============================================================================

----------------
Riddler Trophies
----------------

1. Old Sewer. Right next to the first Interview Tape. It's inside a vent above 
the disc. Pull the grating off the wall with your Batclaw, then grapple up 
into the ventilation shaft to collect your prize.

2. Old Sewer. Walk north after finding the first one with Detective Mode on. 
You will discover a weakened wall with the trophy on the other side.

3. Main Sewer Junction. From the entrance, walk to the right and climb up onto 
the ledge, then hop over to the metal platform. There are two ways to go: head 
left to reach a dead end and the trophy.

4. Main Sewer Junction. From the previous Riddler Trophy, return to the metal 
platform and go right this time. Jump onto a stone platform. Sidle alongside 
the pillar next to you to reach a small alcove containing the Riddler Trophy.

5. Main Sewer Junction. From the previous Riddler Trophy, hop across to the 
toppled pillar and walk across. Jump through the next column to reach a small 
stream. Across the stream is another broken pillar with the Riddler Trophy 
resting inside.

6. Main Sewer Junction. From the previous Riddler Trophy, look across the gap 
to the east to spot an almost identical alcove, also housing a trophy. It is 
too long of a gap to glide over to, however. Jump back to the stream and begin 
walking up the collapsed pillar. About halfway across, face the alcove and 
glide over to it. This is the best angle in terms of reaching the trophy; if 
you fall you can simply hoist yourself back up.

7. Main Sewer Junction. From the second toppled pillar (where you made your 
leap of faith), climb up and inspect the column on your left. You should spot 
a small crack where you can sidle. Sidle around the pillar to find a small gap 
you can climb up in. You will find the trophy here.

8. Old Sewer. Use the Line Launcher to cross the gape at the south end of the 
area. Land on the large pipe and take the Riddler Trophy.

9. The Batcave. On the southeast rock structure outside of The Batcave.

10. The Batcave. On the northeast rock structure outside of The Batcave.

11. Old Sewer. Rip down the weakened ceiling with your Ultra Batclaw, then 
grapple into the small room inside to find the trophy.

12. Croc's Lair. With the Ultra Batclaw in hand, rip down the ceiling on the 
far west end to find a Riddler Trophy hiding inside.

13. Main Sewer Junction. On the west end, lying on the floor of the previously 
inaccessible area. It can be reached via the Line Launcher.

14. Main Sewer Junction. Lying on a small platform just underneath the 
northern archway. You pass it on your way to the Pump Control Room.

15. Control Room. Break the destructible wall using your Ultra Batclaw to find 
a Riddler Trophy.

16. Pressure Control Junction. Tear down the wall on the western end of the 
room and hop up inside for the trophy.


---------------
Interview Tapes
---------------

-> Killer Croc (Patient Interview #1, February 12th)
Old Sewer. In plain sight not too far from the entrance, next to the dead body 
of a doctor.

-> Killer Croc (Patient Interview #2, February 17th)
Surface Access. Lying on a crate, directly after entering the area from the 
Main Sewer Junction.

-> Killer Croc (Patient Interview #5, February 25th)
Control Room Access. Resting on a crate near the entrance of the room.

-> Killer Croc (Patient Interview #6, February 26th)
Pump Control Room. Found on top of an oil drum.

-> Killer Croc (Patient Interview #7, February 29th)
Pump Room. On an isolated platform in the upper corner of the room, on top of 
an oil drum.


--------------------
Chronicles of Arkham
--------------------

1. Old Sewer. From the entrance, drop down and incapacitate the henchman to 
your left. The Chronicle of Arkham is against the wall on your right.

2. Control Room. Tear down the southern wall with your Ultra Batclaw to find 
the Chronicle of Arkham. 

3. Pressure Control Junction. After defeating the Titan Henchman, begin 
tearing down walls in the north end of the room. Behind the second wall is the 
Chronicle of Arkham.


-----------
Joker Teeth
-----------

There are 20 Joker Teeth in total.

-> 3 in Old Sewer
-> 5 in Main Sewer Junction
-> 3 in Croc's Lair
-> 3 in Pressure Control Junction
-> 3 in Pressure Control Junction
-> 3 in Pressure Control Junction


-------
Mystery
-------

Pump Control Room. On a table near the entrance. Pretty much impossible to 
miss unless you're like, dumb or something.


