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Batman: Arkham Asylum (PS3 Version)
A FAQ/Walkthrough by CyricZ
Version 1.4
E-mail: cyricz42 at yahoo.com
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1. Introduction
2. FAQ
3. Basics
   3A. Controls
   3B. Menus/Display
   3C. Gadgets and Upgrades
   3D. Exploration Tips
   3E. Combat Tips & Enemies
   3F. Predator Tips
4. Story Walkthrough
   4A. Part One - Joker's Wild (Intensive Treatment)
   4B. Part Two - House & Garden (Arkham Island)
   4C. Part Three - Paging the Crime Doctor (Medical Facility)
   4D. Part Four - Growing Pains (Medical Facility II)
   4E. Part Five - I Am The Night (Caves)
   4F. Part Six - The Forgotten (Arkham Mansion)
   4G. Part Seven - Harley's Holiday (Penitentiary)
   4H. Part Eight - Chemistry (Botanical Gardens)
   4I. Part Nine - Never Fear (Intensive Treatment II)
   4J. Part Ten - The Underdwellers (Caves II)
   4K. Part Eleven - Pretty Poison (Botanical Gardens II)
   4L. Part Twelve - It's Never Too Late (Collection Roundup)
   4M. Finale - The Last Laugh
5. Riddler Challenges
   5A. Types of Riddles
   5B. Intensive Treatment
   5C. Arkham Island
   5D. Medical Facility
   5E. Arkham Mansion
   5F. Penitentiary
   5G. Caves
   5H. Botanical Gardens
6. Challenge Mode
   6A. Combat Challenges
   6B. Predator Challenges
   6C. Joker Challenges
   6D. DLC Challenges *UPDATED*
7. Trophies
8. Standard Guide Stuff
   8A. Legal
   8B. E-mail Guidelines
   8C. Credits
   8D. Version Updates
   8E. The Final Word

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1. INTRODUCTION
******************************************************************************

Welcome, citizens of Gotham, to the greatest riot on serious Earth!  This is 
my guide to Batman: Arkham Asylum, action adventure game from Eidos and 
Rocksteady Studios, concerning one long night for the Caped Crusader as he 
finds himself trapped on Arkham Island with little but a veritable mob of 
slavering bad guys ready to tear him apart, including some of his greatest 
nemeses, all lead by the Joker himself.

In this guide, you'll find a walkthrough for making your way through the 
game's story, a section on dealing with the secondary Riddler Challenges you 
will encounter throughout the game, and some notes on the Challenge Maps you 
can play as an aside to the game to test your skills.  Enjoy!

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2. FAQ
******************************************************************************

Q: What is Batman: Arkham Asylum?

A: An action adventure game for the 360, PS3, and PC, starring Batman going 
 up against his greatest foes, them having taken over the facility on Arkham.

Q: What part of the Batman continuity does this connect to?  The comics?  
 The animated series?

A: None.  The word above states that this game is intended to be entirely 
 self-sufficient as far as continuity is concerned, relating directly to 
 nothing, and in passing to pretty much everything.

Q: What is the ESRB rating of this game?

A: This game is rated T for Teen with the added content descriptors of 
 Alcohol and Tobacco Reference, Blood, Mild Language, Suggestive Themes, and 
 Violence.

Q: Do some of these voices sound familiar to you?

A: Of course.  Batman is played by Kevin Conroy.  Joker is played by Mark 
 Hamill, and Harley Quinn is played by Arleen Sorkin.  All three of these 
 actors played said roles in the animated series.  To round out connections 
 to the animated series, the story of this game was penned by writer Paul 
 Dini, who did considerable work with the DC Animated Universe in its latter 
 days.

Q: How do I find Dr. Young's formula in Arkham Mansion?

A: You need to go to the northwest part of Arkham Mansion.  Once you deal 
 with all the objectives there, you'll find a fingerprint trail, which will 
 lead you to the library in the southeast corner.  It's not enough just to 
 go to the library first.

Q: How do I get back into Intensive Treatment?

A: Once you leave IT, you cannot return until you get the Line Launcher tool.
 At that point, you'll have to return for story purposes anyway.

Q: I can't get to an area because there are plants.  Am I stuck?

A: Once you defeat the source of the plants, you'll be able to return to 
 those places.

Q: I can't get back into the Caves because electric fields came up in the 
 Pressure Control Junction.  How do I remove them?

A: After getting rid of all the plants, you can go through the south end of 
 the room to find the box to crack.

Q: I'm missing some Joker Teeth in the Mansion!  Where are they?

A: Most likely they're in the Warden's Office.  Just outside the office 
 itself is an open area above that you can grapple up to.  There's no reason 
 to go here, normally, so it stands to reason that these are easily missed.

Q: Does this game have multiplayer?

A: No.  The entire experience is single-player.  Online connectivity is used 
 for leaderboards and downloading content.

Q: How do I get the Joker Challenge Maps, "Scarecrow Nightmare" and 
 "Crime Alley" DLC?

A: You had to have pre-ordered via Gamestop to get the "Dem Bones" Challenge 
 Map.  You had to have bought the Collector's Edition to get "Crime Alley", 
 and you need to buy the PS3 version to play as the Joker.  As of now, this 
 is all that's available, but it may change.  Stay posted to your favorite 
 gaming news site.

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3. BASICS
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==============
3A. Controls =
==============

Basic Movement -

Left Thumbstick: Move Batman in any direction relevant to the camera.
Right Thumbstick: Move the camera behind Batman.
R2 Button: Crouch, presenting a smaller profile.
X Button: Basically a main movement modifier:
 While moving: Hold to run.  Double tap to perform an evasive roll.
 At a gap: Run at it to jump over.
 Near a ledge: Press to climb up to it or over it.
 Near a corner: Use with R2 to crouch near it.
 In the air: Hold down to spread out your cape and glide.
Circle Button: Drop down from a ledge.
R3 Button: A zoomed first-person view, useful for seeing distant things.
L3 Button: Center the camera behind Batman.
R1 Button: Use Batman's Grapple Gun.  Can only be used if you have a ledge 
 above you that you can grapple to (will have a circle marked with an "R1").
Start Button: Pause game and access Options Menu.
Select Button: Pause game and access Map Menu.

Combat Controls -

Square Button: Let loose with a solid Bat-punch.  The main form of attack.
Triangle Button: One of two things:
 If an enemy near you has a blue "lightning bolt" marker around his head, you 
  will perform a counter move.
 If in sneaking mode, you can use this in certain contexts to perform a 
  takedown manuever.  Also in direct combat, use this both Triangle and R2 to 
  perform a takedown on a prone enemy.
Circle Button: Perform a Cape Stun move.
X Button: Double tap while moving towards an enemy to vault over them, 
 otherwise you'll roll as normal.
L1 Button: Tap quickly to throw a Batarang at an enemy.

Item Controls -

L2 Button: Tap to engage Detective Mode.  More is explained in Exploration 
 Tips.  Hold down and you'll perform an "Environmental Analysis", which is 
 mostly involved with finding Riddler Challenges.
Directional Pad: Select a gadget to use.  There are a total of eight Gadgets 
 in the game, not counting replacements and upgrades, one for each of the 
 eight directions.
L1 Button: Ready active gadget.  The nearest viable target will be highlighted 
 if an option.
R1 Button: Use active gadget.  More info is in "Gadgets and Upgrades".

Motion Sensitive Controls -

These only apply if you turn Motion Sensor Controls in the options (which I 
have yet to do).  If you turn them on, you can use the SIXAXIS to adjust how 
you glide, how a Remote-Control Batarang flies, and to shake off certain 
enemies that grab you.

===================
3B. Menus/Display =
===================

Main Menu

Once you press Start, you'll be prompted to create a profile.  Once you do so, 
you'll be taken to the early options screen where you can check Brightness and 
set Subtitles or not.  After that, you'll select your difficulty level, then 
begin the game.  

NOTE ON DIFFICULTY: Difficulty determines how hard enemies hit, as well as 
how much you recover in damage from XP (less on higher difficulties), and how 
alert enemies are during predator sequences.  Lastly, on Hard, enemies will 
not get icons above their heads as they attack.

After you start, you can Quit at any time and you'll go to the Main Menu, 
where you'll have the following options:

Continue Story: Return to the game from your last checkpoint.
Challenge Mode: Access the Challenges for Combat and Predator tasks (see 
 Section 6)
Downloadable Content: Access extra Challenge Maps downloaded online.
Character Bios: View bios on famous Batman faces, including those introduced 
 in this game.
Character Trophies: View 3D models of in-game characters.
Options: Access the Options Menu below.

---

Pause Menu

Whenever you press Start during gameplay, you'll pull up this menu:

Resume: Get back to the action.
Restart from Checkpoint: Load your last checkpoint.
Restart Challenge: Begin the Challenge again (only available in Challenge Mode)
Game Options/Audio Options/Controller Configuration: See below.
Quit: Go back to the Main Menu.  You will only have data saved from your last 
 checkpoint.

---

Options Menu

These can be accessed from the Main Menu or the Pause Menu:

Game Options:
 - Invert Look: Reverses the y-axis on the camera.
 - Invert Rotation: Reverses the x-axis on the camera.
 - Invert Flight: Reverses the axes on your gliding.
 - Camera Assist: If turned on, the camera will adjust when Batman is walking 
    or crouching.
 - Brightness: Adjust the screen brightness.
 - Motion Sensor Function: Turn on to enable SIXAXIS controls (see Controls 
  above).
Audio Options:
 - Subtitles: Turn on to see captions of spoken word.
 - Volumes: Set volume for SFX, music, and dialogue.
Controller Configuration:
 Here you can see the controls as they are set, as well as cycle through two 
 different types (which mostly change up the functions of L1/L2 and R1/R2 
 respectively).

---

Map Menu

Press Select during gameplay to access this menu.  New parts are added to it 
as you progress through the game.

Map & Objectives:
 Use the left stick to move around the map and the L2/R2 buttons to zoom.  
 You can also use the square button to center on Batman, and the X button 
 while viewing the grounds to examine a building's map, as well as using the 
 Circle button to return to the view of the grounds.

Waynetech:
 This opens when you get enough experience for an upgrade.  Access this menu 
 and you'll be allowed to spend the upgrade on an improvement for yourself.  
 Not all upgrades are available at once.  Some only appear once you buy a 
 prerequisite upgrade and others will only appear once you've progress to a 
 certain point in the game.  The upgrades are explained in detail below.

Riddler's Challenges:
 This opens once you get your first call from the Riddler in Intensive 
 Treatment.  Each area in the game has its own grid of challenges you'll see 
 on this screen, and as you find the challenges, they will be ticked off on 
 the grid.  Much more info is in the Riddler Challenges section.

Character Bios:
 Basically the same list that you find in the Main Menu.  Once you unlock a 
 new Bio (usually through meeting the person or finding a secret related to 
 them), you can press Select shortly after to look at the bio right away.

==========================
3C. Gadgets and Upgrades =
==========================

First, a list of all Batman's wonderful toys:

Batarang -
- Batman has this weapon from the beginning.
- This is Batman's primary distance weapon.  It can be used to stun enemies, 
 break cables, hit power boxes from long-range, or shatter Joker Teeth.
- Hold L1 to ready a Batarang.  Use the right stick to aim the reticle at your 
 intended target, then press R1 to throw.
- Also, a quick tap of L1 will toss a Batarang at your nearest target.  Useful 
 for a quick move during combat.
- An enemy struck with a Batarang will be stunned for a few moments, but only 
 if they're unware of you.  If an enemy is aware of you, Batarangs will only 
 knock them back for just a moment, or may be dodged entirely.  The exception 
 to this is the Combo Batarang, which is described in its section in 
 Upgrades.
- The Batarang can be powered up with both Combo Batarang and Batarang Power.

Multi-Batarang -
- Both the Twin and Triple Batarang need to be bought through upgrades.
- Simply put, this is a multi-shot Batarang which you can use to hit multiple 
 enemies.
- Hold L1 to ready your Batarangs.  Use the right stick to aim the reticles 
 at your targets, then press R1 to throw.  Your targets must be relatively 
 close to each other to all be in the same throw.
- For all intents and purposes, they act the same as a single Batarang, 
 including receiving more power through the same Batarang upgrades.
- There is a cool-down time once you use this.  You'll be able to use them 
 again in about five seconds.

Remote Control Batarang -
- This weapon must be bought through an upgrade.
- This is a special Batarang that can be steered in mid-flight.
- Hold L1 to ready the Batarang.  Use the right stick to aim the reticle at 
 your intended target, then press R1 to throw.
- Once the Batarang is in the air, use the right stick to steer it.
- While this can be unwieldy to use.  With practice, you can hit multiple 
 targets.
- There is a cool-down time once you use this.  You'll be able to use them 
 again in about ten seconds.

Sonic Batarang -
- This weapon must be bought through an upgrade.  It can only be bought once 
 you learn about the "suicide collars" in Arkham Mansion.
- This is a high-tech Batarang that emits a sonic pulse.
- Hold L1 to ready the Batarang.  Use the right stick to aim the reticle at 
 your intended target, then press R1 to throw.
- Once the Batarang sticks to its target, it will emit a sonic pulse that 
 responds to the collars placed on inmates.  This will cause an inmate to 
 come and investigate the noise.
- There is a cool-down time once you use this.  You'll be able to use them 
 again in about a minute.
- By purchasing the Sonic Shock Batarang, you can add a function to 
 electrocute the enemy that approaches the Batarang.  Press R2 once the enemy 
 gets close to release the shock.  Once you do this, though, you cannot throw 
 another Sonic Batarang.
- Also, if an enemy shoots a Sonic Batarang to cause it to release its shock 
 early, it will be the same as if you detonated it, and you won't be able to 
 use it again.

Explosive Gel -
- This weapon is found in the Batmobile after you leave Intensive Treatment.
- Use this to lay a dose of gel that you can detonate, causing an explosion.
- Hold L1 to ready the dispenser, then press R1 to lay down a dose.  Once you 
 do so, hold L1 and press R2 to detonate.
- If standing near a wall, you'll lay the dose on the wall, otherwise you'll 
 lay it on the floor.
- Place gel on a structurally weak wall or floor to destroy it.
- If an enemy is on gel when it detonates, they'll be stunned.
- If gel is used to explode a wall, any enemies hit will be knocked out.
- You can only lay three doses of gel at a time.
- The Gel can be upgraded, both with Multiple Frequency and Auto Proximity.

Batclaw - 
- This weapon is found in the Batcave following your fight with Bane.
- The claw attachment allows your grapple to grab and pull obstacles.
- Hold L1 to ready the claw and use the right stick to aim.  Press R1 to fire.
- Attach the claw to an enemy to drag them.  If they get dragged over a 
 ledge, they will be knocked out.  Otherwise, they will stumble towards you 
 for a couple of seconds.
- Attach the claw to a wall-suspended vent to drag it off its housing.
- You can also rapid-fire the Batclaw by double-tapping R2.  It will attach 
 to the nearest target.

Cryptographic Sequencer -
- Batman starts using this tool once you find Warden Sharp in the Penitentiary.
- This device is used by Batman to short-out boxes that power energy fields 
 and similar devices.
- Hold L1 to bring up the device, find a box you can use it on with the right 
 stick, and press R1 to begin cracking.
- To crack the box, you'll need to point both thumbsticks in the correct 
 direction and hold them there for a couple of seconds.  You'll know you're 
 getting closer when the oscillating wave increases in amplitude.  Once the 
 screen of the sequencer turns green, you've found the spot.
- Certain targets are more difficult than others.  The difficulty determines 
 how precise you have to be on the direction on each thumbstick.
- The sequencer can be upgraded, both in Range and Power.

Line Launcher -
- Batman calls in the Batwing to take this tool after defeating the twin 
 set of Titans in the Botanical Gardens.
- This tool is used to cross horizontal expanses.
- Hold L1 to ready the device.  Look at the reticle to see if there's a 
 yellow bar above and below it.  If both are there, then you have attach 
 points for both ends and can fire the device with R1.  While travelling, you 
 can press X at any time to detach and drop to the floor.
- If there are enemies in your way, you'll plow through them.  You can also 
 use this to break through windows.

Ultra Batclaw -
- Batman assembles this device once he returns to the Batcave after escaping 
 Killer Croc.
- This tool is an upgrade to the Batclaw.
- Hold L1 to ready the claw and use the right stick to aim.  Press R1 to fire.
- In addition to everything the regular Batclaw can do, it can also pull down 
 structurally weak walls.  Use this on walls that you can't reach with your 
 Explosive Gel.
- Since this claw has three wires, you can pull three enemies towards you 
 at once.  This is automatically attempted with the "Quick Batclaw" 
 manuever.

---

And now, the upgrades that can be purchased when you earn enough experience.  
Experience is earned from doing pretty much anything: fighting bad guys, 
solving Riddler Challenges, just about anything that's "something" will get 
you a few points, so don't worry too much about farming them.

1st, 2nd Upgrade: 2000 XP
3rd Upgrade: 2500 XP
4th Upgrade: 3000 XP
5th Upgrade: 3500 XP
6th Upgrade: 4000 XP
7th Upgrade: 4500 XP
All Upgrades Thereafter: 5000 XP

Special Combo Throw -
- This is a combat upgrade.
- It's available from the first upgrade you get.
- After chaining together a combo of x8, press X and square together to 
 pick up an enemy.  Use the left stick to aim your throw.
- Any enemy thrown off a ledge will be knocked out.  Otherwise, the throw 
 causes damage to the one thrown and any enemy knocked down in its path.
- Once you use this move, you'll need to earn another x8, either in the same 
 combo or another, before you can use it again.

Special Combo Takedown -
- This is a combat upgrade.
- It's available once you unlock the Special Combo Throw.
- After chaining together a combo of x8, press triangle and circle to grab 
 the nearest enemy and knock them unconscious.
- Once you use this move, you'll need to earn another x8, either in the same 
 combo or another, before you can use it again.

Special Combo Boost -
- This is a combat upgrade.
- It's available after you unlock the Special Combo Takedown.
- This will allow you to use the two aforementioned special moves after a 
 combo of x5 instead of x8.

Combo Batarang -
- This is a combat upgrade.
- It's available from the first upgrade you get.
- With this, you will now be able to chain batarang throws within a combo.  
 The combo must have progressed to at least x3 to work.
- Furthermore, if you have the Twin or Triple Batarang, you will throw 
 that many batarangs when you perform the move.

Critical Combo Strikes - 
- This is a combat upgrade.
- It's available from the first upgrade you get.
- With this active, you can perform Critical Strikes.  To do this, you need 
 to be within a combo of at least x3.  Press Square once just after 
 connecting with an enemy, aim at any enemy in your fight, and you will 
 jump to that enemy for a powerful strike.  You can do this from a 
 surprisingly far distance away.
- Not only will this cause the most damage of any attack short of a takedown, 
 but also add 2 to your combo instead of the usual 1.

Inverted Takedown -
- This is a predator upgrade.  In fact, THE predator upgrade.
- It's available from the first upgrade you get.
- When perched on a gargoyle, wait for an enemy to walk beneath you, then 
 press Triangle when an enemy is beneath it to swoop down and grab them.  
 This incapacitates the enemy, but will also call any enemies in the area 
 to your position, although they generally will only see their friend, not 
 you.
- You must be actually looking at your prey with the camera for this to be 
 allowed.  If you want, you can also use Circle to hang beneath the gargoyle 
 before pressing Triangle.  This will allow you to get a better view of the 
 area below you and give you a better line of sight on your target.

Armor Upgrade V1 -
Armor Upgrade V2 -
Armor Upgrade V3 -
Armor Upgrade V4 -
- These are health upgrades.
- Quite simply, purchase these to extend your health meter.
- These must be bought in sequence.  The first is available at the first 
 upgrade you get.

Batarang Power -
- This is a Batarang upgrade.
- It's available from the first upgrade you get.
- With this active, a Batarang will stun an enemy for longer after it connects.

Twin Batarang -
- This is a Batarang upgrade.
- It's available from the first upgrade you get.
- This activates the Multi-Batarang gadget.  See its entry above for more info.

Triple Batarang -
- This is a Batarang upgrade.
- It's available once you unlock Twin Batarang.
- This adds another Batarang to the Multi-Batarang gadget.  See its entry 
 above for more info.

Remote Control Batarang -
- This is a Batarang upgrade.
- It's available from the first upgrade you get.
- This activates the Remote Control Batarang gadget.  See its entry above for 
 more info.

Sonic Batarang -
- This is a Batarang upgrade.
- It's available from the first time you see a suicide collar in Arkham 
   Mansion.
- This activates the Sonic Batarang gadget.  See its entry above for more info.

Sonic Shock Batarang -
- This is a Batarang upgrade.
- This adds the shock capability to the Sonic Batarang.  See its entry above 
 for more info.

Multiple Frequency Detonator -
- This is a tool upgrade.
- It becomes available once you rescue Dr. Young the first time.
- With this, if you have lain multiple doses of explosive gel, you can pick 
 which one to detonate.
- Press R3 to zoom and look at the dose you wish to explode, then press R2 
 to detonate it.  Make sure you're zooming, otherwise, you'll just set off 
 all the gel you've lain.

Auto Proximity Detonator -
- This is a tool upgrade.
- It becomes available once you find the Explosive Gel.
- With this, if an enemy walks across a dose of explosive gel, the gel will 
 automatically explode, stunning them.

Cryptographic Range Amplifier -
- This is a tool upgrade.
- With this, you can stand further back from electric wall boxes to hack into 
 them with the sequencer.
- This upgrade is actually essential for getting to certain Riddler Challenge 
 items.

Cryptographic Power Amplifier -
- This is a tool upgrade.
- With this, hacking into electric wall boxes will be a lot easier.  The 
 zone in which you can hack the box using each thumbstick will increase in 
 size.

======================
3D. Exploration Tips =
======================

Whenever you enter a new area, take the time to pull up Detective Mode and 
peruse the area.  Firstly, look for enemies (you will get a pop-up on any 
hostiles in the area, armed or unarmed).  Once that's taken care of, note 
any other object that's highlighted: weak walls, vent covers, etc.  Anything 
that can improve your way of getting around the place or allow you to get 
one-up on enemies or to find secrets.

I can't think of a better place to do this except here, but a note about 
falling.  You cannot "die" due to falling.  If you fall a long distance, 
Batman will automatically glide for a second to slow his fall before you hit.  
If you fall into water, Batman will automatically swim back to the nearest 
bit of land.  However, if you fall into a "bottomless" gap or into a 
gas-filled area, you will slow down and get a prompt to press R1 to "escape", 
where Batman will grapple to an earlier point.

Look up.  Sounds kinda obvious, but don't forget that the concept of high 
ledges doesn't mean much to a guy with a grapple.  Check for high points that 
you can grapple to, which may result in new ways of moving you hadn't 
considered before.

A lot of the game's exploration is when you're looking for Riddler Challenges, 
so keep an eye open for crawl spaces that might hide Trophies, as well as any 
area that just looks odd or that stands out.  It could be an answer to one of 
the riddles.

Don't be discouraged if you can't access a particular area or item.  While the 
game sometimes takes efforts to block off old areas so you can move forward, 
by the end of the game (and you'll know when that time is), you'll have the 
whole island open to you.