-------
Riddles
-------

-> "A puzzle has many sides, but only some are visible."
From where you found Riddler Trophy #6, look up underneath the bridge to spot 
the question mark. The dot is on the wall directly in front of you inside the 
pillar. Line them both up, then scan the completed figure.


==============================================================================
 ARKHAM MANSION                                                         [0607]
==============================================================================

----------------
Riddler Trophies
----------------

1. Mansion Entrance Hall. From the security gate blocking the front door, look 
to the right of the staircase to spot a ventilation shaft. Open the grating 
and duck inside to find a trophy.

2. Main Hall. Pull the grate off of the base of the Warden Sharp statue, then 
grapple inside to find the Riddler Trophy.

3. South Corridor. Yank open the ventilation shaft in the southwest corner 
after disposing of the inmates. The Riddler Trophy is inside.

4. Library. After defeating the thugs, open the vent on the first floor to 
discover the trophy.

5. Library. Inside a ventilation shaft on the very top balcony. Only 
obtainable after freeing the hostages.

6. Arkham Records Room. After cleaning house and rescuing Cash, enter the vent 
on the west end of the room. It takes you to a closed-off room containing a 
Riddler Trophy.

7. North Corridor. Found in a corner on the upper floor, which is accessed by 
a vent.

8. Warden's Office. After dealing with Zsasz, enter the study across from the 
entrance and approach the desk to find the trophy.

9. East Wing Corridor. Tear down the weakened wall in here to find the trophy.


---------------
Interview Tapes
---------------

-> The Scarecrow (Patient Interview #1, January 7th)
Main Hall. At the north end is a small office only accessible by entering a 
hole in the corner. Yank the grating off its hinges, then go inside the office 
to find the disc.

-> The Scarecrow (Patient Interview #6, January 22nd)
Arkham Records Room. After cleaning house and rescuing Cash, enter the vent on 
the south end of the room. It takes you to a closed-off room. Search the large 
table for an Interview Tape.

-> The Scarecrow (Patient Interview #9, January 29th)
Dr. Young's Office. After discovering a forensic trail and returning to the 
morgue portion, four thugs will come through a closed door. Defeat them, then 
enter the opened door to find the tape on a desk.

-> The Scarecrow (Patient Interview #12, February 14th)
Library. Behind an electrical gate that can be tampered with using your 
Cryptographic Sequencer.

-> The Scarecrow (Asylum Interview #1, February 14th)
West Wing Corridor. Behind a breakable wall in the southwest corner of the 
hallway.


--------------------
Chronicles of Arkham
--------------------

1. Mansion Entrance Hall. Enter the vent above the blocked door to discover a 
passage leading to the next area. Destroy the destructible wall here to find 
the Chronicle of Arkham.

2. Main Hall. At the very north end is a balcony up near the ceiling. Jump 
onto one of the offices to find a good grapple point, then grapple up to the 
balcony to find it.

3. South Corridor. Grapple up to the air duct near the center of the hallway 
and blast the cracked wall with Explosive Gel. Scan the Chronicle of Arkham on 
the other side.


-----------
Joker Teeth
-----------

There are 20 Joker Teeth in total.

-> 3 in Main Hall
-> 3 in South Corridor
-> 3 in Library
-> 2 in North Corridor
-> 3 in West Wing Corridor
-> 3 in Warden's Office
-> 3 in East Wing Corridor


-------
Mystery
-------

Warden's Office. After rescuing Dr. Young from Zsasz (lol...) and defeating 
the enemies thrown in front of you, search the desk to the right of the 
fireplace to find the Riddler Map.


-------
Riddles
-------

-> "Who is the main man in the main hall?"
Main Hall. Next to the door leading to the South Corridor is a framed photo of 
Commissioner Gordon. Zoom in on the picture and scan it to solve the riddle.

-> "What does a bird need in the rain?"
South Corridor. There is a display case featuring a top hat and several 
bundled up umbrellas right underneath the air duct leading to the Chronicle of 
Arkham. Scan the display case to solve the riddle.