===========================
3E. Combat Tips & Enemies =
===========================

First, about health.  Your health meter is in the upper-left corner of the 
screen, and is reduced when you're struck or shot or whatever by an enemy.  
If it empties, your journey is (naturally) over and you're given a prompt to 
retry or quit (as well as a taunt by one of your foes).  Retrying will return 
you to your last checkpoint.  As for restoring health, health automatically 
increases when you gain experience, which is most often done when you find a 
secret or defeat enemies.  Enemy experience is only applied to your score 
AFTER you finish a fight, so don't expect to regain health in the middle of 
combat.  Higher difficulty means you regain less health after a fight.

Combat is based around a freeflow style, similar to games like the latter two 
Prince of Persia games in the Sands of Time trilogy.  The game has a sort of 
"smart sense" about aiming properly at bad guys.  All you really have to do is 
move in the general direction of a nearby enemy and press one of the attack 
buttons and you'll use that attack on them.

Your combo is an important aspect of fighting.  As long as you can string 
attacks together without missing or walking away after a second, your combo 
will increase.  This means more experience so you can buy upgrades quicker, 
and it means more points in Challenge Mode.  Also, there are certain powerful 
special attacks you can upgrade to that require you to have a good running 
combo.

As for the type of attacks you can use while you fight:

Strike: Naturally, the most basic type of attack.  Pound and pound some more 
 on the bad guys.  Most enemies are woefully weak at defense, so most of the 
 time, you shouldn't have to worry about your attacks being blocked or 
 countered.  That said, relying solely on striking won't keep you going 
 forever, as enemies can get the drop on you, which leads us to...

Counter: When you see the blue lightning bolt about an enemy's head, he's 
 about to land a blow on you.  No more than one enemy will be attacking you 
 at any one time, so there's no need to use a direction input: just press 
 Triangle and you'll grab the bad guy and "discourage" him from continuing his 
 attack.  In theory, one could consider doing a battle with nothing but 
 counters, if it weren't for the fact that enemies seem to attack in a pattern 
 that lies juuust outside your combo time range.  Sometimes you can use a 
 strike instead of a counter when an enemy has the "icon" above his head, but 
 don't rely on it; it's much safer to use the counter.

 NOTE: On Hard difficulty, you will NOT see counter icons of any type.  You 
  have to watch the enemy movements.  Fortunately, this isn't all that 
  difficult.  Just watch for the one that's charging towards you.

Cape Stun: This is a move where Batman spins his cape in front of him, 
 stunning any close enemies in the immediate area for a couple of seconds.  
 Yes, it can work on multiple enemies if they're close.  There are some 
 enemies where it's more or less a requirement to use this, whom I'll identify 
 below.

Evade/Vault: This is when you perform an evasive roll, by double-tapping 
 X.  It looks like a normal dive roll if you're not aiming at anyone, but 
 if you perform it in the direction of an enemy, you'll spring off them, 
 leaving them a ways behind you.  This is required for certain enemies, and 
 pretty useful if you wish to step away from a thick melee to single enemies 
 out more.  Also, your combo will be maintained, unless you perform two 
 dive rolls at once.  Furthermore, during Titan fights, you will be 
 invincible while performing a vault, even if a Titan is charging through 
 you.

Ground Takedown: If you've got an enemy on the ground, this will finish them.  
 Unfortunately, this can be interrupted, so if you're in the middle of a 
 scuffle, taking time out on one guy is not advised.  

Special Moves: The Throw and Takedown are both moves that *almost* completely 
 halt the action so you can finish your little flair, so use them as much as 
 possible to get a couple seconds breather, but be prepared to launch right 
 back into the thick of it.  Of course, don't forget you have to A) unlock 
 them, and B) get up to a high enough combo to use them.  I say almost 
 because certain particular things can disrupt you, such as an enemy throwing 
 a heavy box, a Titan charging, or someone with a gun.

Batarang: Don't forget that you can use these during combat.  If you get a 
 moment where nobody's close enough to hit for whatever reason, tap L1 to toss 
 a quick shot at anyone nearby.  It's not something I'd recommend for a close 
 fight, just because you might get popped in the process.  Furthermore, if you 
 come upon a group that has one or two armed henchmen, definitely use a 
 Batarang on the armed ones to knock their guns away.  If you have the Combo 
 Batarang upgrade, you can then chain batarangs into your combo without 
 missing a step.  If you have Twin or Triple Batarang, you'll throw that 
 many.  During combos, Batarangs will always score a knockdown, levelling 
 the playing field.

Batclaw: Y'know, I completely forgot about this in my first play through, but 
 they did make a quick-use function for this for a reason (double tap R2).  
 Use it to make one enemy (or three enemies if you have the Ultra) stumble 
 to set them up for an attack.  It does take a second to use, though, so 
 make sure you have a little breathing room so you're not interrupted by 
 someone launching an attack.  

Other Tools: Try to avoid using the rest of your stuff during combat.  The 
 other Batarangs, the Explosive Gel, and the Line Launcher are all things 
 that work better against enemies when they don't know you're there, yet, and 
 setting them up to use takes precious time

---

Here are a list of the standard enemies you'll be facing:

Henchman: The basic type of henchman focuses on getting close to you to 
 punch you.  That's about it, really.  Their strength, naturally, comes in 
 numbers, which is when you need to be careful.  Furthermore, once you 
 progress through the game, they get faster, and you have less of a window to 
 counter their attacks, so focus more on countering if you see the icon.

Pipe Henchman: This is simply a henchman who picked up a pipe, giving him 
 more reach and more damage potential.  A solid hit can knock the pipe from 
 his hands, turning him again into a normal henchman, but be wary, for anyone 
 can pick up dropped weapons.  That said, anyone who is going for a dropped 
 weapon is quite vulnerable to attack.

Wall Mountings: After a certain point in the game, enemies might go for heavy 
 objects bolted to the walls.  They'll take a few seconds to yank them from 
 their housing, then throw them at you.  Once the object is thrown, you 
 cannot block, strike, or whatever to these objects, only dodge.  You'll know 
 that an enemy has a heavy item ready to throw when they get a red "counter 
 icon" above their heads.  You can stop the henchman from getting the item, 
 though, so consider making them a priority for a solid strike or batarang 
 while they're grabbing for the object or holding it over their heads.

Gun Henchman: This will be more fully discussed in the next section, but 
 suffice to say that an enemy with a gun is EXTREMELY dangerous.  Batman's not 
 completely bulletproof, and a hail of bullets will turn him into lunchmeat, 
 even on Easy.  On Hard, all it takes is a few stray bullets and you're 
 pushing up Bat-daisies.  If you come upon a group with armed henchmen, make 
 them priority one.  A decent strategy is throwing Batarangs before they spot 
 you to knock the guns from their hands.  Furthermore, there are points in 
 the game that involve Gun Cabinets.  Enemies will go to these cabinets and 
 spend several seconds trying to get a weapon (much like Wall Mountings).  The 
 difference here is that an alarm will go off as they try to do so, meaning 
 you better get over to them before they're armed.  Oh, and a dropped gun can 
 be picked up by another enemy, but this is actually kinda rare, I've found.

Knife Henchman: These guys are easily recognized by their orange jumpsuits.  
 As advertised, they carry knives, and are actually quite adept at combat.  
 Simple strikes will be blocked if they're ready, and you cannot counter them 
 normally (a red counter icon will appear instead of blue).  The way the game 
 wants you to take them out is to use a Cape Stun.  At this point, they're 
 vulnerable to strikes until they snap out of it.  It's hardly the ONLY means 
 to get rid of them, of course.  Batarangs, the Batclaw, and any special 
 moves, will work on them just fine.  It's just strikes and counters that are 
 out.  Also, they will recover quickly if you try to vault over them.  As a 
 note, they cannot drop their knives, so you can never disarm them until 
 they're out, but at least no one else can pick up their weapons.

Stun Baton Henchman: This is probably the most difficult henchman to face.  
 The electric prod they carry can shock you right out of a combo and heavily 
 damage you.  Strikes and counters don't work.  A Cape Stun will stun them, 
 but you can't follow up with a strike.  The method preferred by the game is 
 for you to vault over them by double-tapping X in their direction.  They'll 
 be facing away from you for a moment, open to attack.  Batarang and special 
 moves also work, so try to make sure these guys get priority for those 
 moves.  However, do not try the Batclaw, as they'll stumble straight into 
 you with their baton out in front.  As a final note, they CAN drop their 
 baton, and it CAN be picked up by others, so be wary.

Lunatic Inmate: About halfway through the game, you'll come upon these madmen.  
 They're human, but unlike any human fighter you've met.  When they see you, 
 they charge, screaming bloody murder, and latch onto your throat, draining 
 health, requiring you to hammer on the X button to shake them off.  The good 
 news is that they have exceedingly low stamina.  One strike, one counter, 
 one Batarang, and they're on the ground, where you can finish them with a 
 Ground Takedown.

Plant Pod: Late in the game, you'll find these lying around the Asylum.  As 
 you approach, they pulse red, then release between one and three floating 
 spores which will fly at you and damage you.  The good news is that these 
 things are easy to disable.  Simply walk right up to them and press X to 
 destroy their core.  It's just a matter of getting to them so they don't see 
 you as a threat, or just quickly before they shoot a spore.  If they do 
 release spores, you can use batarangs to blast them first.

===================
3F. Predator Tips =
===================

THIS is the meat and potatoes of this game.  If you watch the making-of 
featurettes, you'll note that they specifically wanted this to be called the 
"predator" aspect of the game, rather than "stealth".  They felt that calling 
it "stealth" implied that the player would be afraid of the enemies, and 
Batman doesn't get afraid of his enemies, he makes them afraid of HIM.

So, in addition to the game's Predator Challenges, you'll have several 
instances in the story where you're in a room (usually of considerable size) 
that is populated by armed guards.  Yes, their bullets are very dangerous to 
you, but you're Batman, for cryin' out loud.  Your objective in these 
situations is to maintain your invisibility and pick off your enemies one by 
one, causing as much fear as is necessary (and fun).

The first and foremost tip of preying on your enemies is Detective Mode.  
You'll want to have it on more often than not, as you can see through walls, 
so no matter where you are in the room, you can see where they are and what 
they're doing.  This may seem like an unfair advantage, but let me remind you 
that they have GUNS.

Speaking of guns, actually, I want to make one more note about what your 
enemies will be armed with.  Some have submachineguns, and some have 
shotguns.  For your purposes, which of these two shouldn't make a difference, 
since either can make a real mess of you.  One type you do need to watch for 
is the sniper rifle.  At a certain point in the game, they'll be populating 
the guard towers on the Arkham grounds.  With DMode on, you can see their 
laser sights.  Their shots REALLY hurt, so be extra careful.  Try to move 
towards them when they're not looking in your direction, and don't do 
anything that would draw attention to you.

Finally, at a point in the game (and in all the Predator Challenges), enemies 
will be wearing security collars.  These are meant to monitor their health in 
the facility, but Joker re-engineered them so they let anyone in the vicinity 
know if the wearer has been knocked out.  At that point, any time you knock 
someone out, the others will know in about ten or so seconds.  They'll rush to 
their comrade, which can be a problem, but it can be useful if you're trying 
to herd enemies.

---

How Not To Be Seen

This is essential due to the fact that you don't stand a chance once they get 
a proper bead on you.

You'll probably want to crouch (R2) at all times while sneaking around.  
You'd be surprised how many chest-high fences and barriers there are in 
Arkham, basically making you completely invisible to someone on the other 
side.  Of course, putting any kind of wall between you and the enemy makes 
you hidden.

Vents are also a good way to stay unseen.  Floor vents are marked by odd-
looking grates (and a command prompt for how to enter them), and wall vents 
you should recognize quickly after a little bit of play.  Be warned, however, 
that these are not foolproof, and enemies can sometimes see in open wall 
vents.  Also, if there's a downed enemy nearby, they will peer through floor 
vents to try to find you.

Height is also a good thing to separate you from your enemies.  I've found 
that if you're a level above an enemy, even if there's no obstruction, that 
they *generally* can't see you.  Speaking of height, I'll finally bring up 
probably one of your best structural advantages, the gargoyles.  If you're on 
a gargoyle positioned high on the wall, you're effectively invisible.  This 
makes a great location to survey the area, track enemy movements, take a 
breather, or from which to launch an attack.  As you start to get used to 
preying on enemies, you'll find gargoyles will get a lot of use, and certainly 
you should use them, but I'd suggest not letting your other stalking skills 
go to pot, because gargoyles aren't in every area.

So all this is well and good, but you'll probably be seen more than once in 
your adventures.  If you're spotted, enemies will yell.  Any that have a 
direct line of sight will shoot, and all others will try to get to a firing 
position as quickly as possible.  At this point, abandon stealth and just try 
to get out of there.  The most popular way is to grapple up to a gargoyle.  
From there, grapple between a few gargoyles.  The bad guys will lose track 
of you eventually.  While popular and simple to pull off, you will be in the 
open while you zip around, so odds are you'll take a hit or two.  To that end, 
consider alternative escape means.  While enemies can track you to vents, they 
can't follow you in, so that's a ready-made means of escape.  Also, if you're 
spotted by only one enemy, consider letting loose with a Batarang to stun 
them.  It will take him a few moments to regain his composure, and for other 
enemies to converge, giving you a few precious seconds to beat a retreat.

---

Taking Them Out

So, you've successfully made yourself invisible to the enemy and now wish to 
unleash your righteous Bat-fury on them.  Happily, you have many varied means 
of doing so.  Actually, if you need ideas, go play the Predator Challenges, 
since the medals require you to extinguish enemies in a creative manner that 
you may not have known about.

Silent Takedowns are by far the simplest and safest means of removing an 
enemy.  Simply sneak up behind an enemy and press Triangle.  You'll drop them 
like a bad habit with no noise.  Of course, it's a problem if you're SEEN, but 
you wouldn't do something foolish like that, would you?

There are also a few variations on the normal Silent Takedown.  One is the 
Ledge Takedown.  Hang from a ledge, and when the enemy passes above you, 
you'll have the option of pressing Triangle for a quick takedown.  This makes 
noise, though, so take care in using it.

Another is the Corner Takedown.  Crouch near a corner and press X to press up 
against it.  If an enemy passes near your corner, you can press Triangle to 
send them to dreamland.

Also, available for unlocking in the upgrades is the Inverted Takedown.  
While perched on a gargoyle, wait for an enemy to pass under you and press 
Triangle (it may help to press Circle to hang, since you have to be looking at 
your prey for it to work, which is easier to do underneath the gargoyle).  
With this, you swoop down and snatch the enemy, then hang him from the 
gargoyle on a rope.  Of course, he screams during this, alerting his comrades, 
but you're still in a position where you can't be seen, so all you've done is 
moved them from their positions.  Also, while someone's hanging from a 
gargoyle, you can't use that gargoyle again for the Inverted Takedown.

While silent methods are safest, you're quite allowed to be a little more 
rough in your techniques, provided you think you can get away fast enough.  
There are a few methods for doing this.  For one, simply swoop down on an 
enemy from a higher vantage point.  Land on them and they'll be stunned on the 
ground for a few moments, open to a Ground Takedown.  This is easier to do 
from a gargoyle, as you'll have a button prompt (Square) to perform a Glide 
Kick, whereby you'll aim right for them and knock them over (Ground Takedown 
afterwards).  Only thing about the Glide Kick is that it requires your enemy 
to be a certain distance from you, but not too far.  You'll know you can do it 
if you see a blue bat insignia hovering over your foe.

Lastly, if you're feeling brave or stupid, you can still just rush up and 
punch them to pieces.  You'll almost definitely take damage, but it does work, 
so I thought I'd mention it.

---

Those Wonderful Toys

Yes, while unarmed takedowns are quite satisfying, almost equally fun is using 
weapons or tools to help in the struggle.

Batarang: Quite useful actually.  Any enemy hit is stunned.  Use before you 
 sneak in for the takedown, or to deter anyone getting too close, or as a 
 distraction.  Multi-Batarangs can be used for clusters of enemies once you 
 unlock them.  I haven't played much with the RC Batarang, but given its 
 unwieldy nature, I can't imagine it'd be too useful for preying.

Sonic Batarang: Once you unlock this, you've got a ready-made decoy.  When it 
 blips, one (thick) guard will come to investigate, abandoning his patrol and 
 anyone he's travelling with.  Excellent for getting one dope alone.  
 Furthermore, with the "Sonic Shock" upgrade, you'll be able to detonate the 
 Batarang by pressing R2 and the guard who investigates it will be knocked 
 out.  Yes, that's a free long-range knockout.  The only problem is you can 
 only do it once per Predator event.  Also, if an enemy spots the SB and 
 shoots it, it's the same as if you detonated it.

Explosive Gel: Be wary, because laying down a dose takes time.  However, this 
 can be used in two ways.  If you detonate gel when a foe walks across it (or 
 have the Proximity upgrade), they'll be stunned and ready for a takedown.  
 If you lay it down against a wall (or a ceiling) and explode it in the 
 enemy's direction, that's an instant KO.  Look for weak walls in every 
 situation.  It's very handy.  Oh, but it's loud, and will attract attention, 
 of course.

Batclaw: I rarely remember to use this, but say an enemy is standing on an 
 upper floor next to a ledge and you're some distance away.  Well, all you 
 have to do is fire your Batclaw at the guy and you'll drag him over the edge, 
 to a knockout below.  He'll scream and call his buds, but hey, it's sure 
 cool-looking.

Line Launcher: Not something I'd use frequently, but barrelling across a wire 
 and bowling over a bad guy does seem kinda satisfying.  Also, consider 
 using it to quickly travel from one edge of the room to the other, as long 
 as you can do it without being spotted.

******************************************************************************
4. STORY WALKTHROUGH
******************************************************************************

As we begin, I'll make a couple of notes here.  First, I'll refer to compass 
directions more than once throughout the walkthrough.  Assume that north is 
at the top of the map when viewing any map.  Yes, this is despite the fact 
that some maps reorient the structure once you're inside as opposed to 
outside.  (Actually, the game doesn't seem to care much.  Look at the entrance 
to Arkham Manor on the west side, and then clearly referring to a West and 
East Wing while inside, with the entrance now at the south end.)

The second point is that I'm integrating Riddle Challenges into the 
walkthrough.  Whenever you see a double space indent followed by a *TITLE* 
like so, that's an extra you don't need to do, but since all RCs are worth 
experience, I highly recommend it, particularly on Hard where you need all the 
upgrades you can get.

=============================
4A. Part One - Joker's Wild =
=============================

== Intensive Treatment ==

Intensive Treatment Lobby -
 To begin, simply follow the Joker and watch for command prompts so you can 
 get familiar with the controls.  Listen to Mark Hamill's flawless performance 
 as you walk through the halls, ride elevators and whatnot.

Holding Cells -
 Your first fight starts immediately.  Take out the three enemies here, and 
 the next round of four.  Utilize simple strikes, counters, and ground 
 takedowns.  Once all are kaput, you'll exchange words with the Joker for a 
 bit, and he'll open the electric gates ahead.
  *RIDDLER TROPHY* - Open the vent near where Commissioner Gordon is.
  *JOKER TEETH* - There are three in the office north of cells.  Use a 
   Batarang on each.

Processing Corridor -
  *JOKER TEETH* - There's a set right in front of you, and another near the 
   henchmen further down the hallway.
 Proceed down this hallway and you'll happen on two more henchmen.  After 
 they're toast, head to the left and speak to Eddie Burlow.  He'll tell you 
 to move down back the other way.  You'll automatically speak to Oracle, and 
 then you can head through the door at the end of the hallway.

Patient Pacification Chamber -
 Talk to Zach Franklin and he'll mention that Mr. Zsasz has a guard in an 
 electric chair.  Instead of walking directly towards him, go through the door 
 nearby and up the stairs.  Go all the way through the room until you reach 
 the area above where Zsasz is.  You'll be prompted to use Detective Mode and 
 the Grapple to reach the gargoyles above you.  Do so.  Once you're close 
 enough to Zsasz, you'll see a blue bat above him and the prompt to go for a 
 Glide Kick.  Do so, then use the Ground Takedown to finish him.
  *RIDDLER TROPHY* - Once you regain control, open the vent on the south wall.
 Open the vent on the north wall and press R2 to crouch so you can crawl
 through.
  *RIDDLER TROPHY* - In plain sight at the end of the vent.

Processing Corridor -
  *JOKER TEETH* - Another three just up the hallway.
 Harley will block the way back, so your only choice is straight ahead.

Decontamination -
 Once done speaking with the guard, look up.  Grapple up the vent and follow 
 the tunnel to the main room.  You have to stay above the gas in this room.  
 If you fall down, you'll be given the option to press R1 to escape, so take 
 it.  You'll learn about jumping movement in this room.  Rescue the nearby 
 guard, then grapple up above you to rescue a second one.  The next platform 
 ahead you'll need to glide to, so do so and rescue the convict.  Finally, 
 follow the instructions to find the power box for the fan system.  Hit it 
 with a Batarang to suck out all the gas and making it safe for passage.
  *JOKER TEETH* - There are three in this room, one near the box, and two 
   back near the entrance.
  *RIDDLER TROPHY* - On the east side of this room, in the middle alcove is a 
   couple of floor vents.  Crouch and press X to enter the vent to find this 
   one.

Transfer Loop -
  *JOKER TEETH* - One right in front of you, and a second at the end of you 
   path in this room.
 Follow the green arrows.  Two henchmen will attack you on the way.

Secure Treatment Transfer -
 BOSS: IMPERFECT TITAN
  He's a nasty fellow isn't he?  There is an easy way to counter guys like 
  this, but for now, let's fight the way the game wants you to.  Avoid his 
  swings and watch for his charges (he makes a distinct growl and raises his 
  arms to either side).  Use the Evade move to dodge and take a couple hits 
  while his back is turned.  After a little while of playing with the guy, 
  he'll collapse.
 Speak to the guard once he lowers the barriers.  You'll be able to leave the 
 way you came in.
  *RIDDLER TROPHY* - In the other small office in this room.  You'll be able 
   to enter once the guard lowers the barriers.

Transfer Loop -
 Instead of going back to Decontamination, turn left (west) down the halls.  
 Once you pass a guy with a bucket on his head, you'll find two more henchmen 
 (as well as a note on the Quick Batarang).  Pass through the door they were 
 guarding.

Holding Cells -
 This is the other side of the first area, where Gordon was.  Enter and tap 
 L2 to use Detective Mode to set up a crime scene.  Find Boles' flask and hold 
 X to scan it into your system.  From now, when you have DMode on, you'll be 
 able to see clouds of alcohol.  The idea now is to trace them to where Boles 
 is.

Transfer Loop -
 As you might have surmised, this trail is leading you south, to the area you 
 haven't gone to, yet.
  *JOKER TEETH* - There are three more near the desk as you listen to the 
   lovely conversation.

Secure Transit -
  *INTERVIEW TAPE* - Head to the southeast corner of the ground floor to find 
   stairs leading to an office.
 So, now that Harley has dropped the elevator, you'll have to climb and 
 grapple up to the top floor.  Your first grapple target is above you to the 
 east.  Grapple up twice then run and jump across to the small gap.  Shimmy 
 to the right to the vent and crawl through.  Once outside, grapple up twice 
 again, then jump across the gap.  The path is pretty clear.  Just continue 
 to climb and grapple up.  There's another shimmy ledge on the way.
  *CHRONICLE OF ARKHAM* - See that slab with the bug and circular writing?  
   Hold L2 while looking at it (and standing near it) to decode the first of 
   Amadeus Arkham's messages.
 Once you reach the top, you'll be attacked by five henchmen.
  *JOKER TEETH* - One set near the electric gate.
 The doors up here are locked, so use the vent nearby.

Cell Block Transfer -
 Once you exit the vent, hit L2 to note that some of the Joker's goons have 
 guns.  You'll need to circumvent them, as guys with guns will put holes in 
 you real quick.  Use the gargoyle above you and the others to traverse to 
 the other side.  Now, if you wish (and I recommend it), you can take down 
 these three guys using Silent Takedowns.  Hold R2 to sneak over to the 
 nearest one and press Triangle to drop him.  Do the same for the other two.  
 They won't notice unless you make undue noise.  There's a fourth guy talking 
 to the Joker in one of the offices, but he won't turn around, so he's an 
 easy grab.  The door's locked, so leave by the vent.

Intensive Treatment Lobby -
 Time for your first true predator challenge.  As you exit, you'll notice a 
 goon right in front of you, so give him the silent treatment.  You can 
 grapple up to a gargoyle if you wish to get to a nice invisible vantage 
 point.  So, the idea behind "predator" areas is to sneak around and pick off 
 the guards one by one without being seen much.  They will work together to 
 try to get rid of you, so it's best to take each when they're isolated.  
 There are plenty of tips in Section 3F.  So, anyway, counting the guy you 
 just took out, there are a total of three henchies in the room.  The other 
 two are well apart from each other, so dropping them shouldn't be difficult.  
 If you need a tip, I personally enjoy getting onto the roof of the offices 
 in the middle and standing on the roof glass.  Once a guard is underneath, 
 you can use a Takedown, but it's up to you.  Anyway, once you take down the 
 first three, another three show up, so continue scaring the pants off them.  
 
 Once finished, head up to the south area to find what's left of Boles.  The 
 Riddler, of all people, will contact you with a riddle.  He wants you not to 
 cut yourself on a portrait of something "sharp".  You should try to puzzle it 
 out for yourself, really, but if you take too long, he'll gripe to you that 
 he's talking about Warden Sharp, of which there is a picture of in this area 
 near Boles (the west wall, near the main room).  Hold L2 to analyze it and 
 you'll be introduce to the whole concept of Riddler Challenges (y'know, the 
 ones I've been pointing out all the way here).  Anyway, I'll touch on all of 
 them in the walkthrough, but in the interest of keeping the game flowing, I 
 won't tell you every single one as soon as you get access to them.  We'll 
 get the vast majority of them at the end once you can get them all in one go.
  *RIDDLE* - The portrait of Warden Sharp in the south part of the area on 
   the west wall, which you have to get to proceed.
  *RIDDLE* - This is what I call an "Invisible Question Mark" riddle.  Bring 
   up DMode.  Go to the offices and stand in the west one and look south out 
   the window.  You can see the top of a question mark on the window and the 
   bottom painted on the vent on the far wall.  Line the two up using the 
   camera and hold L2.  There's one of these in every area.
  *INTERVIEW TAPE* - In the offices in the middle, specifically in the east 
   one. 
  *JOKER TEETH* - At the south end of the room, around Boles, the last three.
 At the bottom of this room, on the west side, is an open door.  Speak to the 
 guard and proceed down the hall as he moves aside.

Utility Corridor -
  *RIDDLE* - The radio on the bench.  Use R3 to zoom towards it so the words 
   "Jack Ryder" are visible.
 All there is to do here is listen to the news broadcast and go through the 
 door.

===============================
4B. Part Two - House & Garden =
===============================

== Arkham Island ==

Arkham East -
 Through the vent and out you go.  Grapple up to the ledge, then drop down to 
 the grounds themselves.
  *RIDDLE* - Look northeast-ish from a decent vantage point out towards 
   Gotham to spot the Wayne Enterprises building.  Zoom in for the shot.
  *RIDDLE* - East of the Botanical Gardes is a graveyard.  Amadeus Arkham's 
   grave is your target.  Make sure you get a good shot of the headstone.
  *RIDDLE* - Invisible Question Mark.  The vantage point is the clocktower 
   on the roof of the Mansion.  Grapple up from the north roof of the 
   Mansion.  You'll see the dot of the question mark on the highest ledge of 
   the clocktower.  The rest of the mark is on the roof to the south.
  *CHRONICLE OF ARKHAM* - Inside the walled-off garden north of the Mansion 
   entrance, up against the Mansion wall.
  *INTERVIEW TAPE* - There are two guards stations high up near the exit to 
   North Arkham.  This is in the southern of the two.
  *RIDDLER TROPHY* - The south end, quite visible on an extended block of 
   concrete.
  *RIDDLER TROPHY* - On the roof of the northernmost guard tower.
  *RIDDLER TROPHY* - In the graveyard east of the Botanical Gardens is a 
   shack with this inside.
  *RIDDLER TROPHY* - Another in the graveyard, partially obscured in grass at 
   the north end.
  *RIDDLER TROPHY* - From the walled-off garden north of the Mansion entrance, 
   you can grapple up to the patio to the east, where you'll find this.
  *RIDDLER TROPHY* - This is on the Mansion roof, specifically the roof above 
   the preceding Trophy.  Grapple up the roof from the walled-off garden's 
   wall.
  *RIDDLER TROPHY* - Antoher on the Mansion roof.  This one's at the highest 
   ledge you can get to on the clocktower.
  *RIDDLER TROPHY* - Another on the Mansion roof, this time in the south area.  
   It's in a somewhat sunken area about midway between the circular tower and 
   the squared area in the southeast.  Drop down from the clocktower.
 If we're quite finished running around out here, head to the exit to North 
 Arkham.  In the transit passage, you'll find two armed henchmen, behind the 
 gate past the van.  Grapple over and behind them and deal with them.

North Arkham -
 First thing's first.  Run up to those bozos knocking on your ride.  There are 
 six total, and a few are armed with pipes.  Once they're out, press X near 
 the trunk to arm yourself with EXPLOSIVE GEL.  Fancy.  Next, set up a crime 
 scene around the Batmobile to find Gordon's pipe.  You now have a new trail 
 to follow.
  *SECRETS MAP* - On top of the eastern building is a weak section.  Blow it 
   open with the Explosive Gel to find this, which will vaguely mark all 
   secrets on your map (except Joker Teeth).
  *RIDDLE* - Near the gate at the north end is a seesaw.
  *RIDDLE* - Invisible Question Mark.  In the northwest ruined building is 
   an arch.  The top of the question mark is underneath the top stone.  The 
   dot should be easy enough to find afterwards.
  *CHRONICLE OF ARKHAM* - In the northwest is a tall ruined building.  Grapple 
   up to the second ruined floor to find this on the wall.
  *CHRONICLE OF AKRHAM* - Enter the cave in the southeast corner and grapple 
   up to find this one.
  *INTERVIEW TAPE* - Inside the hut in the western guard tower.
  *RIDDLER TROPHY* - Just north of the Batmobile is a weak section of floor
   (you can see it with DMode).  Blow it up.
  *RIDDLER TROPHY* - On top of the western guard tower.
  *RIDDLER TROPHY* - From the top of the eastern guard tower, glide north to 
   the raised rock.
  *RIDDLER TROPHY* - In the northwest is a tall ruined building.  This is on 
   the ground floor.
  *RIDDLER TROPHY* - In the southwest part, you can grapple up to the ledge 
   on the Intensive Treatment building.  The trophy is in the east end.
  *RIDDLER TROPHY* - In the southeast corner, you can grapple up to the roof 
   of the Intensive Treatment building.  From there, glide to the cave visible 
   on the southeast wall.
  *RIDDLER TROPHY* - In the southeast corner is a cave.  Follow it until you 
   can find a weak wall at ground level to blow up.
 So, anyway.  Follow the trail of tobacco to the west.  You can't get through 
 the door, but you CAN get through the wall to its right if you lay a dose of 
 gel on it.  Boom, baby.  Head on through the door.

West Arkham -
 There are two bad guys working on... something near the Visitors Center.  
 Drop them.  You can enter the Visitors Center if you want, but there's little 
 you can do here except listen.  Follow the tobacco trail all the way to the 
 Medical Facility.  You'll find six henchmen outside to take down.  If you 
 enter by the main door, Harley will taunt you.  Fun to watch, but you can't 
 get in this way.  If you grapple up the building and head to the east side, 
 you'll find a weak wall you can blow open.  Enter from there.
  *JOKER TEETH* - There are three right outside the front door of the Medical 
   Facility.
  *RIDDLE* - Invisible Question Mark.  Above the main door to the Penitentiary 
   is a ledge.  Grapple up and look down at the ledge below.  The curve is 
   down below, and the dot is up on your level.
  *CHRONICLE OF ARKHAM* - This starts at the door to the Penitentiary, but is 
   well below it.  Drop down to sea level, then grapple up one level below the 
   door to reach a weak wall you can blow open.
  *RIDDLER TROPHY* - Directly above the door to North Arkham, grapple up to 
   it.
  *RIDDLER TROPHY* - Near the northeast door to North Arkham, drop down to the 
   creek south the door to find this one.
  *RIDDLER TROPHY* - Directly below the guard tower.
  *RIDDLER TROPHY* - You'll find this one on the roof of the marine shack near 
   the west end docks.
  *RIDDLER TROPHY* - On top of the Medical Facility, in the southwest corner.
  *INTERVIEW TAPE* - Inside the marine shack near the docks.

==========================================
4C. Part Three - Paging the Crime Doctor =
==========================================

== Medical Facility ==

Maintenance Access - 
 Climb over the fence and drop down to the vent cover.  Crawl through the 
 tunnel.
  *RIDDLER TROPHY* - There's a point where there's a junction off to the 
   right.  Take it to find this one.

Sanatorium -
 At some point in your vent crawling, you'll look outside and see some doctors 
 being roughed up.  This your next predator run.  A total of five armed guards 
 patrol the area.  As always, how you deal with them is largely up to you, but 
 allow me to point out the weak roof of the enclosure in the northeast corner, 
 as well as the weak wall near the southeast corner.  One of the guards tends 
 to stay there near the door, so use it to your advantage.  That's all not to 
 mention the ventilation system that more or less lets you move freely through 
 the west side's floors.
  *JOKER TEETH* - Three on the bottom floor of the room, the south end. 
  *RIDDLE* - On the bottom floor in the northwest area is a cell that's been 
   ripped open, filled with human bones.
  *RIDDLE* - Invisible Question Mark.  On the west side, middle floor is a 
   weak floor (more near the center).  Once you blow it open, look from the 
   south end in DMode to see the two parts of the mark.
  *RIDDLER TROPHY* - This is hidden on the lower floor behind the walls in the 
   southeast corner.  You can either blow up the nearby wall, or travel 
   through the vent in the northeast corner.
  *CHRONICLE OF ARKHAM* - On the west wall, middle floor is a weak floor.  
   Blow it open.  Also, you can use floor vents on the bottom floor to get to 
   this one.
  *INTERVIEW TAPE* - In the northeast corner of the top floor.
 Your next objective is to rescue three doctors, but if you wish, you can 
 venture out the south door.

Medical Foyer -
  *RIDDLE* - In the main room of the foyer is a plaque on the wall that says 
   Bruce Wayne.  Zoom in for a good shot.
  *INTERVIEW TAPE* - On the desk near the entrance.
 Head back into the Sanatorium, then through the north door.

Upper Corridor -
 You now have a choice of any one of three doctors to rescue.  The colored 
 lines on the floor will easily lead you to each of them.  You can do them in 
 any order, so for the sake of argument, we'll pick going straight ahead to 
 the X-Ray room to rescue Dr. Young.  At the end, you'll find three Henchmen 
 to bonk.
  *RIDDLER TROPHY* - In the midst of these corridors is a vent system.  Climb 
   into any one of the vents and crawl to this trophy.

X-Ray Room -
 By pulling up DMode, you can see five armed guards inside with Dr. Young.  
 You'll plainly hear that if any guard sees you, she dies.  So, if you're 
 looking closely through DMode, you'll note that the guards are very close to 
 two weak walls.  Spray Gel on each of these walls, then detonate both at 
 once to take out all five.  You can now speak to Dr. Young and leave.
  *RIDDLER TROPHY* - On top of the X-Ray Room enclosure.

Upper Corridor -
 Now we'll go back the way we came and head for another room.  Note the boxed 
 present on the way.  Use a Batarang to open it from a distance.
  *JOKER TEETH* - Three inside the gift box.
 Proceed back along the corridor and take the other route.  Now, let's go 
 north along the red line towards Surgery.

Surgery Room -
 Gee, wonder if it could be a trap?  This battle is particularly special, 
 since enemies will start pulling things off the walls to use against you or 
 throw at you.  Dodge whenever you see a red lightning bolt, because you can't 
 block a thrown heavy item.  There are eight guys altogether, and they come 
 sequentially, not all at once.  Once you're done, free Dr. Chen.
  *RIDDLE* - Grapple up to the observation area and take a shot of the night 
   shift board.

Upper Corridor -
 Another gift box on the way back.
  *JOKER TEETH* - Three inside the gift box.
 Head to the last room to the west.  Two henchmen sit outside the door.

Patient Observation -
 Two more henchies outside the viewing room.  The last doctor and Aaron Cash 
 are inside the observation room, stuck with gas flooding the main room.  
 Grapple up to the vents above to find a cover you can remove.  Once inside, 
 you'll need to find three boxes to hit with a Batarang to activate all the 
 fans.  To get to the first one, walk around the catwalk to the right, then 
 look down and to the left in the corner.  It's easier to see with DMode on.  
 For the second, hop across to the northwest corner, then hop one gap east.  
 The box is in the northwest corner.  For the last one, you'll need to cut the 
 cable the bad guy is clinging to so he'll drop through the weak ceiling.  
 Hit the last box inside the enclosure.
  *RIDDLE* - Inside this enclosure are a couple of newspaper clippings about 
   Firefly.  Zoom in for a good shot.
  *JOKER TEETH* - Three in this room, in the upper ledges at three different 
   corners.  Searching for them is easier after the gas is shut off.
  *INTERVIEW TAPE* - On the desk in the room where Cash and Kellerman were.

Upper Corridor - 
 One more gift box, only THIS one has a Knife Henchman in it, easily 
 identified by their orange jumpsuits.  They're rather good at blocking your 
 strikes and can't be countered.  What you need to do is perform a Cape Stun 
 with the Circle Button to stun him before you can rail on him.  While that's 
 the prescribed method, other attacks work on him too, like Batarangs and 
 Special Moves.  Only strikes and counters are out.
  *JOKER TEETH* - Three in the gift box, keeping the Knife Henchman company.
 Time to return to the Sanatorium.

Sanatorium -
 After you speak to the doctors, another three Armed Henchmen show up.  Prey 
 on them (you know you love it) and then you can leave via the elevator.
  *JOKER TEETH* - Two are in place in front of the elevator door.

===============================
4D. Part Four - Growing Pains =
===============================

Secure Access -
 After the cutscene, blow open the south wall and follow the Maintenance 
 Access all the way to the end.

Lower Corridor -
 Follow the corridor all the way to the end.

Morgue -
 You'll be given instructions in this room.  Follow them.  In the next room, 
 check each of the bags on the tables.

??? -
 Go back the way you came and hop the gaps.  Once your enemy arrives, note 
 that you MUST stay out of his gaze, or you'll have to retry.  Make your way 
 around his perimeter, being sure to crouch behind low walls so you're not 
 seen.  You'll also need to shimmy a ledge and hop a few gaps, but it's 
 nothing you haven't done before (just not under duress).  After the wall with 
 the three morgue vaults is a wall you have to blow up.  Quickly lay down your 
 gel and blow it, then go back behind the wall with the vaults and stay behind 
 them while he searches.  When his gaze carries to your left, make a break for 
 it across the gap, up the ledge and to the Bat-signal.  Use it.

Morgue -
 What a trip, eh?  You can leave, now.
  *RIDDLE* - Right near the tables is a jar labelled "Great White Shark".  
   Zoom in for a good shot.

Lower Corridor -
 Follow the markings to the door, then wait for it to burst open with three 
 Henchman, one with Knives.  Follow the corridor west and through the door.
  *JOKER TEETH* - The last three in Medical are at the west end of this room.

Experimental Chamber -
  *SECRETS MAP* - On the desk near the teddy bear.
  *RIDDLE* - The bear itself.
 As was just explained to you by Mr. J, you must get to Gordon without being 
 detected, and that includes by Harley.  After you go through the vents, 
 you'll enter the main room, where four armed guards are in the area.  
 Harley's in the upper room, bullying Jim.  As you emerge from the vents, you 
 should note that two guards are just standing there AND facing away from 
 you.  Yes, it IS that easy.  Take them both out, then it's just the one on 
 the east side and the one in the sunken area.  Make sure you take one out so 
 the other can't see him, then the other.
  *RIDDLER TROPHY* - In the vents on the south side.  If you're properly using 
   the vents, you'll find it easily.
 Make your way up the stairs at the north end.  Grapple up to the top.
  *RIDDLER TROPHY* - Right next to you as you grapple up.
 Stand on top of the glass over Harley and press Triangle.

Boiler Room -
 BOSS: BANE
  Time for some good old-fashioned breaking.  Bane has three main moves.  
  He'll lower his shoulder and charge at you, which you'll have to dive roll 
  out of the way.  He'll tear chunks off the wall to throw at you, which 
  you'll also have to dodge.  And if you're close, he'll try to slap you, so 
  don't get close.  Also, if he gets damaged enough, he may take a moment to 
  heal himself with his Venom.

  The main trick here is to throw a Batarang at Bane when he charges (then 
  quickly dodge) so he covers his face and slams into the opposite wall.  You 
  can try punching him after he connects with the wall, but it's risky.  More 
  than likely, he'll slap you away.  Anyway, note his health in the upper-
  right corner, and how it's in three pieces.  When one piece is drained, you 
  can strike him a few times to leap on his back and rip out some Venom 
  tubes.  After you do that, he'll pound the ground, creating a small 
  shockwave, so step away.
  
  That's how you beat him, pretty much.  The only problem is that on the 
  second and third pieces of his health, Joker sends goons in to help out, 
  making things rather complicated.  Try to let Bane do the work for you, by 
  charging through and throwing rock at the henchies, but don't get so focused 
  on that that you get walloped.  Keep an eye out for him charging at all 
  times while fighting, and whip out a Batarang then dodge without 
  hesitation.  Once you tear out the last of the tubes, the fight will be 
  over, even if there are mooks left.

================================
4E. Part Five - I Am The Night =
================================

== Arkham Island ==

Arkham West -
 All right.  Our next objective is a cave in Arkham North.  There are eight 
 unarmed thugs in the area, in a group of three and five.  Once they're 
 pacified, leave for the north area.
  *JOKER TEETH* - There are three in the passageway to the north area.

Arkham North -
 Just east of the IT building is a walled off area.  At the back of it is the 
 cave we're looking for.  Passing through the cave should pose little trouble.

== Caves ==

The Batcave -
 Fancy, eh?  Well, there's no way back up from here, but you can come this 
 way any time you want later.  Glide across the big gap and head on up to the 
 computer.  After the cutscene, you'll take the BATCLAW.  It's basically a 
 grapple that can pull stuff to you.  You'll be given an example as you go 
 to the boxes to the north.  You can either select and use the Batclaw to pull 
 the boxes out of the way, or just double tap R2 while facing your target.  
 Head up through the little tunnels.

Old Sewer -
 You'll be pointed to a rather obvious vent cover on the high wall, so use 
 the Batclaw to yank it off.  You'll hear guards on the other side.  The one 
 nearest you is blissfully unaware that you're steps away from him, so take 
 him down quietly while Joker babbles on.  The other five guys you can't 
 really sneak up on, so pummel them.  Continue along the corridor the end.  
 You can check the red-lit door if you want, but you can't pass through.
  *CHRONICLE OF ARKHAM* - The slab is right near where you exited the vent.
  *RIDDLER TROPHY* - In the vent high on the wall on the east end.
  *RIDDLER TROPHY* - In the east corridor, there's a bustable wall with this 
   behind it.
  *INTERVIEW TAPE* - On the ground near the dead orderly.
  *JOKER TEETH* - There are three in the eastern corridor.

Main Sewer Junction -
 This next area is so old that it cannot be grappled.  You'll have to climb.
 Head to your right and climb up the nearest ledge on the pillar.  Cross 
 through and hop to the suspended walkway opposite. 
  *RIDDLER TROPHY* - Turn left and leap across to the platform with this on 
   it, then leap back.
 Jump to the east, then to the north.
  *RIDDLER TROPHY* - Note the obvious gap in the pillar.  Shimmy across it to 
   the opening.
 Jump again to the north.
  *JOKER TEETH* - Two right on this platform.
 Run up the ramp to the west, then jump south, climb up, and jump across to 
 the ramp.
  *RIDDLER TROPHY* - Hop south again to grab this one.  NOTE: There's another 
   across the way to the east that CAN be reached through gliding, but you'll 
   be back this way later, so there's no need to bother.
 Run up the ramp.
  *RIDDLER TROPHY* - Turn north at the top and grab the red-lit ledge and 
   shimmy around the pillar.
  *RIDDLE* - Invisible Question Mark.  While standing in this spot.  Look up 
   to spot the two parts of the mark.
 Jump across to the south and out the door to the east.
  *JOKER TEETH* - Three more on the way out.

Surface Access -
  *INTERVIEW TAPE* - Right on the crate nearby.
 Blow open the wall at the end of this path and exit.

== Arkham Island ==

Arkham North -
 You're out of the caves, but into the fire, because there are now two armed 
 henchment in the guard towers with sniper rifles.  You need to sneak up to 
 them and take them out as quietly as possible, because those rifles hurt.  
 Once they're both out, punch up the four guys on the ground and head east.
  *JOKER TEETH* - Three more have just appeared outside the gate leading east.

Arkham East -
 Five more unarmed guys here, then four more snipers outside.  Take out the 
 two nearest you, naturally, then make a wide berth to the north to get the 
 ones at the mansion.  Watch their red-sights in DMode to see where they're 
 looking at the time.  You can go inside the mansion by the door and get 
 laughed at by the guys on the other side of the electric barrier, or you can 
 just go right up to the vent on the upper ledge and Batclaw it off to get 
 inside.
  *RIDDLER TROPHY* - There's a weak floor north of the mansion door that you 
   can blow open.
  *CHRONICLE OF ARKHAM* - There's a weak wall under the stairs leading up to 
   the Botanical Gardens, on the east side.
  *JOKER TEETH* - Two outside the mansion door.