-> "This fiendish puzzle literally appears out of thin air."
South Corridor. Stay positioned on the air duct that led to the Chronicle of 
Arkham. On the adjacent wall is a question mark; the dot is painted on the 
edge of the air duct. Once the two are aligned, scan it to solve the riddle.

-> "Did Amadeus go mad or was he just dizzy?"
North Corridor. After crawling through the ventilation shaft, enter the prison 
cell to the left and scan the circular inscriptions on the wall to solve the 
riddle.

-> "It'll be a cold day in Hell when this Ghul rises again."
Dr. Young's Office. Approach the open drawer in the morgue and scan the body 
of Ra's al Ghul. A familiar face!

-> "How do you mask your feelings without losing control?"
Dr. Young's Office. Inside her actual office is a black mask hanging on the 
wall. Scan it. 

-> "A game of Cat and mouse can be painful."
East Wing Corridor. Defeat the stun baton thug first, then inspect the display 
case on the south end. Scan Catwoman's mask and gloves inside the case to find 
the answer to the riddle.

-> "Isn't the Warden too old for a puppet show?"
Warden's Office. Once you actually get a chance to explore this place, use 
your Environmental Analysis on the puppet inside the glass display case.

-> "Our records show that a Strange transfer request was made in this room."
Arkham Records Room. Open the room at the far south end with your Sequencer, 
then cross the electrical floor with the Line Launcher. To the right are a few 
books labeled "Strange Files" that need to be scanned.


==============================================================================
 PENITENTIARY                                                           [0608]
==============================================================================

----------------
Riddler Trophies
----------------

1. Cells Access. Inside the last stall in the men's bathroom. 

2. Main Cell Block. Head towards the south end of the room towards the door 
leading to The Green Mile. There should be a weak portion of the wall on the 
left side that you can break open to find your prize.

3. Security Control Room. Climb the stairs on the south side of the Security 
Control Room to find a seemingly dead end. Put on Detective Mode to discover a 
small patch of wall you can blast open. Do so to free the RIDDLER TROPHY from 
its cramped prison cell.

4. Security Control Room. After receiving the Cryptographic Sequencer, take 
the stairs at the northern side. Use the Sequencer on the security gate 
control to open a prison cell containing the trophy.

5. The Green Mile. Inside a prison cell after the Joker frees the inmates.

6. Main Cell Block. Once you have defeated Harley's handpicked army of thugs 
and deactivated the electrical floor, drop down and enter the west wing. Knock 
out two lunatics and search the south end of the wing to find a Riddler Trophy 
inside one of the prison cells.

7. Main Cell Block. It's technically found in the Main Cell Block, but you can 
only access it through the Guard Room. After saving the two guards, locate the 
ventilation shaft on the southern end of the room. Go inside and follow it to 
a small area high up in the Main Cell Block.

8. Controlled Access Area. Climb to the top floor and investigate the three 
weak portions of the walls. Blast open the one on the far left to gain access 
to a cell containing the trophy.

9. Extreme Incarceration. After apprehending Harley Quinn, enter the central 
control chamber and disable the panel corresponding to Cell #5. Go inside the 
opened cell to not only find the Riddler Trophy.

10. Guard Room. Grapple to the level above the guard's office and tear down 
the weakened section of the opposite wall. Line Launcher yourself over there 
and pick up the trophy from off the floor. 


---------------
Interview Tapes
---------------

-> Mr. Zsasz (Patient Interview #1, November 4th)
Cells Access. On the desk in the main foyer directly after entering the 
Penitentiary. I'd be pretty sad if you miss this one.

-> Mr. Zsasz (Patient Interview #5, November 19th)
Main Cell Block. Grapple up to the top of the prison cells to find a walkway 
leading to a security office. The tape is lying on a table.

-> Mr. Zsasz (Patient Interview #1, November 22nd)
Guard Room. After freeing the two guards from Harley's trap, follow them into 
a small security office. You can spot the tape by combing over a stack of 
files and various papers.

-> Mr. Zsasz (Patient Interview #4, December 12th)
Controlled Access Area. On the top floor, inside the room where you grapple up 
from the bottom. Collect it off of the desk after you climb up to the top 
floor.

-> Mr. Zsasz (Case Study Notes, December 22nd)
Extreme Incarceration. Once you have put Harley Quinn behind bars, enter the 
central corridor to reach the control room. The Interview Tape is on a desk.


--------------------
Chronicles of Arkham
--------------------

1. Extreme Incarceration. After apprehending Harley Quinn, enter the central 
control chamber and disable the panel corresponding to Cell #5. Go inside the 
opened cell to not only find a Riddler Trophy, but also a Chronicle of Arkham 
behind a destructible wall.

2. Main Cell Block. Enter the flooded passage and use your Line Launcher to 
cross the electrified water, effectively reaching the Chronicle of Arkham.

3. Guard Room. After clearing the room of Joker Toxin, inspect the waterlogged 
corner of the room and destroy the weakened portion of the wall with your 
Explosive Gel. The Chronicle of Arkham is on the other side.

4. Security Control Room. Only after discovering the first 23 Chronicles of 
Arkham can you get this one. Enter the central office where you rescued Warden 
Sharp. On the ground is the word "Batman" etched numerous times in a weird 
ritualistic fashion. Scan it to obtain the final Chronicle of Arkham.


-----------
Joker Teeth
-----------

There are 20 Joker Teeth in total.

-> 3 in Cells Access
-> 3 in Main Cell Block
-> 3 in Guard Room
-> 6 in Main Cell Block
-> 2 in Extreme Incarceration
-> 3 in Controlled Access Area


-------
Mystery
-------

Extreme Incarceration. After throwing Harley Quinn behind bars, enter the 
central room to find the Secrets Map on the desk.


-------
Riddles
-------

-> "How do you reflect on your successes and failures, Batman?"
Cells Access. Time to get even scummier and explore the women's bathroom. Once 
inside, face the mirror and scan your reflection.

-> "Two people, one voice, no gun."
Main Cell Block. Grapple to the top of the cells and go down the walkway 
towards the northern end of the room. Here you should find a tommy gun on a 
plaque, which is the answer to the riddle.

-> "A case of mistaken identity."
Security Control Room. Upon entering the room, you will hear Aaron Cash 
yelling for help. Approach the lone cell to find Cash imprisoned inside. Wait! 
Something is a bit fishy here... Scan the imposter to solve the riddle.

-> "This room is the end of days for even the most celebrated killer."
Main Cell Block. Once you have access to the west wing, explore the various 
prison cells. One on the northern end of the wing is absolutely littered with 
pages from a calendar. Step inside the cell and scan the room.

-> "What has four walls, two sides, and one ex-DA?"
Controlled Access Area. Walk forward until you reach a small set of steps. 
Check the cell at the top of the stairs on the right side. There should be a 
large "VOTE DENT" poster that can be scanned in order to solve the riddle.

-> "All alone in your cell? Why don't you break the ice with the most
   dangerous prisoners."
Extreme Incarceration. Once Harley is out of the way, focus on Cell #4; the 
really icy one, duh. You'll have your answer.

-> "When is something right in front of you but still hidden from view?"
Guard Room. After obtaining Riddler Trophy #10, turn around and face where you 
just came from. The question mark and dot should be automatically aligned, so 
use your environmental scan for the easy go.

-> "Prometheus, Arkham guards' most wanted and most hated."
Guard Room. After clearing the room of toxin, inspect the locker room and scan 
the newspaper clippings featuring Prometheus to solve the riddle.


==============================================================================
 BOTANICAL GARDENS                                                      [0609]
==============================================================================

----------------
Riddler Trophies
----------------

1. Botanical Glasshouse. Drop down to the base of the fountain to find a 
cracked wall you can destroy. It leads to a ventilation duct containing the 
Riddler Trophy.

2. Botanical Glasshouse. On the second floor (where you start out on), climb 
the stairs in front of you and head to the north end of the room. There are a 
few floorboards you can crawl underneath. The Riddler Trophy is down here.

3. Generator Room. After defeating the thugs and rescuing Carl Todd, grapple 
to the upper walkway and disable the gate with your Sequencer. You will find 
the trophy inside on top of a desk.