==============================
4F. Part Six - The Forgotten =
==============================

== Arkham Mansion ==

Mansion Entrance Hall -
 One armed guard with two unarmed on the floor below.  Swoop down and try to 
 land on the armed guy first, since he's the most dangerous.
  *RIDDLER TROPHY* - At ground level on the east side is a vent with this 
   inside.
 Grapple up the north end vent and Batclaw the vent cover above you.  Blow 
 open the wall to pass to the next room.
  *CHRONICLE OF ARKHAM* - Right in this little vent.

Main Hall -
 Yeah, that's right.  TEN bad guys down there, so get crackin'.
  *RIDDLE* - In the little alcove to the east is a picture of our old friend, 
   Jim Gordon
  *RIDDLER TROPHY* - Underneath the statue is a vent you can Batclaw away.
  *JOKER TEETH* - There are three in front of the door leading to the West 
   Wing, one of which is behind the nearby vent cover.
  *INTERVIEW TAPE* - There's a vent cover in the northeast corner leading to 
   an enclosure with this.
  *CHRONICLE OF ARKHAM* - At the north end of the hall, look way up to 
   spot the ledge leading to this.
 So, you can either go east by the alcove or west at the north end.  The two 
 parts here can be done in either order, so let's go west.

West Wing Corridor -
 Subdue the armed guard here to learn about the collars.  From now on, bad 
 guys in predator situations will be wearing them, and whenever you take one 
 down, the others will know soon afterwards, meaning you should either lay a 
 trap or vacate the area.  Continue west.

Arkham Records Room -
 Six armed guards here, and they all have collars.  Plenty of gargoyles and 
 ledges to play with, but nothing particularly fun or noteworthy.  Anyway, 
 once they're all out of the way, free Mr. Cash and his bud in the middle of 
 the room.
  *INTERVIEW TAPE* - Go to the south, near the electric field to find a vent 
   cover.  Yank it out of the way and go through.
  *RIDDLER TROPHY* - Go to the west end to find another vent cover that leads 
   to another enclosed area.
 The exit from this room is in the northern landing, through the door.

North Corridor -
 Door's no good, so take the nearby vent to the lower area.
  *RIDDLE* - The cell down here full of circular writing.
  *JOKER TEETH* - Two just outside this cell.
 The way out of here is a high-perched vent in the northwest corner.  Follow 
 it to the upper area and then to another vent leading to the office.
  *RIDDLER TROPHY* - In the upper area, in the southwest corner, rather 
   visible.

Dr. Young's Office -
 As you enter, you'll see an armed guard with two unarmed below you.  Make 
 the armed guy your priority, naturally.
  *RIDDLE* - On one of the mortuary slabs is a toe tag with a familiar name 
   on it.
 Pull down the vent cover on the north wall and crawl through the vent to 
 reach her office.  You'll need to do another forensic scan, this time on 
 the fingerprints on the safe.
  *RIDDLE* - That ugly black mask on the wall.
 As you leave the office by the vents, four more henchmen will show up, one 
 with knives.  Leave by the door they opened.
  *INTERVIEW TAPE* - On the desk behind the new door.

West Wing Corridor -
  *JOKER TEETH* - Three in the gift box in front of you.
 Follow the prints out into the main hall.

Main Hall -
 Two more unarmed guys are marvelling at your exploits.  Head south, then 
 east through the door.

South Corridor -
 There is one armed and one unarmed bad guy at the end of this corridor.  
 You'll be instructed to use a Batarang on the armed one from cover, which is 
 certainly one way to do it.
  *RIDDLE* - The glass case with umbrellas on the east wall.
  *JOKER TEETH* - Three in this corridor.
  *RIDDLER TROPHY* - The southwest wall has a high-placed vent cover.
  *CHRONICLE OF ARKHAM* - Look for a vent system high on the east wall to 
   find a weak wall you can blow open.
  *RIDDLE* - Invisible Question Mark.  From this upper vantage point, where 
   you found the Chronicle, look down on the west wall to see the majority 
   of the mark.  The dot is right at your feet.  Line them up.

Library -
 Four unarmed and two with knives.  Once they're all out, you can go 
 downstairs to find some hostages tied up with a bomb, or you can skip all 
 that, because you need to go up to the highest floor you can grapple to.  
 There's a vent cover here, so enter the vents.  Go straight at the junction 
 and to the more open area.  Grapple up to the next vent, then crawl through 
 and grapple up again.  Once you exit the last vent, you'll be next to the 
 chandelier.  Use a Batarang on the rope to drop it through the glass floor, 
 then follow it down and press X near the bomb.  Now, you can search around 
 for Dr. Young's notes.  Pull up DMode again and pick up her print trail.  
 It will end at a book on the bottom floor, which has the notes.  You can 
 now leave the room.  NOTE: If you're reading this paragraph without reading 
 the earlier sections, let me state here that you must have gone to the 
 west wing and Dr. Young's Office before you can get her fingerprints that 
 lead you here. 
  *JOKER TEETH* - Three in the stairs between the main floor and the lower 
   floor.
  *RIDDLER TROPHY* - A vent on the wall on the main floor can be Batclawed 
   down to find this.
  *RIDDLER TROPHY* - At the very top floor is another vent near the 
   chandelier.

Wayne Manor -
 Just keep walking.

Nightmare -
 And here we are again.  Run up and to the right.  Scarecrow will pop up 
 shortly, so we'll begin the "avoid his gaze" bit.  He sweeps his gaze a bit 
 faster this time, so be ready to move and hide quickly.  After the first two 
 hiding spots, you'll have to pull down boxes using the Batclaw to create 
 cover.  After you turn a corner, Scarecrow will summon some skeletons to 
 fight you.  These are just like normal henchmen, except they take like one 
 or two punches to lay out.  Just don't charge them, because you don't want 
 to enter Scarecrow's gaze at the end, there.  The next part's more of the 
 same, only with a shimmy ledge.  There are points where you have to break 
 cover for a little while, so make sure his gaze is sweeping away.  Once you 
 clear the next sneaky area, another set of bone-bags, then one more sneaky 
 area, this time with a swinging pendulum and more times where you break 
 cover for a while, particularly at the end, when you make a mad dash to the 
 Bat-signal.

Main Hall -
 How the heck did we get up here?  Well, let's celebrate escaping all that 
 with some good old structural damage.  Fling a Batarang at the rope holding 
 the bell to smash the electric field blocking the east wing corridor.  
 Drop all the way down and head through the now uncovered door.

East Wing Corridor -
 Ooo, look at this guy, thinks he's so big.  With the stun baton, you can't 
 strike, counter, or cape stun, but you can double tap X to vault over him, 
 throwing him off balance so you can beat him silly.  Once he's out, you can 
 also take out the other guy in the men's room, then go on through the door.
  *RIDDLE* - Catwoman's goggles and gloves are in the glass case nearby.

Warden's Office -
 Looks like Zsasz found a new plaything.  Follow the game's instructions and 
 corner cover, then aim your Batarang and wait for him to stick his face out 
 before you let it fly.  When you regain control, you'll face four goons, 
 one with a baton.  After they're down, use DMode to scan and find Sharp's 
 cane, which has some blood on it.  You're now going to use this blood trail 
 to find Sharp and the codes he carries.  Time to backtrack.
  *RIDDLE* - The glass case with the dummy Scarface inside.
  *SECRETS MAP* - On the desk near the glass case.
  *RIDDLER TROPHY* - In the northwest corner of this area.
  *JOKER TEETH* - An often-missed set of three.  From the anteroom to the 
   office itself, grapple to the upper level to find these.

East Wing Corridor -
  *JOKER TEETH* - The last three in his area are in the gift box.

Main Hall -
 Three armed mooks just popped up.  I suggest taking the southernmost one 
 out first.  The other two will then go for the door.  Either lure one away 
 with a Sonic Batarang, or get above them and drop on one of them.  Being so 
 close, the other really won't have a chance to react before you're on him.  
 You can leave by the door, now.

Mansion Entrance Hall -
 And out we go.

== Arkham Island ==

Arkham East -
 You have two choices (or you can take both): you can follow the blood trail 
 to a passage that leads directly to Arkham West, or you could take the 
 roundabout way to Arkham North, where you will face four goons and two 
 knife goons.  For the sake of continuity, let's just follow the trail.

Abandoned Tunnel -
 Oooo.  Two armed and four unarmed.  One of the unarmed has a stun baton, 
 too.  I'd suggest a Glide Kick one of the armed guys.  You'll surprise the 
 rest giving you a few precious moments to disarm the other armed guy and 
 the one with the stun baton.
  *RIDDLER TROPHY* - You can see this through the bars to the north.  Grapple 
   up above and blow up the weak floor to get to it.

Arkham West -
 One guy with a sniper rifle in the guard tower, and six guys in front of the 
 door to the Penitentiary, one of whom has a stun baton.  The blood trail 
 leads into the Penitentiary.
  *JOKER TEETH* - There are two in the guard tower, now.
  *RIDDLER TROPHY* - Use the Batclaw on the vent to the right of the Pen 
   door and climb into the vent.

===================================
4G. Part Seven - Harley's Holiday =
===================================

== Penitentiary ==

Cells Access -
 One armed and two unarmed, with the armed guy conveniently with his back to 
 you.  The way forward is through the south door.
  *INTERVIEW TAPE* - Right next to the entrance.
  *JOKER TEETH* - Three at the south end.
  *RIDDLE* - The mirror in the ladies' restroom.
  *RIDDLER TROPHY* - In one of the stalls in the men's room.

Main Cell Block -
 Well, this is friendly.  I've stood around them for a while, and they can't 
 hurt you, but all the same, best not to linger.  Follow the blood trail to 
 the south door.
  *JOKER TEETH* - Grapple to the upper floor and Batarang the three in the 
   offices.
  *RIDDLE* - The tommy gun encased on the wall on the upper floor.
  *INTERVIEW TAPE* - In the office area on the upper floor.
  *RIDDLER TROPHY* - Near the south door, blow the wall open.  There's 
   something else further on, but this is as far as you can go for the 
   moment.

The Green Mile -
 Oh, that's rich.  Anyway, not much to do here, so continue.

Security Control Room -
 Climb the steps in the center to the control room.  Sharp will give you what 
 you need so your CRYPTOGRAPHIC SEQUENCER will bust open security boxes.  
 Okay, so the electric field was sealed behind you.  Pull out the Sequencer 
 and target the security box nearby.  What you have to do is point your 
 left and right sticks in the correct direction each and you'll override the 
 box.  The oscillator increases in amplitude (gets bigger) when you're 
 closer to the mark, and the screen turns green when you're at the right 
 frequency.  Hold it there for a moment and you've got it.  Head out the same 
 way you came in.  By the way, I'd recommend a "Range Amplifier" on your 
 Sequencer as your next upgrade.
  *RIDDLE* - Oh!  Is that Cash in that cell?  Wait a minute...
  *RIDDLER TROPHY* - Climb the stairs on the north wall and blow open the 
   wall.
  *RIDDLER TROPHY* - Climb the stairs on the south wall and use the Sequencer 
   on the door.

The Green Mile -
 A Lunatic Inmate will leap out of one of the doors as you reach the end of 
 the room.  They'll latch onto you to drain your health, but they go down 
 pretty easily.  One punch lays them out, then you can do a Ground Takedown.
  *RIDDLER TROPHY* - In one of the now-open cells on the west wall.

Main Cell Block -
 Quickly grapple to the upper floor to avoid being shocked.  You now have to  
 face several goons while Harley taunts you from above.  Note the alarms 
 going off.  Two of the goons are trying to break into the gun cabinets.  If 
 they succeed, it's bullets for Bats, so take a moment in your punching to 
 toss some Batarangs at them to discourage them.  You face a group of four 
 goons, then another four.  Once they're all out, Harley runs off.  To turn 
 off the floor and remove an electric field, head into the offices to the 
 north, then west to find the security box.  Next, head east down the stairs 
 to deactivate another field, then head west to the next part of the block.  
 Two more loonies to deal with here, and then you can head west to the next 
 area.
  *RIDDLE* - A cell covered with calendar pages.
  *RIDDLER TROPHY* - In a cell on the south wall.

Guard Room -
 There are some RCs in here, but you'd be getting them under duress, so I'd 
 just focus on your objectives and come back later with a particular item.  
 Anyway, as you enter the main room, Harley will taunt you with two guards 
 hanging over electrified water.  You need to deactivate two security boxes 
 to stop the electricity under each guard, one of which is next to the 
 window, the other further to the right of it.  After both boxes are down, 
 cut both guards down, then deactivate the security box near the door you 
 came in.  It's the hardest difficulty, but you can do it.  With the guards 
 saved, you're free to resume the chase on Harley.  Unfortunately, the main 
 room is now filled with Joker Toxin, and you don't have the necessary tools 
 to clear it, so most of the RCs in this room will have to wait, except for...
  *INTERVIEW TAPE* - In the control room, where the guards will go.
  *RIDDLER TROPHY* - Technically, it's in Main Cell Block, but the entrance 
   is here.  Just outside the control room is a vent cover high on the wall.
  *JOKER TEETH* - Three on the way out of this room.

Main Cell Block -
 Another loonie in the western area.  Continue all the way to the east.  
 Harley will even open the gate for you.
  *JOKER TEETH* - There are six here, three in the western room, and three 
   in the eastern room.

Controlled Access -
 The room says only one loonie, but at the far end, when you wrench down 
 the vent cover, another will spring out.  Take them both out, and break 
 the security box on the upper floor, although technically, the stairs get 
 you past it, but who's counting?
  *RIDDLE* - On the lower floor, the cell on the north wall with the "Vote 
   Dent" poster.
  *RIDDLER TROPHY* - On the upper floor, on the south wall are three weak 
   walls.  Blow open the leftmost and drop down into the cell.
  *INTERVIEW TAPE* - On the upper floor, in the office that has the security 
   box.

Extreme Incarceration -
 In this royal rumble, the floor in one of the three areas will be 
 electrically charged, so try not to be on that one.  You'll know it's time 
 to get out of the pool when the henchmen try to do the same.  Otherwise, 
 this is just one long pound-fest.  You start with four, then it just 
 escalates.  More groups of four, and they start showing up with pipes, then 
 stun batons.  I believe you face about sixteen or so, when all's said and 
 done.

 BOSS: HARLEY QUI- oh, I guess not.  Okay, then.  You now have a new set of 
 prints to track.
  *RIDDLE* - See that big frozen cell hanging out there?
  *SECRETS MAP* - On the lower floor of the office area on a desk.
  *JOKER TEETH* - Two in the office area lower floor.
  *INTERVIEW TAPE* - On the upper floor of the office area.
  *RIDDLER TROPHY* - Go to the observation room in the office area and crack 
   the security box to open Cell 5.  To get out...
  *CHRONICLE OF ARKHAM* - Blow the back wall in Cell 5.  You can now grapple 
   up to another weak wall to leave.

Controlled Access -
  *JOKER TEETH* - In the gift box are the last three in the Pen.

Main Cell Block -
 One more gibbering madman on the way out.

Cells Access -
 There's a nutjob in the bathroom if you want to take him, another popping 
 out of a vent on your way out, and a third right by the exit.

== Arkham Island ==

Arkham West -
 So, as you can see, the whackos are infesting the place.  There are seven 
 in this area alone.  Head northeast.
  *SECRETS MAP* - There's a shack with an electric field near the center 
   of the area that has this inside.  Use the Sequencer on the box.
  *RIDDLE* - On the ledge above the Penitentiary entrance.  You'll need the 
   Range Amplifier upgrade for your Sequencer.  Your object is the table with 
   cards on it.
  *RIDDLER TROPHY* - In the same spot as the preceding Riddle.
  *RIDDLER TROPHY* - Use the Sequencer on the box near the elevator leading 
   up to Medical.
  *RIDDLER TROPHY* - On the passage to North Arkham, in a vent on the wall 
   high up.

Arkham North -
 Three lunatics rush you the moment you enter this area, and there are six 
 more hanging around besides.  Continue east some more.
  *RIDDLE* - Use your Sequencer to hack into the western security hut.  Your 
   target is the posters on the wall.
  *INTERVIEW TAPE* - In the western security hut.
  *RIDDLER TROPHY* - At the north end, behind the electric field up in the 
   elevated security hut.  Although it's behind the field, I don't think 
   you need the Range Amplifier for this one.

Arkham East -
 You guessed it.  More inmates.  Seven this time.  Head on into the garden 
 once you're finished.
  *SECRETS MAP* - In the security hut in the middle of the area.  Hack the 
   security box.
  *RIDDLER TROPHY* - In the same security hut.
  *RIDDLER TROPHY* - Grapple up to the walkways and head west to the electric 
   field.  Hack it open and you'll find it in the offices.
  *INTERVIEW TAPE* - Same place as the preceding Trophy.
  *JOKER TEETH* - Two more before the stairs to the Gardens.

============================
4H. Part Eight - Chemistry =
============================

== Botanical Gardens ==

Glasshouse Entrance -
 There are two armed guards at the far end.  Rough 'em up good.  Hack the 
 security box to clear the door.
  *RIDDLE* - The guards sitting on the bench nearby with the cut marks.
  *JOKER TEETH* - Three in this area.
  *INTERVIEW TAPE* - On the bench on the east side.
  *CHRONICLE OF ARKHAM* - Near the entrance is a gap in the wall where you 
   can crawl into a vent and drop down to a lower area.

Botanical Glasshouse -
 Six armed guards in here, and you don't have really much to work with 
 besides a few gargoyles and the cover provided by the ledges.  There are 
 two doors by which you can leave.  If you go north, you'll find that you 
 can't go that far in that direction anyway.  So, take the eastern door.
  *RIDDLE* - In the middle level on the north wall is a small alcove with 
   a tea set.
  *RIDDLER TROPHY* - In the floor vents just near the tea set.
  *RIDDLER TROPHY* - Inside the fountain is a weak wall you can blow open.

Statue Corridor -
 Follow this corridor to the other end.
  *RIDDLE* - Take a close look at the plaque on the park bench.
  *JOKER TEETH* - Three in this room.
  *INTERVIEW TAPE* - On one of the park benches.

Glasshouse Generator Room -
 Six goons here, one with a stun baton and one with knives.  Once they're 
 toast, you need to get to work on the control box, only it's booby trapped.  
 Instead of a normal box, you now have to hit the right signal three times, 
 AND you have a limited amount of time for each hack before it blows.  Good 
 luck.  Once it's busted, you may return to the Botanical Glasshouse.
  *INTERVIEW TAPE* - Near the janitor.
  *SECRETS MAP* - You need the Range Amplifier for your Sequencer.  Grapple 
   up to the upper level of this room and hack the box.  It's in this 
   office.
  *RIDDLER TROPHY* - In the same office as the Secrets Map.

Botanical Glasshouse -
 You can now take the north door.

Flooded Corridor -
 Joker will have blocked off the way forward, so you'll have to use the 
 vent on the other side of the water.
  *JOKER TEETH* - Two in front of the vent cover.
  *RIDDLE* - About halfway through the vent, look down through a grating to 
   see some gloves and a mask.
  *RIDDLER TROPHY* - Also in the vent.  Just poke around a bit.
 After you exit the vent, blow open the weak wall and head through the door.

Abandoned Chamber -
 This place is a mess, and like the Main Sewer Junction, you can't grapple.  
 To go forward, head left and jump across the gap, then go down the steps, 
 up the far steps, and jump across to the northeast.
  *RIDDLER TROPHY* - Before leaving, from the northeast corner, try to jump 
   to the west to grab the ledge, then move west and shimmy across the 
   ledge.  Jump from this water-filled ledge to the east, and head south.  
   At the end, look east to find a suspended walkway.  Use a Batarang on the 
   rope to drop it across the gap, then cross and head north to the Trophy.
  *RIDDLER TROPHY* - Drop down to the bottom floor and into the water in the 
   northeast corner.  Crawl to the south to find this one.
  *RIDDLER TROPHY* - At the bottom floor, go to the north end and find a 
   floor vent that will lead you south to a blocked off room with this one.

Flooded Corridor -
 Climb up the ledges to the vent, then crawl through and take care of the 
 two punks.  You now need to go to the northeast to save some guys.
  *RIDDLE* - Head south down the corridor to find a set of toy soldiers.
  *RIDDLE* - As you head to the northeast, look at the plaque in front of 
   the ruined statue.
  *INTERVIEW TAPE* - In the room where you fought the henchmen, on one of the 
   benches.

Aviary -
 Here's an interesting twist on the predator aspect.  Everyone's wearing 
 collars, naturally, and the guard has orders to drop the doctors if anyone's 
 goes off.  So, the idea is to avoid the other three and take out the guard 
 in the control room first.  There are actually a couple of ways to do this.  
 Here's my favorite: First, quickly move towards the guard with his back 
 turned and bear left into the vent.  You'll be able to climb to a high 
 vantage point.  The second guard should be looking off to the right, so run 
 off and glide behind him into the passage beyond, then grapple up.  Watch 
 the third guard.  He usually won't see you, but still, it's best to wait for 
 him to turn away before dropping straight down, which is lower than his 
 level.  Grapple to the ledge in front of you (with the third guard) and 
 remain attached to the side.  Shimmy to the right until you hit the ladder, 
 then drop down and crawl to the vent.  Once inside, grapple up and you'll 
 end up above the controller.  Just don't drop down straight in front of 
 him, naturally.  One he's out, you just need to take out the other three 
 as you normally would.  No gargoyles, but you certainly know now how to get 
 around this room.  Once they're all kaput, pick up Harley's trail again, 
 which will lead to a panel in the wall.  Pull it open to uncover another 
 booby-trapped security box.  Crack it open and you can head through the door.
  *RIDDLE* - High on the west wall is a skeleton trapped in silk.
  *INTERVIEW TAPE* - On the park bench near where the cages end up.
  *JOKER TEETH* - Three in the control room.

Titan Production Facility -
 BOSS: TWIN TITANS
  Oh dear.  This fight is not entirely dissimilar to the Bane fight earlier.  
  You need to bop them with Batarangs once they start charging, which is 
  easy to spot because they raise their arms to either side and growl rather 
  distinctively.  This is basically just a matter of being aware what the 
  other one is doing while you focus on the first one.  Try not to take 
  potshots after they hit the wall unless you're sure the other isn't 
  attacking you at the moment.  Let the wall-crashing wear down their health.  
  Once one health portion drains, you can hop on the Titan's back and it will 
  start swinging around wildly.  Steer the Titan so you can use that against 
  the other.  Once all three health portions are gone, you can perform a 
  Titan Takedown by continually striking it.  That's about all there is to 
  it.  Just avoid their slaps and throws, and you can even try to steer one 
  into the other if possible.

  NOTE: This is probably the best fight to go for the "Mano-a-mano" trophy.  
  You'll have to rely on single strikes and trying to make one Titan hit the 
  other to momentarily daze it.  It makes the fight a lot harder, of course, 
  but this is the best chance you have.

  Anyway, once they're both down, your next objective is to track down 
  Poison Ivy.  Hack the security box to open the gate, after which you'll 
  call in the Batwing to get yourself your LINE LAUNCHER.  You can now 
  string yourself horizontally across gaps, as long as you have anchors on 
  both sides.  You can line across to the door from here.
   *RIDDLER TROPHY* - Line across to the right.  This one's quite visible.

Aviary -
 Return to the Flooded Corridor.