4. Flooded Corridor. Inside the vent leading to the Abandoned Chamber. When 
you reach an intersection, crawl right to find it.

5. Abandoned Chamber. When you reach the metal walkway, descend the stairs on 
the right. Walk clockwise around the perimeter to reach a sewer duct. Drop 
down in and duck into the sewer; follow the water's current to the trophy.

6. Abandoned Chamber. Right in front of the sewer duct you drop down into is a 
series of floorboards you can open and crawl into. Do so and follow the path 
to a secret compartment containing another Riddler Trophy. Tricky!

7. Abandoned Chamber. When you reach the part where you have to cut the rope 
suspending the metal catwalk, cross it to the other side. Jump across the gap 
to reach the Riddler Trophy.

8. Titan Production Facility. Test out your Line Launcher on the alcove to the 
right of the door leading to the Aviary. Zipline over and pick up the Riddler 
Trophy.

9. Flooded Corridor. Accessed via the Abandoned Chamber. Use your new Line 
Launcher to cross the large shaft and obtain the trophy.

10. Abandoned Chamber. Stand on the stone platform where you solved this 
room's riddle and look to the east to spot a breakable wall. Tear it down, 
then use your Line Launcher to reach the trophy.


---------------
Interview Tapes
---------------

-> Poison Ivy (Patient Interview #41, November 12th)
Glasshouse Entrance. On a bench on the right side of the room.

-> Poison Ivy (Patient Interview #42, November 14th)
Statue Corridor. Lying on a bench at the far end of the room. Pretty dang hard 
to miss if you ask me.

-> Poison Ivy (Patient Interview #43, November 15th)
Generator Room. Lying on a desk just behind Carl Todd.

-> Poison Ivy (Patient Interrogation #1, November 17th)
Flooded Corridor. Accessed via the Abandoned Chamber. Go east down the hall to 
find yet another interview tape lying on yet another bench!

-> Poison Ivy (Patient Interrogation #3, November 18th)
Aviary. Enter the floorboards to the right of where you start off and follow 
it to the other end. There is a bench on the far right in which you can crawl 
over and pick up the tape.


--------------------
Chronicles of Arkham
--------------------

1. Abandoned Chamber. Right near the ledge in which you solve the riddle. Hop 
straight across to the ledge in which you can sidle across. Move to the left 
to reach a small alcove home to the Chronicle of Arkham.

2. Glasshouse Entrance. After Poison Ivy blocks the entrance from you with her 
vines, enter the hole that is subsequently created. You will find the 
Chronicle of Arkham down here.

3. Titan Production Facility. Tear down the wall on the opposite side of the 
door and Line Launcher your way over to it.


-----------
Joker Teeth
-----------

There are 20 Joker Teeth in total.

-> 2 in Glasshouse Entrance
-> 3 in Statue Corridor
-> 2 in Flooded Corridor
-> 3 in Aviary
-> 3 in Flooded Corridor
-> 3 in Flooded Corridor
-> 4 in Glasshouse Entrance


-------
Mystery
-------

Generator Room. After defeating the thugs and rescuing Carl Todd, grapple to 
the upper walkway and disable the gate with your Sequencer. This room holds 
the Secrets Map.


-------
Riddles
-------

-> "Is the number up for these guards?"
Glasshouse Entrance. Approach the two dead guards lying on the bench. There 
are several tally marks etched into the side of the bench. Back up to get both 
the bodies and the tally marks, then scan the scene to solve the riddle.

-> "What time is tea time in Wonderland?"
Botanical Glasshouse. On the second floor, walk up the staircase on the left 
side of the glasshouse and zoom in on the roots against the wall. Scan the tea 
set to solve the riddle.

-> "Remember the Waynes? How could anyone forget?"
Statue Corridor. Zoom in onto the first bench you come across and scan the 
memorial plaque for the answer.

-> "The Ratcatcher needed more than just his charm to lead his army."
Flooded Corridor. Definitely ranks among the toughest riddles to solve. Enter 
the ventilation shaft in the Flooded Corridor, proceeding slowly through while 
paying attention to the floor. Right before the intersection is a grate in the 
floor. If you peer inside, you will find a book and a pair of gloves. Scan the 
equipment for your answer.

-> "This challenge can only be seen by those with a different view on life."
Abandoned Chamber. Near the area where you have to cut the rope suspending the 
metal catwalk. Step onto the catwalk, then face the stone support beam to your 
left and climb up it. Sidle along the side to a platform, then crawl 
underneath a second support beam to reach a dead end.

On the ground is a question mark, but this alignment puzzle is a bit different 
than the others. Instead of having to match up the question mark and the dot, 
this time the question mark is split down the middle. The left side is right 
under your feet while the right side is a floor below you. Still, like the 
others, align the two pieces and use your environmental scan.

-> "Looks like all the king's horses trampled all the king's men."
Flooded Corridor. Accessed via the Abandoned Chamber. Head down the southern 
hallway to find a bench littered with dolls and action figures. Scan them.

-> "Is this a tribute to what a mad dog left behind?"
Flooded Corridor. Accessed via the Abandoned Chamber. Go east towards the 
headless statue and zoom in on the name plate. The words "mad dog" have been 
etched in. Scan the name plate for your answer.

-> "There's no closet in the Gardens, so someone is using the roof instead."
Aviary. From the entrance, hug the left wall to find a vent. Open it to reach 
a tall shaft. Grapple up to the ledge and climb the ladder, then enter the 
vent that spills out to a high ledge. If you look to your left, you'll spot a 
skeleton stuck in the wall. Use your environmental scan on the body.


______________________________________________________________________________
==============================================================================

[7] UPGRADES                                                            [0700]

==============================================================================

-------------------
Special Combo Throw
-------------------

Allows Batman to perform an unblockable grab and throw after achieving a combo 
score of x8. Can be directed to inflict damage on multiple targets. Batman can 
continue to chain attacks after a Special Combo move.

-> A + X - Throw
   Left Analog Stick - Choose direction to throw
   

----------------------
Special Combo Takedown
----------------------

Allows Batman to perform an unblockable instant Takedown after achieving a 
combo of x8. Batman can continue to chain attacks after a Special Combo move.

-> B + Y - Takedown


-------------------
Special Combo Boost
-------------------

Allows Special Combo Moves to be executed after achieving a combo score of x5 
instead of x8.



--------------
Combo Batarang
--------------

Powers up the Batarang during combos so that it can be used to knock down 
thugs.

-> Left Trigger Tap - Batarang


----------------------
Critical Combo Strikes
----------------------

Doubles the power of normal combo strikes when strikes are timed perfectly. 
Increases combo score by x2 for each strike, allowing for quicker activation 
of Special Combo Moves.

-> Press the strike button once immediately after the contact point of a
   previous combo blow to unleash a critical combo strike.
   

-----------------
Inverted Takedown
-----------------

Allows Batman to swoop down and grab assailants as they pass under gargoyles 
and leave them strung up underneath.

-> B - Hang from gargoyle
   Y - Inverted Takedown


----------------
Armor Upgrade V1
----------------

Military grade spun para-aramid fibers molded into the Batsuit chest piece 
provide greater protection from attack.


----------------
Armor Upgrade V2
----------------

Super lightweight nano-engineered polymer plating incorporated into the 
Batsuit creates a more resilient outer shell.


----------------
Armor Upgrade V3
----------------

Ultra strong micro plating developed by WayneTech, layered between the regular 
armor and the undersuit.


----------------
Armor Upgrade V4
----------------

Batsuit soaked in top secret prototype formula, developed by Lucius Fox at 
WayneTech. Durability is massively increased without additional weight while 
retaining full movement and flexibility.


--------------
Batarang Power
--------------

Upgrades the standard Batarang power, increasing the time an assailant stays 
down when hit.


-------------
Twin Batarang
-------------

Allows two targets to be taken out simultaneously. Once thrown, requires a 
short period of time before it can be used again. Also upgrades Combo Batarang.

-> D-Pad - Select Gadget
   Left Trigger - Aim
   Left Trigger + Right Trigger - Throw


---------------
Triple Batarang
---------------

Allows three targets to be taken out simultaneously. Once thrown, requires a 
short period of time before it can be used again. Also upgrades Combo Batarang.