Flooded Corridor - 
 Line across to the northwest.  Go through the door.
  *RIDDLER TROPHY* - Right in front of you.
  *JOKER TEETH* - Three right outside her door.

Elizabeth Arkham Glasshouse -
 Just watch the scene.  You'll automatically leave.

Flooded Corridor -
 Eight more bad guys await you.  Line Launch through them for fun.  Once 
 they're all down, head back through the vent and into...

Abandoned Chamber -
 Not much else to do here at the moment.  Don't worry.  We'll collect the 
 rest of the stuff eventually.  For now, go back south through the vents.

Flooded Corridor -
 Two goons turned the power back on.  Aw, how cute.  They think they stopped 
 you.  Line Launch into their faces.

Botanical Glasshouse -
 Five armed guards in this room.  One conveniently with his back to you.  
 Here's an idea.  Once that guy's down, why not lay some Explosive Gel on 
 top of him?  A good number of the other guards will come to check on him.  
 That's vintage Dark Knight Returns for you comic fans.  Anyway, finish up 
 and head south.

Glasshouse Entrance -
  *JOKER TEETH* - Three in front of you.
 Eek.  Looks like the plants are fighting back.  Vines are now blocking the 
 way to the door, but all you need to do is drop into the vent they just 
 blew open near the floor and climb up through the vent and you'll end up 
 next to the door. 

============================
4I. Part Nine - Never Fear =
============================

== Arkham Island ==

Arkham East -
 Things are looking a little greener out here.  To take out the plant pods, 
 you need to get close and press X to rip out their cores.  Try to move 
 quickly and quietly so they don't get off any spores to fire at you.  If 
 they do, just dodge them or fling Batarangs at them.  Oh, and make sure to 
 watch out for the loonies running around, too.  Anyway, you need to get to 
 the mansion, and the only way in is through the vent above the entrance.
  *JOKER TEETH* - Two near the door to the Abandoned Tunnel.

== Arkham Mansion ==

Mansion Entrance Hall -
 This place is a mess, and the floor is not safe.  Line across and climb 
 through the vents.

Main Hall -
 Head to the right and drop onto the walkway, then go north as far as you 
 can, then line to the west, then head north and leap off to the stairs, 
 which are out of reach of Ivy's toxin.  Talk to Cash and he'll tell you how 
 to get to Killer Croc's lair.  Grapple back up to the walkway and leave the 
 same way you came in.

Mansion Entrance Hall -
 Across and out we go.

== Arkham Island ==

Arkham East -
 As you head north, you'll be "surprised" by eight goons in guard clothing.  
 Of course, if you were using DMode, you already knew they were hostile, but 
 whatever.

Arkham North -
 One sniper high up on the south wall near a door, which is the door you 
 need to get in.  Sneak over to one of the guard towers without being seen 
 (not that hard), climb up to the top and line launch into him.  Oh, and 
 watch out for the plants, too.  Once he's out, simply head inside through 
 the door.
  *JOKER TEETH* - Three right where the sniper is.
  *RIDDLER TROPHY* - Climb the western guard tower, then look west to see 
   this one from a distance.  Line across to it.

== Intensive Treatment ==

Maintenance Access -
 Your objective in this room is the vent suspended on the wall at the north 
 end.  There are several ways to get there using the vents and climbing.  
 Continue through the vents to the very end.
  *RIDDLER TROPHY* - In the northeast corner.  Shouldn't be tough to get to 
   with some climbing and vent crawling.

Intensive Treatment Lobby -
 Here's a tough one.  Seven armed guys in this room AND the gargoyles are 
 rigged with explosives.  You can still use them, but you can't stay on them 
 for more than a second or two.  The first guy you should take out is right 
 in front of you; just wait for him to turn around.  For the second one, I 
 suggest jumping down to the lowest floor quickly, because there's only one 
 guy patrolling down there at the moment (before he leaves to check on the 
 first guy).  The other five can be done however you wish.  Isolate them with 
 Sonic Batarangs.  Use Gel to lay traps.  Whatever.  Just stay off the 
 gargoyles if you can help it.  Once all seven are down, go to the offices and 
 disable the booby-trapped box to open the electric fields.

Cell Block Transfer -
 Welcome, citizens of Gotham, to the greatest riot on serious Earth!  This is 
 my guide to Batman: Arkham Asylum, action adventure game from Eidos and 
 Rocksteady Studios, concerning-- okay, joke's over.  Just be sure to hit 
 Retry.

Nightmare -
 Head up the ramp and line across the long gap when the moving wall is 
 away.  Scarecrow will pop up at this point, and you know the drill.  Hide 
 behind the small piece of equipment, then hop up to the hallway, where 
 you'll face a bunch of skeletons.  Continue climbing and avoiding.  After a 
 bit of running about, you'll come across a moving wall that you'll have to 
 follow for cover.  After that, you'll jump onto an elevator that lowers, and 
 you'll have to grapple to the next one.  Just be sure not to cross 
 Scarecrow's gaze while you grapple.  Once you get close to the Bat-signal, I 
 suggest hiding behind the wall to its right, first, because you may not have 
 enough time to grab it.  Unfortunately, Dr. Crane won't let you out so easy 
 this time.  You now have to fight a bunch of skeletons.  You'll face them in 
 three waves.  The first is a bunch of normal skeletons.  The second is a 
 Titan skeleton, which can easily be beaten with one crash into the wall.  
 The last wave will have normals and a Titan.

Cell Block Transfer -
 Yay, we're back!  Your objective is to the north.
  *RIDDLE* - Head to the east side of this room by leaving to the south and 
   re-entering through the other door.  Hack the security box in the southeast 
   corner, go up to the office, and look at the picture on the desk.
  *INTERVIEW TAPE* - Hack the security box in the northeast corner.  You'll 
   need the Range Amplifier.

Security Transit -
 Your objective is all the way down, where Scarecrow went.  
  *INTERVIEW TAPE* - The electric field that was active up here is now gone.  
   Head to the offices to pick up this tape.
  *CHRONICLE OF ARKHAM* - About halfway down the shaft, just after the 
   upper shimmy ledge, is an area you have to crouch through.  There's a vent 
   cover here leading to two weak walls.  Blow up the left of the two.
  *RIDDLER TROPHY* - There's a big gap not far up from the lower floor that 
   requires you to climb up from the ledge.  Before that gap is a small 
   side-area that leads to a suspended vent cover.  Remove it.
  *RIDDLE* - At the bottom of the elevator shaft is a vent leading between 
   the two shafts.  Take it to the end to find a room with straw on the 
   ground and plans on the walls.
 Once you get to the bottom, you'll spy an armed guard with two unarmed (one 
 with knives).  Deal with them, then hack the bomb.  This will allow you to 
 access the lower floor.  At the very bottom are six more unarmed guards with 
 some gun cabinets in the area.
  *SECRETS MAP* - In the office on this bottom floor.
 Now, you can take the rest of the Riddler Challenges in this building, 
 except for one, but it's easy to get to later, and won't require a trip up 
 and down Secure Transit.  If you don't want to bother, then just head through 
 to the Caves down at the bottom and skip to the next section.  Otherwise, 
 head back up to the middle floor and head out the north door.

Transfer Loop -
  *RIDDLE* - Head east along this area until you reach a gate that's not 
   entirely down.  Head inside and look at the Penguin poster.
  *CHRONICLE OF ARKHAM* - Continue east until you the door to Decon.  Look 
   back to the west and high up to see a vent cover.  Yank it down and crawl 
   in.
 Now, let's head north to Decon.

Decontamination -
  *INTERVIEW TAPE* - Crack the security box at the north end and enter the 
   office.
  *RIDDLER TROPHY* - Climb up the ladder in the office.

Processing Corridor -
 You can now crack the box near the electric field.  Head to...

Patient Pacification Chamber -
  *RIDDLER TROPHY* - Climb up the steps to the upper level to find a vent on 
   the wall to yank down.
  *RIDDLE* - In the area where you pounded Zsasz, there's a weak wall in the 
   southeast corner that leads to a cell full of mythology stuff.

Holding Cells -
  *RIDDLE* - Crack the box leading into the area.  Your target is the cell 
   full of question marks.
 And now you can return to Secure Transit, drop down to the bottom and head 
 through the south door.

==================================
4J. Part Ten - The Underdwellers =
==================================

== Caves ==

Control Room Access -
 Just walk through.
  *INTERVIEW TAPE* - On a crate in this room.

Croc's Lair -
 You'll need to line launch across this sewer to the entrance to the lair.  
 Shouldn't be too hard to do, really.  Just watch out for points where there 
 are vertical bars blocking your path and make sure that your destination 
 has solid ground.
  *RIDDLER TROPHY* - In the southeast corner of this tunnel.  Line launch to 
   it.
 Once you enter the lair proper, you won't have a map to help you.

 So, here's how it goes.  It's not a proper boss fight, more of a stealth 
 section.  You have to crouch walk along the wooden platforms so you don't 
 make too much sound.  If Croc ever breaks the surface, throw a Batarang at 
 his collar to stun him and knock him back into the water.  Your objective is 
 to follow your scanner to get to each of the five plants you need for the 
 antidote.  Once you find the first one, use a Batarang on the plant and 
 press X nearby it to collect the spore.  After you take the first one, Croc 
 will throw in a new trick of smashing the wooden platforms underneath you, 
 meaning you have to break into a run to avoid getting pulled under.  Once 
 that's stopped, resume your crawling.  Finding all the spores isn't hard, 
 so I really don't plan on bothering with a map or directions, since that'll 
 just confuse you even more.  Just follow the path that decreases the distance 
 counter and you'll be fine.  Once you get all five plants, you'll now need 
 to track back to the entrance.  If you have to face a broken gap, use your 
 Line Launcher to cross.  Once you get near the beginning, Croc will start 
 chasing you in earnest, so you'll have to run for it.  The camera will pan 
 to the side if a turn in the platforms is coming up.  They're both left 
 turns, just so you know (right by your camera viewpoint).  Once you reach 
 the entrance, a gate will fall, blocking your exit, and Croc will charge.  
 Good thing you set up that big load of gel, eh?  Detonate it as Croc's about 
 to cross and he won't be a problem anymore.  You can now line over to the 
 west door and head through.
  *JOKER TEETH* - Three more chattering in front of the exit.

Old Sewer -
 One armed and five unarmed guys in this area, including one with knives.  
 Make sure they don't go for the dropped gun if you can help it.  Once they're 
 finished, head back into the vent to the Batcave.
  *RIDDLER TROPHY* - Line launch to the far south point.

The Batcave -
 Head up to the computer and you'll equip yourself with the ULTRA BATCLAW.  
 Now you can take down any weak walls or ceilings that you couldn't reach 
 with the gel.  Try it out on the nearby wall to the east.  Climb out to 
 the surface to find you need to perform some fancy flying.  Float straight 
 across to the far rocks.
  *RIDDLER TROPHY* - On the bottom ledge of this big rock.
 Line launch across to the next rock.  Head inside.  You'll need to find 
 grapple points to get up to the top.
  *RIDDLER TROPHY* - One of the grapple points close to you leads outside the 
   rock.  From there, look out to the northeast and float down to this.  To 
   get back, line launch back and then grapple up to the ledge.
 On the top of the rock, look to the north and line launch across.  Head 
 through the tunnel and you'll be back at that rock bridge that leads to the 
 Old Sewer.  You can't go back into the Batcave from this way, but you CAN 
 still use the drop point up from Arkham North that you originally used, just 
 in case you missed anything.  Anyway...

Old Sewer -
  *RIDDLER TROPHY* - Right above you as you enter the sewer is a weak 
   ceiling.  Drag it down.
 Plants occupy this area, now.  Isn't that great?  Head north, since it's the 
 only way you can go now.

Main Sewer Junction -
 Things are looking a lot greener here, too, but this time more of the 
 "radioactive" type, and less of the "planty" type.  Climb up as you did 
 before.  You'll note that ANOTHER way out that you could have normally used 
 is blocked.
  *RIDDLER TROPHY* - On your way up, once you reach the flowing water, hop 
   across to the south, then line launch to the east for this trophy.
  *RIDDLER TROPHY* - From the older exit up, you can now line launch across 
   to this one.
 Line launch across to the west from this exit and climb up the platform to 
 the north.  On this ruined wall, get to the highest possible point (which 
 is further to the south).  This will allow you to line launch to the 
 north, then climb up to the top.
  *RIDDLER TROPHY* - Another one high up in the northeast corner, not far 
   from the Pump Control Room.  You can drop down to it from above, or just 
   line launch there.
 Use the Ultra Batclaw on the weak wall and grapple up.  If you can use a 
 Ledge Takedown on one of the guys that came to look, more the better.

Pump Control Room -
 Take out the four unarmed guys here and head north.
  *SECRETS MAP* - On the desk in this room.
  *INTERVIEW TAPE* - Near the exit door.

Pressure Control Junction -
 One armed, and one unarmed.  You now have a choice of which pump room you 
 go to.  Naturally, you'll be going to both.  Let's go east first.
  *JOKER TEETH* - Three in the east passage.
  *JOKER TEETH* - Three in the west passage.
  *RIDDLER TROPHY* - There's a weak wall in the west passage that you need 
   to pull down.

Control Room -
 Another predator room, yay!  Okay, seven guys total, and there are quite a 
 few things to play with in this room.  You have a few gargoyles, some floor 
 vents, and several weak walls and ceilings.  It's a smorgasbord!  Also, 
 there are two guys who tend to stay in the control room, with a weak floor 
 underneath, so use that if you can.  Once you're done, hack the Joker box 
 on the wall in the control room.  As you leave, you'll face two more goons, 
 one with knives.
  *CHRONICLE OF ARKHAM* - The south weak wall needs to be pulled down to 
   find this.
  *RIDDLER TROPHY* - The west weak wall needs to be pulled down to find this.

Pressure Control Junction - 
 Head to the west now.

Pump Room -
 Whereas the other was predatory, this room is all about combat.  Seven 
 bad guys.  One with a gun, one with knives, one with a stun baton.  Also, 
 there are wall mountings that can be pulled off.  Good luck.  Disable both 
 boxes here and the pumps will be shut off.  You're now free to head back up 
 to the surface.
  *INTERVIEW TAPE* - On the top floor, line launch across to the other 
   platform with the barrels.

Pressure Control Junction -
  *JOKER TEETH* - The last three are in a gift box on the way out.
 Oh, it's never that easy.  You start facing a Titan, but then six more 
 guys show up.  Then like eight more guys show up.  Then ANOTHER eight.  
 It all keeps going, even after you drop the Titan, but he really should be 
 what you keep an eye on while dueling with everyone else.  Also, be sure 
 to hop on his back while stunned, because you can use him to swat away 
 everyone else in the room.  Once every last guy is down, take a breath.  
 You've earned it!  Head into the busted elevator to the north and Batclaw 
 the wall down.  Climb up into it, then turn around and pull a second wall 
 down.  Climb up and look at the elevator counterweight nearby.  Hop onto 
 it and blow it with gel, then Batclaw another wall.  You may now leave.
  *CHRONICLE OF ARKHAM* - You trip over this one as you leave the area.

=================================
4K. Part Eleven - Pretty Poison =
=================================

== Arkham Island ==

Arkham West -
 Blow open the wall in front of you.  You're outside again!  Okay, there are 
 now several more RCs you can pick up, now that you've got your last item, 
 but frankly, I plan on saving that for the next section.  Plants still cover 
 the area, blocking off access to certain places, so let's get the rest of 
 the stuff done in one go, shall we?  There's a sniper in this location, as 
 well as several loonies and plants.  Head up to the north.  The Abandoned 
 Tunnel IS an option, but what fun would that be?  Speaking of which...
  *JOKER TEETH* - The last two are at the east end of the Abandoned Tunnel, 
   but it's easier to nab them from the east side.

Arkham North -
 There are two snipers in the guard towers, so deal with them.
  *JOKER TEETH* - There are two in the west guard tower and two by the door 
   to the east area.

Arkham East -
 Two MORE snipers in the guard towers.  Head up to the gardens.
  *JOKER TEETH* - Two in the southern guard tower.  Two on the steps to the 
   gardens.

== Botanical Gardens ==

Glasshouse Entrance -
 As you'd expect, plenty of plants in the area.

Botanical Glasshouse -
 Nothing much to speak of, here.

Flooded Corridor -
  *JOKER TEETH* - Three by your feet as you enter this room.  They should be 
   the last three in the game (which Eddie will mention).
 Ivy will thoughtfully clear the wreckage for you.  Line across and head 
 through the corridor.  You'll face two entranced good guys here, so take 
 them out, then line across the gap to the northwest and enter.

Elizabeth Arkham Glasshouse -
 BOSS: TITAN IVY 
  Kinda goofy, but let's run with it.  The Ivy has two main attacks.  One 
  is to lower closer to the ground and slam it.  Grass will spring up, and 
  then creepers will swarm that grassy area, so avoid the grassy parts, 
  because the creepers that follow will choke you.  However, the creepers 
  are only dangerous the moment they spring up, so you can actually enter 
  them after they've finished sprouting.  Still, not something I'd 
  recommend.  The other attack it employs once it rises to its full height.  
  It will shoot spores from its "arms", so dodge them when they fire.  To 
  damage Ivy, all you have to do is throw Batarangs.  If the pod is closed, 
  the Batarang will do a small amount of damage, but it will add up.  To 
  cause real damage, you need to wait until the pod opens, which it will do 
  periodically while it fires spores.  After you hit her, you'll get a 
  rapid-fire barrage of spores, so watch for it, and keep moving.  Ivy will 
  open up a total of three times during any one "spore firing" phase, so you 
  only get three chances to hit her before the plant sinks back down and uses 
  the creeper attack again.  Still, even during the creeper attack, you can 
  still fling Batarangs at the closed pod to cause minor damage, so don't 
  let up if you have the chance.

  Once you drain her health bar, the main bud will drop down.  Run up to it 
  and lay Explosive Gel on it.  You'll soon discover that you drained ONE of 
  Ivy's TWO health bars.  Fortunately, you also just regained some health 
  from that (which you probably need).  In the next phase, Ivy will call on 
  some hypnotized goons to fight you, all the while making creeper grow, so 
  watch out for them.  As for the goons, make an attempt to try to punch 
  them off the edge of the platform to get them out of your hair quickly.  
  Once all the goons are down, you'll resume the normal fight, only this 
  time the spores will shoot much faster, so be quicker on the draw with 
  your Batarang (don't worry about aiming, a quick shot will do it).  When 
  she resumes the creeper attack, a few more guys will show up.  Continue 
  your Batarang attacking and eventually she'll drop to the ground again, 
  where you can blow her up again.

=======================================
4L. Part Twelve - It's Never Too Late =
=======================================

== Arkham Island ==

Arkham North -
 Well, Joker sounds like this is it, so let's run around the place and 
 collect all the remaining Riddler Challenges before we finish this.  If, on 
 the other hand, you don't want to bother, just run straight to the Visitors 
 Room in Arkham West, and the next chapter in the walkthrough.
  *RIDDLER TROPHY* - On the west side is a weak wall you can pull down.
  *RIDDLER TROPHY* - Head into the cave leading to the Batcave.  Before you 
   open the door, look behind you for a weak wall that you need to pull down.
 Now, there are a couple more inside Intensive Treatment and the Caves, so 
 let's get those.  Line across to the upper entrance to IT.

== Intensive Treatment ==

Intensive Treatment Lobby -
 Take the door leading west.

Utility Corridor -
  *RIDDLER TROPHY* - Blow open the weak wall.
 Now, return to Secure Transit and head down to the Caves.

== Caves ==

Croc's Lair -
  *RIDDLER TROPHY* - Line over to the west door to find a weak ceiling you 
   need to pull down.
 Now, to get back out of the Caves.  There are three ways.  I think the 
 quickest way, personally, is to go to the Main Sewer Junction and take the 
 original exit to Arkham North.

== Arkham Island ==

Arkham North -
 Let's head east, shall we?

Arkham East -
 Ohhhh, let's go to the Botanical Gardens first.  Watch out for the loons, 
 would you?

== Botanical Gardens ==

Glasshouse Entrance -
 Place is still a bit of a mess.  Make your way to...

Abandoned Chamber -
  *RIDDLER TROPHY* - Remember when we climbed up and across the metal 
   walkway to get one?  There's a weak wall right nearby.  Pull it down.
  *RIDDLE* - Invisible Question Mark.  Now, from the above spot, line launch 
   to the west and drop down when you're above the lit walkway.  Head to the 
   north and pull up DMode to find the pieces of the question mark.
  *CHRONICLE OF ARKHAM* - And now, from THIS spot, jump off to the north and 
   shimmy to the west.  The slab is inside the little alcove at the end.
 And from here, return to the Flooded Corridor, and head east through the 
 Aviary to...

Titan Production Facility -
  *CHRONICLE OF ARKHAM* - Use the Batclaw to pull down the weak wall in the 
   northeastern corner and line across.
 Now, it's time to leave.  Head back outside, and let's go to the mansion.

== Arkham Mansion ==

Mansion Entrance Hall -
 The place is cleared of poison, now.  Head to the Library past the South 
 Corridor.

Library -
  *INTERVIEW TAPE* - Use the Sequencer on the electric field in this room.  
   The tape's right on the desk.

East Wing Corridor -
  *RIDDLER TROPHY* - Find the weak wall around the corner and pull it down.

West Wing Corridor -
  *INTERVIEW TAPE* - Find the weak wall on the south side and pull it down.

Arkham Records Room -
  *RIDDLE* - Disable the security box, then use the Line Launcher to get 
   across the electric floor.  Your target is the files on the ground, 
   labelled "Strange Files".
 And we're done here.  Head back outside and to Arkham West.

== Arkham Island ==

Arkham West -
 A few more things out here.
  *RIDDLER TROPHY* - In the passage between West and North is a weak wall 
   high up that you need to pull down.
  *RIDDLER TROPHY* - Just over the door to the Abandoned Tunnel is a weak 
   ceiling.  Pull it down.
  *RIDDLE* - Grapple up to the stone arches in the east corner and pull 
   down the weak wall up here.  Your target is the canister of fear gas 
   inside.
  *RIDDLER TROPHY* - Climb up to the top of the Medical Facility, then line 
   launch over to the alcove to the northeast.
 While you're on top of it, head inside the Medical Facility.  Either entrance 
 is fine.

== Medical Facility ==

Medical Foyer -
  *CHRONICLE OF ARKHAM* - Face south from the north door to see another 
   weak wall to pull down.

Sanatorium -
  *RIDDLER TROPHY* - The northeast corner has a vent on the wall.  Pull it 
   down.
 Also, we're going to need a way to get to the lower floors.  The elevator 
 no longer works, but above it is a vent cover.  Pull it down, then drop 
 down the shaft and find another vent that will lead you to...

Secure Access -
  *RIDDLE* - While still in the vents, take the exit to the right to enter 
   a small office.  Your target is the harlequin hat on the desk.
  *RIDDLER TROPHY* - Pull down the weak wall near the north end and drop 
   inside the office to find this one.
  *INTERVIEW TAPE* - Crack the security box near the south end to enter 
   the office with this inside.

Experimental Chamber -
  *INTERVIEW TAPE* - In the room where Bane was being held prisoner.
 Head back to the upper floor.

X-Ray Room -
  *CHRONICLE OF ARKHAM* - Pull down the weak wall on the west side.

Surgery Room -
  *RIDDLER TROPHY* - Hack the box nearby and head up the stairs.

Patient Observation -
  *RIDDLER TROPHY* - You'll need to grapple over the junk the doctors used 
   to barricade you in.  Inside, pull down the vent on the south wall.
 And that's it for Medical.  Finally, let's go to the Penitentiary.

== Penitentiary ==

Cells Access -
 First, head to the Main Cell Block.

Main Cell Block -
  *CHRONICLE OF ARKHAM* - Go to the south part of this room, where Generator 
   Access is.  Line launch across the electrified water to find the slab.  
   You can deactivate the water with the nearby security box.

Guard Room -
 Finally, you can fix this place up.  First, go to the observation room 
 itself and grapple up to the vents.  Blow open the wall up here with gel, 
 then pull down the far wall with the Batclaw.  Send a Batarang into the 
 box on the far side to get the fan going so it blows out the toxin.
  *RIDDLE* - On the east wall in the northeastern corner is a wanted poster 
   for Prometheus.
  *CHRONICLE OF ARKHAM* - Blow open the northwestern wall.
  *RIDDLE* - Invisible Question Mark.  Grapple up to the observation room 
   on the north side.  Look out to the south.  The two parts of the mark 
   should be quite obvious.
  *RIDDLER TROPHY* - In the north hallway.
 And you're done!  Enjoy the Riddler getting his comeuppance.

 But there's one more thing to do.  If you've been listening to the 
 Chronicles, you know the Spirit of Amadeus Arkham is waiting for you.  It 
 should be obvious to you who it is, considering the voice, the fact that 
 he's obviously not a ghost, and still in the facility.

Security Control Room -
 Walk up to the stairs to the control room and look at the floor.  Scan it.

=============================
4M. Finale - The Last Laugh =
=============================

== Arkham Island ==

Arkham West - 
 Walk up to the Visitors Room, which has clearly taken on a new decor.  You 
 do not need to fight the goons here.  You can simply walk past them to the 
 far door.

Visitors Room -
 So here we go.  Two Titans and a bunch of henchmen besides.  Get to 
 beating.  Not much to say in the way of strategy except to focus on the 
 Titans.  Once they both go down, the fight is over.

 FINAL BOSS: TITAN JOKER
  Oh, that's just wrong.  Joker will begin by swiping at you, so stay out of 
  his range.  After a little bit, he'll lose patience, hop up onto the 
  back ledge and let his goons work you over.  While you're fighting them, 
  he'll drop pipes for them to pick up, as well as walking Joker Bombs.  You 
  can either avoid them until they explode, or try to toss a Batarang at 
  them.  Once you're just about done with the goons, Joker will turn his 
  back on you to showboat for the crowd.  Use the Ultra Batclaw on him to 
  drag him to the ground, then punch him up.  That's one stage down, and 
  you'll be healed.  For the next stage, he'll send in goons with knives.  
  Also, they'll try to go for the Gun Cabinet on the back wall, so be sure 
  to keep an ear out for the alarms.  Just remember NOT to try to pull the 
  Joker if there are stil goons around, or they'll punch you off and you'll 
  have to start over with a few more goons.  On the third phase, you'll be 
  dealing with stun batons and guns as well as the rest.  Pull Joker down 
  for the third time and you'll win!

Congratulations!  You completed Batman: Arkham Asylum!  Now, play on higher 
difficulty levels (you'll need to start a new file for that) and get all 
the medals in the Challenges!

******************************************************************************
5. RIDDLER CHALLENGES
******************************************************************************

This, as you'll find out early in the game, is your secondary objective 
throughout the game.  The Riddler will contact you and taunt you with all the 
challenges he spread throughout Arkham.  You do not need to find all of them, 
but I recommend finding as many as you can, since they give you valuable 
experience.

You can find RCs whenever you want before Riddler contacts you, but only 
afterwards can you view your progress on the Map Menu, by pressing R1 over 
to its screen.  There, you'll see a grid of the particular area you're in, 
filled with the types of RCs you have to find.  As you find them, they get 
marked off.

All RCs are marked by room/area, and if a particular item or event is required 
to solve it, it will be noted.

======================
5A. Types of Riddles =
======================

RIDDLE -
 This appears in the grid as a white square with a question mark.  Also, each 
 of these comes with a bit of green text describing the Riddle.  This is the 
 truly fun part of the RCs, where you have to search the grounds of Arkham for 
 a bit of scenery and hold down L2 to do an Environmental Analysis on it.  
 These are further broken down into two types:
 -Normal Riddle: This is literally part of the scenery.  An object lying 
   around alluded to by the clue.  Often times, this will be a reference to a 
   member of the Batman mythos.
 -Invisible Question Mark: Every area of the game has one of these.  This is a 
   question mark painted on the scenery which is ONLY visible with Detective 
   Mode turned on.  The challenge is further complicated by the fact that the 
   question mark is "in pieces", which is to say that part of the mark is on 
   different pieces of scenery.  What you have to do is line up both parts of 
   the mark to make a complete one, then do your environmental analysis.
 Lastly, just to remind you that you should be looking for these, whenever you 
 enter a new area, you'll see the clue of one of the riddles in the immediate 
 area.

RIDDLER TROPHY -
 This is a bright green question mark on a pedestal, and it looks similar to 
 such in the RC menu grid.  Quite simply, these are just little pickups hidden 
 in all the nooks and crannies of the asylum.  Simply walk over them and press 
 X to snag it.

INTERVIEW TAPE -
 Often found in office areas, although they can appear in others, these are 
 simple reel tapes (highlighted so you can spot them easier) that contain 
 interviews with various famous inmates of the asylum.  There are five in 
 each major area (with the whole of the grounds counting as one area in this 
 case), and each five correspond to a particular inmate.  No matter what order 
 you find the tapes in, you will always find the next one sequentially.
  For kicks, here's a list of whose tapes are found in which area:
  Arkham Island - The Joker
  Intenstive Treatment - Harley Quinn
  Medical Facility - The Riddler
  Caves - Killer Croc
  Arkham Mansion - The Scarecrow
  Penitentiary - Victor Zsasz
  Botanical Gardens - Poison Ivy

CHRONICLE OF ARKHAM -
 Another odd object buried in the asylum are these stone slabs.  They have an 
 insect motif in the center, which is surrounded by circular writing.  These 
 are carved writings of "The Spirit of Amadeus Arkham".  To examine them, 
 simply hold L2 to use Environmental Analysis when you're close enough.  Like 
 the tapes, these are all heard in sequential order no matter what order you 
 find them in, and the last one is not hidden in the usual way, but in the 
 area where you'll find the answer to the mystery behind the Spirit once you 
 solve it on your own.  If you honestly need the mystery solved on that front, 
 then consult the walkthrough at the end of Part Eleven.

JOKER TEETH -
 The Joker has left small chattering teeth in the halls of Arkham.  They don't 
 hurt you or do anything besides bounce around, but as an RC, you are asked 
 to break each one of them with Batarangs.  Each building contains 20, and 
 each part of the grounds contains 10.  They're generally not hidden very 
 well.  On the contrary, they're often put near the entrances of places you 
 need to go to next, as a kind of destination marker.  Also, you will probably 
 not find all the teeth in an area your first time through.  Teeth can pop up 
 later in the game as you progress.  I make a note for each set of teeth when 
 they pop as well as where.

SECRETS MAP -
 Lastly, you have these maps, one in each area.  Once you pick up a map, open 
 the Map screen to find floating question marks dotted on it.  This points out 
 the vague area where you will find a particular RC.  The only things that 
 don't show up on these maps are Joker Teeth.

=========================
5B. Intensive Treatment =
=========================

NOTE: Once you leave Intensive Treatment, you will not be able to return until 
 you get the Line Launcher, since your first exit required a jump down from a 
 high ledge that you can't grapple to.

RIDDLES:
 "Don't cut yourself on this Sharply observed portrait."
 Answer: Warden Sharp's Portrait
  Intensive Treatment Lobby - The portrait of Warden Sharp on the wall in 
   the south area, right near where you find Frank Boles.

 "A puzzle has many sides, but only some are visible."
 Answer: Invisible Question Mark
  Intensive Treatment Lobby - In the middle of the area are offices.  Stand 
   in the western-most office and look out the window to the south.  One part 
   of the question mark is on the far wall, the other on the window itself.

 "You don't know Jack about Gotham.  Tune in to find out."
 Answer: Radio Playing Jack Ryder
  Utility Corridor - In the locker room area, you'll find (and hear) a radio 
   on one of the benches.  Zoom in to the name "Jack Ryder".

 "A top hat and tails is the only dress code for this party in the North."
 Answer: Poster for Penguin's Iceberg Lounge
  Transfer Loop - About midway down the hall is a gate that's not entirely 
   closed.  Crawl inside to find the poster on the wall.

 "Dr. Jonathan Crane plans on elevating his fear to new depths."
 Answer: Scarecrow's Hideout
  Secure Transit - Near the bottom of the elevators is a vent between 
   them.  Crawl through to the back.

 "Hook up with the relatives before you're transferred out of here."
 Answer: Photo of Aaron Cash's Family
  Cell Block Transfer - You need the Line Launcher to get here.  The 
   southeastern electric field needs to be hacked to get into the office.

 "Where would you find my home sweet home?"
 Answer: The Riddler's Cell
  Holding Cells - You need the Line Launcher in order to get back into IT.  
   This cell is the one filled with green question marks.

 "Even I was shocked when I saw how Maxie Zeus was treated."
 Answer: Maxie Zeus' Cell
  Patient Pacification Chamber - You need the Line Launcher in order to get 
   back into IT.  In the east area is a weak wall to blow open.

RIDDLER TROPHIES:
 Holding Cells - In the very first room, in the vent on the south wall.  If 
  you miss this the first time, you'll have to wait until you get the 
  Sequencer to get it again.
 Patient Pacification Chamber - Once you've defeated Zsasz, rip open the 
  vent on the south wall.  This is also subject to the above.
 Patient Pacification Chamber - You trip right over this as you leave this 
  room through the vents.
 Decontamination - On the east wall, in the middle alcove, are floor vents.  
  Duck into them to find this one.
 Secure Treatment Transfer - In the office that doesn't have a guard.  You 
  must wait for him to lower the electric field.
 Maintenance Access - You need the Line Launcher.  This is found in the 
  northeast corner.  You'll have to crawl through vents to get to it.
 Secure Transit - You need the Line Launcher.  This can be found near the 
  big gap that you can barely jump across.  Go to the branching path to find 
  a vent cover suspended on the wall.
 Decontamination - You need the Line Launcher.  Crack the security box at 
  the north end, then climb the ladder inside.
 Patient Pacification Chamber - You need the Line Launcher.  At the upper 
  floor is a suspended vent on the wall.
 Utility Corridor - After fighting Poison Ivy, you can access this room again 
  and blow open the weak wall in this room.

INTERVIEW TAPES:
 Secure Transit - On the lower floor, go to the southeast corner to find 
  stairs to an office.
 Intensive Treatment Lobby - In the offices in the middle of this area, 
  specifically in the eastern room.
 Cell Block Transfer - You need the Line Launcher and the Sequencer Range 
  Amplifier upgrade.  Hack the box in the northeast corner to reach the 
  office.
 Secure Transit - You need the Line Launcher.  At the top floor the electric 
  field will now be deactivated, allowing you access to the office.
 Decontamination - You need the Line Launcher.  Crack the security box at 
  the north end.

CHRONICLES OF ARKHAM:
 Secure Transit - Halfway up the elevator shaft, you'll actually be pointed 
  to this one.
 Secure Transit - You need the Line Launcher.  About halfway up the shaft 
  (below the previous one) is a crawlspace that branches to a vent cover, 
  behind which you'll find two weak walls.  Blow up the left-hand one.
 Transfer Loop - You need the Line Launcher.  Near the door to Decon, look 
  up and west to see a vent cover to pull down.

JOKER TEETH:
 Holding Cells (3) - In the office at the north end of the area.  If you 
  miss this the first time, you'll have to wait until you get the Sequencer 
  to get them again.
 Processing Corridor (2) - In the hallway, one early, and the other near 
  where you fight the henchmen.  This is also subject to the above.
 Processing Corridor (3) - These will appear after you defeat Zsasz.
 Decontamination (3) - On the ground floor at various locations.
 Transfer Loop (2) - One near the entrance to Decon, and the other near the 
  entrance to Secure Treatment Transfer.
 Transfer Loop (3) - After you start trailing Boles' alcohol, you'll find 
  these in the office before Secure Transit.
 Secure Transit (1) - On the top floor, near the electric field.
 Intensive Treatment Lobby (3) - Right near where Frank Boles ends up.

SECRETS MAP: 
 Secure Transit - You need the Line Launcher.  Once you get to the very 
  bottom floor, head into the office.

===================
5C. Arkham Island =
===================

RIDDLES:
 "Gotham's greatest family towers over the city."
 Answer: Wayne Enterprises Tower
  Arkham East - Find any high vantage point and look out towards the 
  northeast to see a building with a big "W".  That's the target.

 "The legacy of this island has been well and truly buried."
 Answer: Amadeus Arkham's Grave
  Arkham East - There's a graveyard east of the Botanical Gardens.  One of 
  the graves is rather illuminated.

 "My challenges appear to those with the correct position in life."
 Answer: Invisible Question Mark
  Arkham East - The vantage point for this is the highest point on the 
  clocktower on the mansion.  Look to the south onto the roof.  The upper 
  part is pasted on the roof, and the dot is on the floor you're standing on.

 "Now I see it, now you don't!"
 Answer: Invisible Question Mark
  Arkham North - The vantage point is near the ruined building in the 
   northwest.  There's an arch at the entrance to the building.  On the 
   bottom of the keystone in the arch is part of the question mark, and the 
   other part on the wall further beyond.

 "Tweedledum and Tweedledee SAW it, can you SEE it?"
 Answer: Seesaw
  Arkham North - The seesaw is near the main gate at the north end.

 "Let's face it, there are two Dents on the wall."
 Answer: Harvey Dent Posters
  Arkham North - You need the Sequencer.  Hack the security box at the 
   west building to get inside.

 "Do you see what I see?  No?  Then maybe I am in a stronger position."
 Answer: Invisible Question Mark
  Arkham West - Climb up the stairs near the Penitentiary to the ledge 
   above the entrance.  Look down at the ledge below in DMode.  The upper 
   part is on the lower ledge and the dot is on the upper ledge.

 "Zsasz is counting on you to find his work."
 Answer: Zsasz Murder Scene
  Arkham West - You need the Sequencer and the Range Amplifier.  Go to the 
   platform above the Penitentiary entrance and crack the security box on 
   the far wall.  Make sure you get a good shot of the cards with marks on 
   them.

 "Does Scarecrow's gas break down barriers as it drives you insane?"
 Answer: Fear Gas Canisters
  Arkham West - You need the Ultra Batclaw.  Grapple up to the stone arches 
   in the east corner and drag down the weak wall to find these canisters.

RIDDLER TROPHIES:
 Arkham East - This at the south end, on an extended piece of concrete.
 Arkham East - On the roof of the northernmost guard tower.
 Arkham East - In the graveyard east of the Botanical Gardens, inside the 
  shack there.
 Arkham East - In the graveyard east of the Botanical Gardens, somewhat 
  obscured by grass at the north end.
 Arkham East - From the walled-off graden north of the Mansion entrance, you 
  can grapple up to the patio to the east, where you'll find this.
 Arkham East - This is on the roof of the mansion, directly above the 
  preceding Trophy.  Grapple up to the roof from the low wall around the 
  garden.
 Arkham East - On the mansion roof, at the very highest ledge on the 
  clocktower.
 Arkham East - On the mansion roof.  From the top of the clocktower, glide 
  down to the southwest to find it in a sunken area between the two towers 
  on the south side.
 Arkham East - Once you get the Explosive Gel, blow up a weak floor north 
  of the mansion door.
 Arkham East - You need the Sequencer.  Crack the security box at the security 
  hut in the middle of the area.
 Arkham East - You need the Sequencer.  Crack either security box on the high 
  walkways near the entrance to Arkham North.
 
 Arkham North - Just north of the Batmobile is a weak section of floor. 
  Blow it up.
 Arkham North - On the roof of the western guard tower.
 Arkham North - In the northwest is a tall ruined building.  The Trophy is on 
  the ground floor.
 Arkham North - In the southwest part of the area, you can grapple to the 
  roof of the Intensive Treatment building.  The trophy is on the east end 
  of the section of the roof.
 Arkham North - In the southeast part of the area, you can grapple to the 
  roof of the Intensive Treatment building.  From there, glide to the cave 
  visible on the southeast wall.
 Arkham North - In the southeast corner is a cave.  Follow it until you 
  find a weak wall on your right to blow up.
 Arkham North - You need the Sequencer.  At the north end is an electric 
  field.  Hack the box behind it.
 Arkham North - You need the Line Launcher.  From the western guard tower, 
  line over to the west.
 Arkham North - You need the Ultra Batclaw.  On the west side is the weak 
  wall.
 Arkham North - You need the Ultra Batclaw.  Head into the cave to the 
  Batcave, then turn around before heading through the door to find a weak 
  wall to pull down.

 Arkham West - Grapple directly up above the door to Arkham North (not the 
  passage to North, but the door in the main field).
 Arkham West - Near the door to Arkham North, drop down south into the 
  creek to find this one.
 Arkham West - Directly below the guard tower.
 Arkham West - On the roof of the marine shack near the docks.
 Arkham West - On the roof of the Medical Facility in the southwest corner.
 Arkham West - You need the Batclaw.  There's a vent cover just east of the 
  door to the Penitentiary.
 Arkham West - You need the Batclaw.  There's a vent cover high on the wall 
  in the passage to Arkham North.
 Arkham West - You need the Sequencer and the Range Amplifier upgrade.  Go 
  to the area above the Penitentiary entrance and crack the box on the far 
  wall.
 Arkham West - You need the Sequencer.  Use it on the security box near the 
  elevator to the Medical Facility.
 Arkham West - You need the Line Launcher.  Climb to the top of the Medical 
  Facility, then line across to the alcove to the northeast.
 Arkham West - You need the Ultra Batclaw.  In the passage between Arkham 
  North and Arkham West is a weak wall high on the north side.
 Arkham West - You need the Ultra Batclaw.  Just over the door to the 
  Abandoned Tunnel is a weak ceiling.

 Abandoned Tunnel - You can see this through bars to the north.  Grapple up 
  above and blow up the weak floor to get to it.

INTERVIEW TAPES:
 Arkham East - There are two guard towers near the exit to Arkham North.  
  This tape is in the south tower.
 Arkham North - Inside the hut in the western guard tower.
 Arkahm West - Inside the marine shack near the docks.
 Arkham North - You need the Sequencer.  Crack the security box in the 
  western security hut.
 Arkham East - You need the Sequencer.  Crack either security box on the high 
  walkways near the entrance to Arkham North.

CHRONICLES OF ARKHAM:
 Arkham East - Just north of the mansion door is a walled-off garden.  The 
  slab is on the mansion wall.
 Arkham East - Once you have the Explosive Gel, blow up the weak wall beneath 
  the stairs to the Gardens, on the east side of it.
 Arkham North - In the northwest corner is a tall ruined building.  Grapple 
  up to the second floor to find this on the wall.
 Arkham North - The cave in the southeast corner has this one, which you 
  just about trip over on your way through it.
 Arkham West - Drop down below the door to the Penitentiary.  There's a 
  ledge about ten feet up from the ground.  Blow open the wall on this 
  ledge.

JOKER TEETH:
 Arkham West (3) - In front of the door to the Medical Facility.
 Arkham West (3) - After fighting Bane, these appear in the passageway to 
  the north area.
 Arkham North (3) - After getting the Batclaw, these appear at the gate to 
  Arkham East.
 Arkham East (2) - After getting the Batclaw, these appear outside the 
  mansion door.
 Arkham West (2) - After leaving the Mansion, these appear in the guard 
  tower.
 Arkham East (2) - After leaving the Penitentiary, these appear outside the 
  Botanical Gardens.
 Arkham East (2) - After finding Poison Ivy the first time, these appear 
  outside the door to the Abandoned Tunnel.
 Arkham North (3) - After finding Poison Ivy the first time, these appear 
  at the sniper post above Intensive Treatment.
 Abandoned Tunnel (2) - After Killer Croc, this is found at the east end.
 Arkham North (4) - After Killer Croc, two in the west guard tower and two by 
  the door to Arkham east.
 Arkham East (4) - After Killer Croc, two in the south guard tower and two on 
  the steps to the gardens.

SECRETS MAP: 
 Arkham North - On top of the eastern building is a weak ceiling.  Blow 
  it open.
 Arkham West - You need the Sequencer.  Crack the security box at the small 
  building in the middle of the area.
 Arkham East - You need the Sequencer.  Crack the security box at the security 
  hut in the middle of the area.

======================
5D. Medical Facility =
======================

RIDDLES:
 "A question can only be answered from a new perspective.  Don't you agree?"
 Answer: Invisible Question Mark
  Sanatorium - On the west side of the room is a weak floor.  Blow it open to 
   see the upper part of the mark on the wall, and the dot on the floor.  
   View it from the south end.

 "TICK!  TOCK!  News flash!  Someone is not getting out of here alive."
 Answer: Killer Croc's Cell
  Sanatorium - The cell is on the bottom floor, west side, the one with the 
   skulls and stuff.

 "Is the generosity of our benefactors on the Wayne?"
 Answer: Bruce Wayne Plaque
  Medical Foyer - In the main room of the foyer is the plaque.

 "Shhhhsshh!  Rumors persist that Tommy Elliot operates in Arkham.  Can it 
  be true?"
 Answer: Schedule Board With "T. Elliot"
  Surgery Room - On the upper floor is the schedule board.

 "Was this fire fly too hot off the press?"
 Answer: Firefly News Clipping
  Patient Observation - Inside the small room that you drop a henchman 
   through.

 "What silent killer of the oceans can be found in a tiny jar?"
 Answer: Specimen Jar with Great White Shark's Nose and Ears
  Morgue - After regaining your sanity, look at the jar near the beds.

 "Is this bear the Bane of his life?"
 Answer: Bane's Teddy Bear
  Experimental Chamber - It's on the desk in the first part of the room.

 "Are you going to take your hat off to Harley, Bats?"
 Answer: Harley Quinn's Hat
  Secure Access - You need the Batclaw.  You can use the vent system to 
   reach Harley's office.

RIDDLER TROPHIES:
 Maintenance Access - As you crawl through the vents, you'll find a 
  junction to the right.  Head in that direction.
 Sanatorium - On the lower floor behind the walls in the southeast corner.  
  Either blow up the wall nearby or go through the vent in the northeast 
  corner.
 Upper Corridor - In the midst of the corridor is a vent system.  Climb into 
  any of the vents to get this.
 X-Ray Room - On top of the X-Ray Room enclosure.
 Experimental Chamber - In the vents on the south side of the room.
 Experimental Chamber - Just above Harley Quinn when you try to rescue 
  Gordon.  You walk right over it.
 Sanatorium - You need the Batclaw.  Pull down the vent high in the 
  northeast corner.
 Patient Observation - You need the Batclaw to pull down the vent on the 
  south wall in the main room.
 Surgery Room - You need the Sequencer.  Hack the security box in this room 
  and head up the stairs.
 Secure Access - You need the Ultra Batclaw.  Pull down the weak wall near 
  the north end and drop inside the office.