-> D-Pad - Select Gadget
   Left Trigger - Aim
   Left Trigger + Right Trigger - Throw


-----------------------
Remote Control Batarang
-----------------------

Special Batarang that can be directly controlled by Batman after being 
released. Once thrown, requires a short recharge period before it can be used 
again.

-> D-Pad - Select Gadget
   Left Trigger - Aim
   Left Trigger + Right Trigger - Throw
   Left Analog - Steer


--------------
Sonic Batarang
--------------

Tuned to resonate at the exact frequency of the nearest Arkham suicide collar, 
attracting that henchman. Useful for luring a target into a trap or away from 
an area of importance. Once thrown, requires a short recharge period before it 
can be used again.

-> D-Pad - Select Gadget
   Left Trigger - Aim
   Left Trigger + Right Trigger - Throw


--------------------
Sonic Shock Batarang
--------------------

Upgrade to the Sonic Batarang. Allows this to be detonated once thrown to 
overload the suicide collar of a nearby henchman, incapacitating him. However, 
the residual interference will stop any further Sonic Batarangs from being 
effective in this location.

-> D-Pad - Select Gadget
   Left Trigger - Aim
   Left Trigger + Right Trigger - Throw
   Left Trigger + Right Bumper - Detonate


----------------------------
Multiple Frequency Detonator
----------------------------

Allows selective detonation of Explosive Gel. Useful for advanced Takedown 
tactics.

-> Click Right Analog Stick - Zoom in on charge to be detonated
   Left Trigger + Right Bumper - Detonate specific charge
   

------------------------
Auto Proximity Detonator
------------------------

Upgrades the Explosive Gel to automatically detonate if nearby threat 
detected. Temporarily incapacitates targets.


-----------------------------
Cryptographic Range Amplifier
-----------------------------

Increases effective range of the Cryptographic Sequencer, allowing Batman to 
override out of reach Control Points and open up access to areas that would 
otherwise be inaccessible.


-----------------------------
Cryptographic Power Amplifier
-----------------------------

Increases the power of the Cryptographic Sequencer, allowing easier 
deciphering of security systems.


______________________________________________________________________________
==============================================================================

[8] ACHIEVEMENTS                                                        [0800]

==============================================================================

Here are all the Achievements found in the game, in alphabetical order.

-------------------
Arkham Analyst (20)
-------------------

Solve 5% of Riddler challenges


--------------------
Baneful Payback (25)
--------------------

Defeat Bane


-------------
Big Bang (50)
-------------

Complete story mode on Easy difficulty


----------------
Bigger Bang (50)
----------------

Complete story mode on Normal difficulty


-----------------
Biggest Bang (50)
-----------------

Complete story mode on Hard difficulty


--------------
Born Free (10)
--------------

Escape from Intensive Treatment to the island surface


--------------------------
Breaking And Entering (10)
--------------------------

Gain access to Arkham Mansion after it is locked down by the Joker


----------
Catch! (5)
----------

Catch a Batarang (any play mode)


----------------------
Conundrum Cracker (20)
----------------------

Solve 55% of Riddler challenges


----------------------
Crack The E Nigma (20)
----------------------

Solve every riddle on the island


--------------------
Crocodile Tears (50)
--------------------

Venture into Killer Croc's lair and come out alive


-------------------------
Cryptic Investigator (20)
-------------------------

Solve 10% of Riddler challenges


---------------
Daydreamer (10)
---------------

Survive the nightmare of the Scarecrow's fear gas


-------------------
Double Trouble (25)
-------------------

Defeat two Titan Henchmen at once


------------------------------
Flawless Freeflow Fighter (10)
------------------------------

Complete one combat challenge without taking damage


--------------------
Freakshow Rodeo (10)
--------------------

Ride a beast and unleash its power


--------------------
Freeflow Bronze (10)
--------------------

Achieve 8 medals on combat challenges


---------------------
Freeflow Combo 10 (5)
---------------------

Complete a combo of 10 moves (any play mode)


----------------------
Freeflow Combo 20 (10)
----------------------

Complete a combo of 20 moves (any play mode)