INTERVIEW TAPES:
 Sanatorium - In the northeast corner of the top floor.
 Medical Foyer - On the desk near the entrance.
 Patient Observation - On the desk where Cash and Kellerman were trapped.
 Secure Access - You need the Sequencer.  Crack the box near the south 
  end of the hallway to get into the office.
 Experimental Chamber - In the room where Bane was being held prisoner.  
  You'll have to wait until after the fight with to return there.

CHRONICLES OF ARKHAM:
 Sanatorium - On the west wall, middle floor is a weak floor.  Blow it open 
  and drop down.  You can also use the floor vents on the bottom floor to 
  crawl to it.
 Medical Foyer - You need the Ultra Batclaw.  Look south from the north exit 
  to see a weak wall to pull down.
 X-Ray Room - You need the Ultra Batclaw.  There's a weak wall above the 
  entrance to the room.

JOKER TEETH:
 Sanatorium (3) - On the bottom floor of the room at the south end.
 Upper Corridor (3) - In a gift box after rescuing the first doctor.
 Upper Corridor (3) - In a gift box after rescuing the second doctor.
 Upper Corridor (3) - In a gift box after rescuing the last doctor.
 Patient Observation (3) - In the upper ledges of this room after saving 
  the doctor.
 Sanatorium (2) - After saving the doctors, these appear in front of the 
  elevator door.
 Lower Corridor (3) - At the end of the room before the Experimental Chamber.

SECRETS MAP: 
 Experimental Chamber - On the desk near the teddy bear.

====================
5E. Arkham Mansion =
====================

RIDDLES:
 "Who is the main man in the main hall?"
 Answer: Photo of Commissioner Gordon
  Main Hall - In the eastern alcove, on the north wall.

 "Did Amadeus go mad, or was he just dizzy?"
 Answer: Amadeus Arkham's Cell and Writing
  North Corridor - The cell you pass on the way here that's full of circular 
   writing.

 "It'll be a cold day in Hell when this Ghul rises again."
 Answer: Ra's al-Ghul's Body
  Dr. Young's Office - In the outer room of the office is an open mortuary 
   slab.  Focus on the toe tag.  Oh, for an extra bit of fun, get this one, 
   then leave and come back later in the game to find it missing.

 "How do you mask your feelings without losing control?"
 Answer: Black Mask's Mask
  Dr. Young's Office - Inside the office itself is the mask on the wall.

 "What does a bird need in the rain?"
 Answer: Penguin's Umbrellas
  South Corridor - In a glass case on the east wall.

 "This fiendish puzzle literally appears out of thin air."
 Answer: Invisible Question Mark
  South Corridor - On the east wall are some vents you can grapple on top of.  
   Look down to the west and you'll see one part on the far wall, and the 
   other on the floor you're standing on.
 
 "A game of Cat and mouse can be painful."
 Answer: Catwoman's Hood and Gloves
  East Wing Corridor - In a glass case.

 "Isn't the Warden too old for a puppet show?"
 Answer: The Scarface Puppet
  Warden's Office - In a glass case on the east wall.

 "Our records show that a Strange transfer request was made in this room."
 Answer: Hugo Strange Files
  Arkham Records Room - After fighting Poison Ivy, go to the south end, hack 
   the security box, then line across to the office to find these.

RIDDLER TROPHIES:
 Mansion Entrance Hall - Near the entrance stairs on the right side is a 
  vent cover to open.
 Main Hall - Underneath the big statue is a vent to Batclaw away.
 Arkham Records Room - Go to the west end to find a vent cover that leads 
  to an enclosed area.
 North Corridor - In the upper area, in the southwest corner.
 South Corridor - The southwest wall has a high-placed vent cover.
 Library - A vent on the wall on the main floor can be Batclawed to find 
  this.
 Library - On the very top floor near the chandelier is a vent that you'll 
  find with this in it.
 Warden's Office - In the northwest corner of the area.
 East Wing Corridor - You need the Ultra Batclaw.  Pull down the weak wall 
  just around the corner.

INTERVIEW TAPES:
 Main Hall - In the northeast corner is a vent cover to an enclosure with 
  this inside.
 Arkham Records Room - Go to the south end, near the electric field to find 
  a vent cover.  Yank it out of the way and go through.
 Dr. Young's Office - Once henchmen break into the room, you'll find this 
  in the room beyond.
 Library - You need the Sequencer.  Crack the box to remove the electric 
  fields so you can reach this.
 West Wing Corridor - You need the Ultra Batclaw.  Pull down the weak wall 
  on the south side.

CHRONICLES OF ARKHAM:
 Mansion Entrance Hall - As you pass through the vent to the Main Hall, 
  you'll pass this one.
 Main Hall - Look straight up at the north end to find a ledge leading to 
  this one.
 South Corridor - High on the east wall are some vents you can grapple on 
  top of.  Blow up the wall here.

JOKER TEETH:
 Main Hall (3) - In front of the door to the West Wing Corridor.  One's 
  inside the nearby vent.
 North Corridor (2) - Just outside Amadeus' cell.
 West Wing Corridor (3) - After finding Young's fingerprints, you'll find 
  a gift box in this room.
 South Corridor (3) - Spaced about the room.
 Library (3) - In the stairs between the main floor and the lower floor.
 Warden's Office (3) - Grapple to the upper area to find these.  IF YOU'RE 
  MISSING SOME, THEY'RE PROBABLY THESE.
 East Wing Corridor (3) - After saving Young the second time, you'll find a 
  gift box with these.

SECRETS MAP:
 Warden's Office - On the desk near the glass case.

==================
5F. Penitentiary =
==================

RIDDLES:
 "How do you reflect on your successes and failures, Batman?"
 Answer: Bathroom Mirror
  Cells Access - In the ladies' restroom is a full-length mirror.

 "Two people, one voice, no gun?"
 Answer: Scarface's Tommy Gun
  Main Cell Block - On the upper floor, mounted on the wall in the offices.

 "A case of mistaken identity?"
 Answer: Clayface
  Security Control Room - In the cell with the glass wall, you'll find a 
   familiar face that's actually Clayface in disguise.

 "This room is the end of days for even the most celebrated killer."
 Answer: Calendar Man's Cell
  Main Cell Block - After powering up the Sequencer, you'll find this cell 
   in the west part of the area, covered with calendar pages.

 "What has four walls, two sides, and one ex-DA?"
 Answer: Two-Face's Cell
  Controlled Access - On the lower floor, the cell on the north wall with the 
   "Vote Dent" poster.

 "All alone in your cell?  Why don't you break the ice with the most 
  dangerous prisoners?"
 Answer: Mr. Freeze's Cell
  Extreme Incarceration - The rather obvious cell covered in ice.

 "Prometheus, Arkham guards' most wanted and most hated."
 Answer: Prometheus' Wanted Poster
  Guard Room - It's possible to get this at your first dangerous visit, but 
   not recommended.  You need the Ultra Batclaw to clear the area later.  
   This poster is on the east wall in the northeast corner of the room.

 "When is something right in front of you but still hidden in view?"
 Answer: Invisible Question Mark
  Guard Room - You need the Ultra Batclaw to clear this area.  Stand on the 
   north ledge (where the power box is) and look to the south to see both 
   parts.

RIDDLER TROPHIES:
 Cells Access - In one of the stalls in the mens' room.
 Main Cell Block - Near the south door is a weak wall.
 Security Control Room - Climb the stairs on the north wall and blow open 
  the wall.
 Security Control Room - Climb the stairs on the south wall and hack open 
  the security box.
 The Green Mile - Once the inmates escape, one of the cells on the west wall 
  will be open.
 Main Cell Block - After powering up the Sequencer, you'll find this in the 
  west section in a cell on the south wall.
 Guard Room - Technically in Main Cell Block, but the entrance is in the 
  Guard Room, through a vent cover on the wall near the control room.
 Controlled Access - On the upper floor, you'll find three weak walls on the 
  south side.  Blow open the leftmost wall.
 Extreme Incarceration - Go to the observation room in the office area and 
  crack the security box to open Cell 5, then head inside.
 Guard Room - You need the Ultra Batclaw to clear this area.  Get up to the 
  north hallway to find it.

INTERVIEW TAPES:
 Cells Access - Next to the entrance.
 Main Cell Block - On the upper floor, in the offices.
 Guard Room - In the control room.
 Controlled Access - On the upper floor, in the office that you come to 
  when you go through the vent.
 Extreme Incarceration - On the upper floor of the office area.

CHRONICLES OF ARKHAM:
 Extreme Incarceration - Go to the observation room in the office area and 
  crack the security box to open Cell 5, then blow the back wall.
 Guard Room - It's possible to get this at your first dangerous visit, but 
  not recommended.  You need the Ultra Batclaw to clear the area later.  
  Blow open the southwestern wall.

JOKER TEETH:
 Cells Access (3) - At the south end of the area.
 Main Cell Block (3) - On the upper floor, in the offices.
 Guard Room (3) - After rescuing the guards, near the entrance to the room.
 Main Cell Block (6) - After coming back from the Guard Room, you'll find 
  three in the west part and three in the east part.
 Extreme Incarceration (2) - In the office area.
 Controlled Access (3) - After dealing with Harley, you'll find a gift box.

SECRETS MAP: 
 Extreme Incarceration - On the lower floor of the office area.

===========
5G. Caves =
===========

RIDDLES:
 "A puzzle has many sides, but only some are visible."
 Answer: Invisible Question Mark
  Main Sewer Junction - At the level where you leave for Surface Access is 
   a pillar with a shimmy ledge.  Climb into the pillar and look straight up 
   to spot both parts of the mark.

RIDDLER TROPHIES:
 Old Sewer - In the vent high on the wall on the east end.
 Old Sewer - In the east corridor, there's a bustable wall with one behind it.
 Main Sewer Junction - On the bottom floor, in the northwest corner.  Leap 
  west from a suspended walkway.
 Main Sewer Junction - On the bottom floor, in the northeast corner.  Note 
  the pillar with the gap that you shimmy along.  It's inside the pillar.
 Main Sewer Junction - Once on the running water, leap south to this one.
 Main Sewer Junction - At the level where you leave for Surface Access is 
  a pillar with a shimmy ledge.  Climb into the pillar to find it.
 Croc's Lair - You need the Line Launcher.  This is visible in the southeast 
  corner.  Line across to it.
 Old Sewer - You need the Line Launcher.  Line to the far south point.
 The Batcave - You need the Ultra Batclaw.  In the large open area, you can 
  find this on the first big rock you glide down to, on the bottom ledge.
 The Batcave - You need the Ultra Batclaw.  In the second big rock, you can 
  find a ledge to grapple up to that leads outside.  Glide down to the 
  northeast rock.
 Old Sewer - You need the Ultra Batclaw.  In the southwest is a weak ceiling 
  to pull down.
 Main Sewer Junction - This is visible to the southeast from the platform 
  with flowing water.  Easiest way is to line across to it, but it's possible 
  to glide down to it.
 Main Sewer Junction - You need the Line Launcher.  From the exit to Surface 
  Access, line across to the west.
 Main Sewer Junction - High up in the northeast corner.  You can line across 
  to it from the southwest corner or just drop from above.
 Pressure Control Junction - You need the Ultra Batclaw to get here.  In the 
  west passage is a weak wall to pull down.
 Control Room - You need the Ultra Batclaw to get here.  Pull down the weak 
  wall on the west side of the room.
 Croc's Lair - After fighting Poison Ivy, return to the west end of the room 
  to find a weak ceiling to pull down.

INTERVIEW TAPES:
 Old Sewer - On the ground near the dead orderly.
 Surface Access - On a crate.
 Control Room Access - You need the Line Launcher to get to this room.  It's 
  on a crate.
 Pump Control Room - You need the Ultra Batclaw.  This is found near the exit 
  door.
 Pump Room - You need the Ultra Batclaw to get here.  This found on a ledge 
  with barrels on it that you can line across to.

CHRONICLES OF ARKHAM:
 Old Sewer - Right next to the vent you enter the area from.
 Control Room - You need the Ultra Batclaw to get here.  The south weak wall 
  needs to be pulled down.
 Pressure Control Junction - After fighting off the Titan and groupies, you 
  can find this in the elevator shaft.

JOKER TEETH:
 Old Sewer (3) - Three in the eastern corridor.
 Main Sewer Junction (5) - Two on a ledge in the northeast corner as you 
  climb, and three as you leave for Surface Access.
 Croc's Lair (3) - After you beat Killer Croc, you'll find these in the 
  southwest corner.
 Pressure Control Junction (6) - You need the Ultra Batclaw to get here.  
  There are three in the east passage and three in the west passage.
 Pressure Control Junction (3) - After shutting off all the pumps, a gift 
  box will appear in this room.

SECRETS MAP: 
 Pump Control Room - You need the Ultra Batclaw to get to this room.

=======================
5H. Botanical Gardens =
=======================

RIDDLES:
 "Is the number up for these guards?"
 Answer: Zsasz Murder Scene
  Glasshouse Entrance - A few guards are placed on the bench on the west 
   side.  While you can reach this area early in the game, the scene will only 
   appear later, once Harley runs off with Warden Sharp.

 "What time is tea time in Wonderland?"
 Answer: Mad Hatter's Tea Set
  Botanical Glasshouse - In the middle level on the north wall in a small 
   alcove.

 "Remember the Waynes?  How could anyone forget?"
 Answer: Bench with a Plaque with the Names "Thomas and Martha Wayne"
  Statue Corridor - The park bench with the plaque on it.

 "The Ratcatcher needed more than just his charm to lead his army."
 Answer: Ratcatcher's Gloves and Mask
  Flooded Corridor - In the vent system is a grating below you, which has 
   these items beneath it.

 "Looks like all the king's horses trampled all the king's men."
 Answer: Pile of Toy Soldiers
  Flooded Corridor - In the middle part of the corridor, on a park bench.

 "Is this a tribute to what a mad dog left behind?"
 Answer: Plaque of Constance Arkham with "Mad Dog" Scratched On It
  Flooded Corridor - In the northeast, in front of the ruined statue.

 "There's no closet in the Gardens, so someone is using the roof instead."
 Answer: Skeleton Encased in Silk
  Aviary - High on the west wall.

 "This challenge can only be seen by those with a different view on life."
 Answer: Invisible Question Mark
  Abandoned Chamber - After fighting Poison Ivy, pull down the weak wall on 
   the east wall, then line across from there to the center platform, crawl 
   north under the wreckage, and look down from the end to find both parts of 
   the mark.

RIDDLER TROPHIES:
 Botanical Glasshouse - In the floor vents near the tea set.
 Botanical Glasshouse - Inside the fountain is a weak wall you can blow open.
 Glasshouse Generator Room - You need the Range Amplifier for your 
  Sequencer.  Grapple up to the upper level and hack the box.
 Flooded Corridor - In the southern vent system that connects to Abandoned 
  Chamber.  Poke around to find it.
 Abandoned Chamber - On the east wall high up.  To get there, start at the 
  northeast corner and hop across to the west.  Shimmy along the ledge to the 
  water, then hop east, walk south, and use a Batarang on the suspended 
  walkway.
 Abandoned Chamber - Drop down into the water in the northeast corner and 
  crawl to the south.
 Abandoned Chamber - At the bottom floor, go to the north end to find a 
  floor vent.  Crawl through it to get to a blocked-off room.
 Titan Production Facility - You need the Line Launcher.  Line across from 
  the west side.
 Flooded Corridor - You need the Line Launcher.  Line across the large gap 
  in the northwest.
 Abandoned Chamber - After fighting Poison Ivy, pull down the weak wall on 
  the east wall, then climb up to this.

INTERVIEW TAPES:
 Glasshouse Entrance - On the bench on the east side.
 Statue Corridor - On one of the benches.
 Glasshouse Generator Room - Near where the janitor sits.
 Flooded Corridor - At the north end, near the bottomless pit, on one of the 
  benches.
 Aviary - On the park bench on the lowest floor, near where the cages end up 
  when you save the doctors.

CHRONICLES OF ARKHAM:
 Glasshouse Entrance - Below the entrance.  There are somewhat obscured 
  passages on either side that you can crawl into.  Also, once plants take 
  the area, you can drop down the now-open vent.
 Abandoned Chamber - After fighting Poison Ivy, get to the top of this room 
  using the Ultra Batclaw to pull down the weak wall on the east wall, then 
  line across to the center platform and jump to the north shimmy ledge.
 Titan Production Facility - After fighting Poison Ivy, use the Ultra Batclaw 
  to pull down the weak wall in the northeast corner, then line across.

JOKER TEETH:
 Glasshouse Entrance (3) - Spaced throughout the room.
 Statue Corridor (3) - Spaced throughout the room.
 Flooded Corridor (2) - In front of the vent cover at the south end.
 Aviary (3) - In the control room.
 Flooded Corridor (3) - You need the Line Launcher.  Line across the large gap 
  in the northwest.
 Glasshouse Entrance (3) - After encountering Poison Ivy the first time, 
  these will be in the room.
 Flooded Corridor (3) - After Killer Croc, at the south end of the room.

SECRETS MAP: 
 Glasshouse Generator Room - You need the Range Amplifier for your 
  Sequencer.  Grapple up to the upper level and hack the box.

******************************************************************************
6. CHALLENGE MODE
******************************************************************************

Accessible at any time from the main menu, Challenge Mode presents you either 
combat or predator tasks.  Basically, the idea is to take out all the enemies, 
either through straight fisticuffs or by your own brand of stalking.

Challenges are unlocked as you uncover certain Riddle Challenges throughout 
the game.  Which ones that are required are listed in 6A and 6B.

=======================
6A. Combat Challenges =
=======================

As you might expect, this is straight out combat.  You're put in an enclosed 
area to face off against four rounds of enemies.  Survive them all and your 
score will be tallied.  You'll heal in between each round the proper amount 
given what you earned in your fight.

Points are earned based on a few factors.  The first and most foremost is your 
combo.  Your score from each attack is multiplied by your combo, so if you can 
get it up to 20 or higher, you're racking up incredible amounts of points.  
The second factor, related to combo, are your attacks themselves, each of 
which earn a different amount of points:

Strike = 10
Counter = 10
Combo Batarang = 10
Knockdown = 10 (hitting someone with a Special Throw)
Power Strike = 20 (aka Critical Strike)
Batclaw Strike = 25 (which is to say, a strike after using the Batclaw on 
 someone)
Throw = 25 (aka Special Throw)
Ring Out = 25 (if you knock someone over a railing)
Collateral Damage = 25 (a Titan harms others on his own, is not affected 
 by multiplier)
Rodeo Strike = 25 (strikes a Titan made with Batman on its back)
Takedown = 50 (aka Special Takedown)
Ground Pound = 100 (a standard Ground Takedown)
Titan Takedown = 100 (the finishing blow to a Titan)
Takedown = 100 (a special takedown where you knock enemies into any electric 
 fields, is not affected by multiplier)

The final factor is bonuses.  After each of the four rounds, your score has 
any bonuses added to it that would apply:

Variation X 3 = 100 (Performing three different moves in one combo)
Variation X 4 = 250 (and so on)
Variation X 5 = 500
Variation X 6 = 1000
Variation X 7 = 2000
Variation X 8 = 3500
Variation X 9 = 5000
Dark Knight = 500 (Taking no hits in the round)
Flawless Freeflow = 1000 (Defeating the entire round in one complete combo)
Perfect Knight = 5000 (Taking no hits the entire challenge)

How high your score is determines how many medals you win, up to three.  Each 
medal threshold is noted below.

Now, the Variation bonus is awarded for different moves in one combo.  There 
are nine different moves that count towards this: Strike, Counter, Cape Stun, 
Evade, Special Throw, Special Takedown, Ground Takedown, Combo Batarang (need 
the upgrade for it), and Batclaw.

---

Challenge Tips -

Depending on the challenge, and the enemies you face, you may either want to 
focus on racking up an insane combo or go for the bonuses, although there 
are certainly plenty of circumstances where it's possible to do both.  Still, 
on the first four Challenges, you should be fine focusing on one or the 
other to get a triple set of medals.

This almost goes without saying, but keep aware of where your enemies 
are.  Not only to help you with launching attacks, but watch to see if they 
run towards the walls at any point.  They'll be going for wall mountings 
or gun cabinets, so be sure to save a couple of Batarangs in your combo 
for these guys to discourage them, or even use them for your Special 
Takedowns or Throws.

After you finish a round, the next round will be placed pretty much into 
the area as you left it.  This is to say that any pipes that were on the 
ground are fair game, as are any stun batons and guns.  Furthermore, once 
inmates start going for wall mountings and gun cabinets, it's fair to say 
that they will continue to do so in later rounds.

Remember, your combo will not be fully "activated" until you hit x3.  At 
that point, most of your moves will be "upgraded", in a sense.  You'll be 
able to perform most moves from well across the room.  You'll be surprised 
how far Batman will move to get a Critical Strike or a Ground Takedown once 
you're "in the zone".  If you have a lot of enemies, make sure to use as 
many Critical Strikes as possible, as these are incredibly damaging, and 
knock down your enemies for a moment, which can definitely make the 
difference towards a high combo.

If you have problems with the Variation Bonus, here's a pattern I like to use 
to get the X9.  
- First, strike one or two guys. (1)
- As soon as you see the blue lightning icon on another guy, counter. (2)
- Immediately cape stun afterwards on the next attacking enemy, if 
 feasible. (3)
- Use an Evade to vault over either the guy you just cape-stunned or any guy 
 who will carry you away from the fight. (4)
- Look back to the thugs before you land, then tap L1 ONCE to toss your 
 batarangs. (5)
- Double tap R2 to fire the Batclaw.  If there are four or more guys ahead of 
 you, then you should have picked up at least one that didn't fall over from 
 the Batarangs. (6)
- If you're not at x5 in your combo, yet, then strike a couple more times on 
 the guys stumbling towards you, then perform a Special Throw. (7)
- The next part is kind of important.  Make sure you throw the guy AWAY from 
 the throng of enemies, then immediately perform a Ground Takedown in his 
 direction.  You'll leap away from the main melee, which *should* give you 
 enough time for the GT. (8)
- You'll probably have to counter (or cape stun, or evade) immediately 
 afterwards.  If not, launch a Critical Strike at the nearest bad guy to keep 
 the combo going.
- Once you hit the yellow combo number again, perform your Special 
 Takedown. (9)
Of course, that's a lot of words for something that will take approximately 
fifteen seconds.  The only way to get this reliably is with practice.  Do 
so on the easier challenges before trying to apply yourself to the harder 
ones.  If you can get a couple of rounds with x9 variations, you'll be 
surprised how quickly you'll hit the medal scores.

Lastly, some times in these challenges you'll face Mr. Zsasz.  As far as I 
can tell, he's no different from a normal Knife Henchmen.  He may be a bit 
more durable, but he's no more difficult to takedown.