----------------------
Freeflow Combo 40 (10)
----------------------

Complete a combo of 40 moves (any play mode)


--------------------
Freeflow Combo 5 (5)
--------------------

Complete a combo of 5 moves (any play mode)


------------------
Freeflow Gold (50)
------------------

Achieve 24 medals on combat challenges


------------------------
Freeflow Perfection (10)
------------------------

Perform a perfect combo including all of Batman's combat moves (any play mode)


--------------------
Freeflow Silver (25)
--------------------

Achieve 16 medals on combat challenges


-----------------------
Invisible Predator (10)
-----------------------

Complete one predator challenge by using only Silent Takedowns and without
being detected


----------------------------------
Just What The Doctors Ordered (10)
----------------------------------

Save all the doctors in Medical


--------------------
Lateral Thinker (20)
--------------------

Solve 25% of Riddler challenges


------------------------
Leave No Man Behind (10)
------------------------

Rescue the guards and henchman from the Joker toxin in Decontamination


------------------------------------
Malpractice Needs More Practice (10)
------------------------------------

Survive the onslaught from the deformed Joker henchman


----------------
Mano-A-Mano (10)
----------------

Take on a beast in hand to hand combat


-------------------
Mental Athlete (20)
-------------------

Solve 70% of Riddler challenges


-------------------
Mystery Solver (20)
-------------------

Solve 40% of Riddler challenges


----------------
Night Glider (5)
----------------

Glide continuously for over 100m


-----------------
Party Pooper (10)
-----------------

Time to break up this party


-------------------
Perfect Knight (75)
-------------------

100% Complete


-----------------
Poisoned Ivy (50)
-----------------

Defeat the giant Titan Ivy plant


--------------------
Predator Bronze (10)
--------------------

Achieve 8 medals on predator challenges


------------------
Predator Gold (50)
------------------

Achieve 24 medals on predator challenges


--------------------
Predator Silver (25)
--------------------

Achieve 16 medals on predator challenges


------------------------
Recurring Nightmare (10)
------------------------

Face your biggest fears and keep your sanity


--------------------
Resist The Fear (50)
--------------------

Conquer the effects of the Scarecrow's fear gas


--------------------
Riddle Resolver (20)
--------------------

Solve 85% of Riddler challenges


-----------------------
Rope-A-Dope-A-Dope (10)
-----------------------

String up one henchman and drop him to surprise a second (any play mode)


--------------------
Shocking Rescue (10)
--------------------

Take down Zsasz in the Patient Pacification Chamber


-------------------------
Solitary Confinement (25)
-------------------------

Capture and lock up Harley Quinn


-------------------------------
World's Greatest Detective (20)
-------------------------------

Solve Arkham's biggest mystery


---------------------------
Zsasz Cut Down To Size (10)
---------------------------

Save Dr. Young from being killed by Victor Zsasz


______________________________________________________________________________
==============================================================================

[9] THANKS/CREDITS                                                      [0900]

==============================================================================

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 Bradygames Official Guide: Mainly just for the Riddles as I tried to complete
                            as much of the game on my own as I can.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
 LEGAL
------------------------------------------------------------------------------

This document is copyright (c) DomZ Ninja 2009-2013. 

This document may be found on the following sites:

 * GameFAQs     - http://www.gamefaqs.com
 * GameSpot     - http://www.gamespot.com
 * IGN          - http://faqs.ign.com
 * Super Cheats - http://www.supercheats.com
 * Neoseeker    - http://www.neoseeker.com
 * HonestGamers - http://www.honestgamers.com

The latest update of this document can always be found on GameFAQs.

Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
alter this document in any way. Do not steal anything from this document. Do
not host or distribute this document for profit. That is plagiarism, and it is
against the law

If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
game in the title. Lastly, thanks for reading and using this FAQ. If you like
this FAQ, then please recommend it to others by clicking the "recommend"
button at the top of the guide. :]

 http://www.gamefaqs.com/features/recognition/52173.html


"Lisztomania, think less but see it grow. Like a riot, like a riot, Oh! I'm
not easily offended, it's not hard to let it go. From a mess to the masses."
- Phoenix
______________________________________________________________________________
                                                               END OF DOCUMENT