Postscriptly, I recommend the Combat Mechanics FAQ by abaddononion2 on 
GameFAQs if you still need help.  He's gone into seriously exhaustive detail 
on the subject of combat, more than I feel I need to, but it just might be 
what you need to round out your game.

---

Intensive Treatment - 
 Unlock: Destroy 5 Joker Teeth in Intensive Treatment.

Round 1: 3 Henchmen
Round 2: 5 Henchmen
Round 3: 6 Henchmen, Pipes
Round 4: 8 Henchmen

   One Medal: 8000
  Two Medals: 12000
Three Medals: 18000

Notes: I suppose it'd be obvious to say that you should go for the Flawless 
 Freeflow Fighter trophy with this one.

---

Sewer Bat -
 Unlock: Riddler Trophy in Caves - Main Sewer Junction.  Out of the several in 
  this room, it's the one that's reached by jumping to an opening in pillar 
  while standing on the rock outcropping with rushing water.

Round 1: 4 Henchmen
Round 2: 4 Henchmen, 1 w/Knives
Round 3: 6 Henchmen, Wall Mountings and Pipes
Round 4: 8 Henchmen, 1 w/Knives

   One Medal: 8000
  Two Medals: 12000
Three Medals: 18000

Notes: Prioritize the Knife users and the guys who go for the wall 
 mountings for your special moves.

---

Shock and Awe -
 Unlock: Riddler Trophy in Botanical Gardens - Flooded Corridor.  Right 
  outside Poison Ivy's room in the northwest corner.

Round 1: 4 Henchmen, 1 w/Pipe, 0:45 timer
Round 2: 6 Henchman, 1 w/Pipe, 1 w/Stun Baton, 1:00 timer
Round 3: 8 Henchmen, 2 w/Knives, 2 w/Pipe, 1:15 timer
Round 4: 10 Henchmen, 1 w/Stun Baton, 1 w/Knives, 1:30 timer

   One Medal: 10000
  Two Medals: 20000
Three Medals: 30000

Notes: As you can see, you are timed rather harshly for this challenge.  If 
 it runs out, the floors will power up and you'll automatically fail.  Keep 
 moving and keep your combo up and you should be okay.

---

Rumble in the Jungle -
 Unlock: Riddler Trophy in Caves - Main Sewer Junction.  You need the Line 
  Launcher.  On your second trip to the caves, you'll have to climb to a 
  higher point to escape than normal.  This is on your way.

Round 1: 6 Henchmen, 1 w/Knives, 1 w/Pipe
Round 2: 12 Henchmen, 4 w/Pipes, Wall Mountings
Round 3: 7 Henchmen, 1 w/Pipe, 1 w/Knives, 1 w/Stun Baton
Round 4: 8 Henchmen, 1 Titan

   One Medal: 10000
  Two Medals: 20000
Three Medals: 30000

Notes: This is a big area, and it needs to be for the Titan in the final 
 round.  Take the opportunity of using the Titan for big combos.  Knock 
 down the henchmen while riding him, then keep the combo going as soon as 
 you get thrown off.  If you're *really* lucky, you may even be able to 
 keep it going between two sessions of rodeo strikes.

---

Intensive Treatment (Extreme) -
 Unlock: Riddler Trophy in Penitentiary - Security Control Room.  Climb the 
  stairs on the north wall and use the Sequencer on the security box.

Round 1: 6 Henchmen
Round 2: 6 Henchmen, Gun Cabinet
Round 3: 8 Henchmen, 4 w/Pipes
Round 4: 10 Henchmen, 1 w/Knives

   One Medal: 10000
  Two Medals: 20000
Three Medals: 30000

Notes: First one with the Gun Cabinet.  Note that they'll keep going for 
 the cabinet in subsequent rounds, so be sure you have a combo going to a 
 Combo Batarang can be loosed to drop any gun-happy henchies.

---

Sewer Bat (Extreme) -
 Unlock: Riddler Trophy in Intensive Treatment - Maintenance Access.  The 
  Trophy is in the northeast corner of the room.  You need the Line Launcher 
  to get to this from the outside.

Round 1: 8 Henchmen
Round 2: 10 Henchmen, Wall Mountings & Pipes
Round 3: 10 Henchmen, 1 w/Knives, Gun Cabinet
Round 4: 16 Henchmen, 4 w/Pipes

   One Medal: 10000
  Two Medals: 30000
Three Medals: 50000

Notes: Since there's very little in the way of specialty henchmen in this 
 challenge (not counting the guys who go for the mountings and guns), this 
 is a good round to go for the big big combo, and you'll definitely need it 
 to hit the rather large value of 50000.  Heck, even if you get Variation 
 X9 on all four rounds, you'll still need another 30000 points besides.  
 In the last two rounds, try to stay near the railing so you can cover the 
 gun cabinets, and you WILL need to cover the gun cabinets.

---

Shock and Awe (Extreme) -
 Unlock: Riddler Trophy in Medical Facility - Secure Access.  You need the 
  Ultra Batclaw to drag down the wall so you can enter the operating room 
  where the trophy sits.

Round 1: 6 Henchmen, 2 w/Knives, 2 w/Pipes, 0:45 timer
Round 2: 6 Henchmen, 2 w/Pipes, 2 w/Stun Batons, Gun Cabinet, 0:45 timer
Round 3: 8 Henchmen, 1 w/Knives, 1 w/Stun Baton, 1 w/Pipe, 0:55 timer
Round 4: 10 Henchmen, 2 w/Knives, 2 w/Stun Batons, 1:00 timer

   One Medal: 10000
  Two Medals: 20000
Three Medals: 30000

Notes: Probably the hardest challenge, although your mileage may vary.  
 First of all, get as much score as you can in the first couple of rounds, 
 because you won't have time for fancy moves in the latter rounds.  I'd say 
 have a good 20000 by the third round, but having even more will make it 
 that much easier.  In the last two rounds, you're seriously strapped for 
 time versus the difficulty of enemies, so focus on Takedowns or Throws.  
 Specifically, if you can get a throw near the edge of the arena, toss an 
 enemy over the rail for an instant KO that's actually quicker than a Special 
 Takedown.  Ground Takedowns are also quicker, but are much harder to pull 
 off, naturally.  In between all those, make it Critical Strikes over and 
 over again, because they really do cause damage.  Furthermore, make the 
 special enemies your priority, particularly the Knife guys, as they can 
 really wreck your rhythm, and the sooner you remove them from the equation, 
 the better.

---

Rumble in the Jungle (Extreme) -
 Unlock: Riddler Trophy in Caves - Croc's Lair.  Return here with the Ultra 
  Batclaw after beating Ivy.  Go to the far west, near the door, and pull 
  down the weak ceiling.

Round 1: 8 Henchmen, 1 w/Knives, 1 w/Stun Baton, 2 w/Pipes, Wall Mountings
Round 2: 8 Henchmen, 1 Titan
Round 3: 10 Henchmen, 2 w/Pipes, 2 w/Knives, 2 w/Stun Baton, Gun Cabinet
Round 4: 8 Henchmen, 2 Titans

   One Medal: 30000
  Two Medals: 40000
Three Medals: 50000

Notes: Pretty much the same can be said for this as was said for the original 
 version.  Use Rounds 1 and 3 for high variations, and use Rounds 2 and 4 
 for massive combos with the Titans.

=========================
6B. Predator Challenges =
=========================

Like it says on the tin, these are you versus a number of armed henchmen, and 
the object is to incapacitate them all.  Instead of points, you are graded 
based on your time taken in this challenge.

The medals, on the other hand, have nothing to do with time, but with HOW 
you take down your enemies.  More info is given in each challenge.  Oh, and 
no fair doing one medal in one run and another in another run.  For it all to 
count, you have to do ALL THREE medals in a single run.

---

Silent Knight -
 Unlock: Find the Riddler Trophy in Medical - Experimental Chamber.  It's 
  just above where Harley holds Gordon.

Location: Sanatorium, Medical Facility
Opposition: Six

Silence is Golden - Simply sneak up behind an enemy and perform a Silent 
 Takedown.

Blast Zone - Get in the corner behind the henchman who guards the door, 
 spray gel on the wall, and blow it up.

Mind Your Head - Just pick any foe to hit with a Batarang, then do a Ground 
 Takedown afterwards.

---

Record Breaker -
 Unlock: Find the Riddler Trophy in Arkham Mansion - Warden's Office.  It's 
  in the northwest part of the area, rather visible.

Location: Arkham Records Room, Arkham Mansion
Opposition: Six

Fall Guy - When someone is on a higher ledge, use the Batclaw on him to 
 yank him off it.  Make sure you run off afterwards, because it is noisy.

Over the Ledge - Hang from a ledge and perform a Ledge Takedown when someone  
 walks in front of you.  Also noisy.

Round the Bend - Hide in a corner by pressing X near it, and perform a 
 Corner Takedown by pressing Triangle when someone gets close.  I suggest 
 either doing this as your first, or your last.  If it's your first, the 
 bad guys won't be actively searching for you.  If it's your last, you can 
 focus on the one guy and not have to worry about being interrupted.

---

Survival Tactics -
 Unlock: Find the Riddler Trophy in Caves - Croc's Lair.  On the far eastern 
  side, line launch over to the southeast corner where this is quite visible.

Location: Intensive Treatment Lobby, Intensive Treatment
Opposition: Six

Smash Landing - Stand on top of a glass ceiling and perform a Takedown 
 through it.  There are some in the offices in the middle that are perfect 
 for this.

Hang Time - Perform an Inverted Takedown.  You must, of course, have 
 purchased the attendant upgrade.

Break Your Fall - Drop onto a henchman from any height and then perform a 
 Ground Takedown on him.  A Glide Kick will NOT work.  You have to just 
 jump off and steer yourself to land on them.

---

Invisible Predator -
 Unlock: Find the Riddler Trophy in Arkham Island - Arkham West.  Go to the 
  passage connecting West and North.  You need the Ultra Batclaw to pull 
  down the weak wall high in the northeast corner.

Location: Control Room, Caves
Opposition: Eight

Watch Your Step - Lay down Explosive Gel on the ground so that someone walks 
 over it.  You need the Auto Proximity Detonator to pull this off.

Crowd Control - Use one dose of Explosive Gel on a wall to take out three
 henchmen at once.  The way I like to do it is to set it on the wall on the 
 upper floor from inside the vents, then I'll perform an Inverted Takedown 
 on the nearby gargoyle.  Once everyone finishes checking him out, they 
 usually move towards the wall.  Even if they're several feet in front of 
 the wall, the debris will usually catch them.  This is one of the tougher 
 ones to pull off reliably, so I'd appreciate anyone who has a better method.

 And here's one from |TCO| Cheetos:
 Here is my method, and while you will take some damage, it works every time.  
 When the mission begins, wait for the first henchman to walk past the doorway 
 where you start.  Crouch and walk behind him as he passes and around the left 
 side of the stairwell.  Head for the grate on the wall below the breakable 
 wall and start removing it.  You WILL be spotted by a few guys and they will 
 shoot at you.  This is part of the plan.  You will take some damage, but you 
 will be able to get the grate off and into the vent before you are hurt too 
 bad.  Several bad guys will gather around the grate looking for you.  Go up 
 the vent, turn left and come back to the back side of the breakable wall.  
 Apply explosive gel and blow it.

Grate Moves - Hide in a floor vent, then quickly hop out and perform a 
 Takedown.  The enemy must be pretty close to the floor vent.  I estimate 
 you have about a second between the moment you exit and the takedown itself.

---

Silent Knight (Extreme) -
 Unlock: Find the Riddler Trophy in Botanical Gardens - Titan Production 
  Facility.  It's the rather visible one in the southeast corner that you 
  need to Line Launch across to.

Location: Sanatorium, Medical Facility
Opposition: Six
Gargoyles Booby-Trapped

Three for Three - Set Explosive Gel on three different surfaces and have 
 each detonate all at once, taking out one henchman each.  

 Okay, the first wall is on the lower floor, and you'll have to take the vent 
 right behind you to reach it.  The other two are above you.  One's the wall 
 right near the door, and the other's the one above that little enclosure in 
 the other corner.  To get there without being seen, go to the west wall 
 with all the vents.  The ramp leading up to the middle floor has a vent 
 underneath that allows you access to the south vents.  Explore there if 
 you don't know what I'm talking about.  From the south vents, you can 
 easily reach the upper area, where you can get to the other two weak spots.
 
 I suggest doing this before you take anyone out, because having them calmly 
 patrolling is better.  Anyway, the guy by the door won't move, and there's 
 another whose patrol route takes him through the enclosure on the upper 
 floor.  For the last wall, you'll have to use a Sonic Batarang to lure 
 someone.  So wait to throw the Batarang until the guard is walking into the 
 enclosure (he spends about twenty seconds in there, so you have time).  Once 
 you throw it, wait for the guard to get close, and then... BOOM!

Break Through - Use the Line Launcher to bust through a window, taking out 
 a guard on the other side.  The only place to do this is in the corner 
 with the enclosure that has a window and a weak ceiling above it.  It'll 
 make a lot of noise, so you might want to make it your last KO.  To get a 
 guy inside there, throw a Sonic Batarang at the back end of the enclosure.  
 If you throw it where it can be seen through a window, the guy might just 
 shoot it through the window.

Aerial Assault - Perform a Glide Kick on a henchman and knock him out on 
 the ground.  Despite the bombs on them, you can still do this from a 
 gargoyle.  Just make sure your quarry is in range. for the kick.  If you 
 don't want to do it from a gargoyle, you'll have to do it from a point 
 above that doesn't have a railing.  The open vent points on the south 
 wall are good for it.

---

Record Breaker (Extreme) -
 Unlock: Find the Riddler Trophy in Caves - The Batcave.  After you get the 
  Ultra Batclaw, you'll take a trip outside to gambol across the rocks.  In 
  the rock that you have to go inside, take the lowest grapple point, which 
  leads outside, and float off to the northeast to the Trophy.

Location: Arkham Records Room, Arkham Mansion
Opposition: Six
Booby-trapped Gargoyles

Chain Reaction - Use the Line Launcher to knock over two Henchmen.  This is 
 easiest done on long ledges, because the bad guys will line up on them.  
 You may take a hit or two if they're facing you, but you'll probably 
 survive.

Three in a Row - Bonk three guys with one fling of the Remote Control 
 Batarang.  It's not the easiest thing in the world to steer, so you may 
 want to rely on guys that are crowded around a fallen foe.

Sonic Boom - Easiest thing in the world.  Throw a Sonic Batarang and 
 detonate it when the bad guy looks too closely.

---

Survival Tactics (Extreme) -
 Unlock: Find the Riddler Trophy in Arkham Mansion - East Wing Corridor.  
  You'll need the Ultra Batclaw to pull down the weak wall in this room.

Location: Intensive Treatment Lobby, Intensive Treatment
Opposition: Six
Booby-trapped Gargoyles

The Magic Number - Use the Triple Batarang to bean three henchmen in one 
 throw.  Easy when they group around someone already knocked out.

Kick Off - Use the Line Launcher to actually knock someone off a ledge.  
 I'd wait until you've thinned the herd a bit.  There are a couple of ways 
 to do this.  One is to lure guys to the staircase in the middle so you can 
 knock them from either side.  Another is to just wait by the top of a ladder 
 you think they're heading for.  Line them off the edge just as they start 
 climbing.

Hit and Run - Punch a guy.  Really!  That's it!  Of course, it's incredibly 
 dangerous, unless it's the last guy.

---

Invisible Predator (Extreme) -
 Unlock: Find the Riddler Trophy in Penitentiary - Guard Room.  You'll need 
  the Ultra Batclaw to clear out the Joker Toxin in the area.  Once you've 
  done that, it can be found easily in the north hallway.

Location: Control Room, Caves
Opposition: Eight
Booby-trapped Gargoyles

Two for the Price of One - Use the Ultra Batclaw to pull the floor out from 
 under two henchmen.  Easy enough, actually.  The two guys in the control 
 room generally don't move, so if you can get there quickly enough, you've 
 got them.

Shock Tactics - Appear out of nowhere to surprise a terrified henchman.  Save 
 this guy for last, naturally.  Just drop down in front of him so he goes 
 whacko and cowers.

Tug of War - Use the Ultra Batclaw to pull three guys off a railing at once.  
 Might want to do manual targeting just to make sure you can pull this off.

Walkthrough: The only one I plan on providing a walkthrough for, just so you 
 can understand how I usually go through this, although you may find a better 
 one.  From the word go, sneak straight into the room, then immediately 
 turn left and go down the stairs.  Turn right at the bottom so you go under 
 the middle platform.  Instant Takedown the guy in front of you, then walk 
 straight past him.  Bear right after the stairs and pull the vent off the 
 wall (this is beneath the control room).  Crawl through the vent and out 
 the other side and you should end up right underneath the control room, 
 where the two guys should still be standing, unless you're really unlucky 
 and they feel the need to investigate the first guy.  Anyway, pull down the 
 floor to drop them right away, and that's three guys out and one medal.  
 Crawl back through the vent and watch the other guys converge on the two 
 you just dropped.  Hurry to the opposite side of the room and grapple up 
 to the upper ledge.  
 
 Now, there should be a vent cover on your left, and a thin ledge with a 
 ladder just below you.  This is your "sweet spot" for the Ultra Batclaw, but 
 first you need to set it up.  If a henchman wanders over here, consider 
 yourself extremely lucky.  Otherwise, toss a Sonic Batarang on the thin 
 ledge.  One henchman will chase after the sound.  If the henchman climbs 
 the ladder from the bottom floor to get here, then it's easy: drop down 
 and takedown when his back's to you.  If he comes by way of the upper 
 floor, then you'll have to wait for him to turn around before you can take 
 him.

 With that guy down, the rest of the crew will be called over to his 
 location.  Once they all converge on the fallen guy, they'll HOPEFULLY 
 be collected near the ledge.  Drop down to the bottom floor (they probably 
 won't see you), then aim your Batclaw up at them.  Make sure you've got 
 three bracketed, then fire.  If you catch all three over the edge, you're 
 pretty much home free with two medals, and one, poor scared guy left.  Go 
 into hiding, and quietly shadow the last guy.  To successfully spook him, 
 he has to pretty much turn around and see you standing rather close to 
 him.  If you're too far, he'll start shooting, and I believe it doesn't 
 count.  Also, don't attack him to begin with, because he'll just continue 
 freaking, or even worse, pass out.

======================
6C. Joker Challenges =
======================

Exclusive to the PS3 (for now, anyway) is the option of going through the 
eight challenge setups as the Joker.  Joker controls largely the same as 
Batman in the basic sense, but he has a far different set of tools available.  
You'll find him to be rather handicapped, particularly in Predator 
Challenges.

On the plus side, there are no real medals to get, only leaderboard scores, 
so the only purpose to playing these is for the fun and satisfaction.

Lastly, each Joker Challenge is unlocked when the corresponding normal 
Challenge is unlocked, so look at the menus above for those unlocking points.

---

Combat Challenges -

Since he's facing Arkham guards, Joker will not have to face Knife Henchmen, 
Pipe Henchmen, or Titans.  He WILL have to face Stun Batons, Wall Mountings, 
and Gun Cabinets, though, so watch for the enemies to go to those.  Also, 
Boles, Cash, and Gordon, as well as a few other people who got names in the 
game will all show up during the course of the fights, but none of them are 
particularly special.

As far as capabilities go, Joker can perform just about all of Batman's 
regular moves.  He can Strike, Counter, Evade, Ground Takedown, Special 
Throw, and Special Takedown.  Instead of a Cape Stun, he sprays Joker Toxin, 
but it works exactly the same way for all intents.

Joker does have a few disadvantages in combat.  In the most basic sense, 
he seems to move a bit more sluggishly than Batman when striking and carrying 
on.  Not a lot, but just enough that it might arrest your combo if a guard 
can get a hit on.  On the other, the guards just might be that skilled.  
Secondly, Joker only has a "standard" health bar.  He has no benefit from the 
Armor Upgrades that Batman gets, nor does he regain any health between rounds.

Lastly, Joker doesn't have Batman's tools.  He only has one special weapon: 
his gun.  You can use the Joker gun during a combo or standalone and you 
will get an instant kill on an enemy.  Also, the gunshot is worth a whopping 
250 points multiplied by your combo, and is considered a different attack 
for your variations (Joker can only go up to x8, since while the gun replaces 
Batarangs, he has no Batclaw).  The only downside of the gun is that you 
only get one shot per round.

Maximum Punishment - (Intensive Treatment)

Round 1: 3 Guards
Round 2: 5 Guards
Round 3: 8 Guards, Wall Mountings
Round 4: 9 Guards

Gutter Tactics - (Sewer Bat)

Round 1: 6 Guards
Round 2: 8 Guards, Wall Mountings
Round 3: 12 Guards, Gun Cabinet
Round 4: 16 Guards

Caged Fighter - (Shock & Awe)

Round 1: 4 Guards, 0:30 timer
Round 2: 6 Guards, 2 w/Stun Baton, 0:40 timer
Round 3: 8 Guards, 0:50 timer
Round 4: 8 Guards, 2 w/Stun Baton, 1:00 timer

Giggles in the Gardens - (Rumble in the Jungle)

Round 1: 5 Guards
Round 2: 8 Guards, 1 w/Stun Baton, Wall Mountings
Round 3: 8 Guards, Gun Cabinet
Round 4: 10 Guards, 1 w/Stun Baton

---

Predator Challenges -

Joker has two major disadvantages here.  The first and foremost is that he 
can't grapple, thus cutting off major freedom of movement.  The second is 
that he doesn't have a Detective Mode, at least not a normal one, but we'll 
get to that in a second.

So, given these handicaps, you'll have to hide and run a LOT more often, as 
well as rely on Silent Takedowns and the like.  Fortunately, the guards have 
no collars, and as such, they will not be alerted when one of their fellows 
goes down, so you have that to your advantage.

Also, Joker doesn't have Batman's array of tools, but he DOES have three of 
his own to use.

Gun - While it's wild fun to use in Combat Challenges, using the gun in 
 Predator Challenges is LOUD.  It's an instant kill, and if you're lucky and 
 line up a few guards just right, you can make it a MULTIPLE kill.  Once you 
 fire, though, you'd better run, unless that was your last guard.  Oh, and 
 like Combat, you only get one shot, so make it count.

Teeth - You carry one set of Joker Teeth to use in each Challenge.  Select 
 and set it down with L1 and R1.  As it chatters along, you can control its 
 movements, but it is a bit slow.  Once you reach your intended target, 
 press R2 to detonate it for a decent-sized explosion, which will bust down 
 any breakable walls and incapacitate anyone caught in the blast.  As with 
 the gun, it's loud, but certainly worth it.  Just don't get spotted while 
 you control them, because you're still quite visible.

X-Ray Specs - Joker's specs are a poor clown's Detective Mode.  If you put 
 them on, you'll see where your enemies are.  There are problems with this, 
 though.  For one, you can't move while using them.  For another, you must 
 stand up to use them.  Lastly, you can only use them looking in first-
 person view, so you have to look around from your vantage point to spot 
 everyone.

Paging Dr. Joker - (Silent Knight)
Location: Sanatorium, Medical Facility
Opposition: Six

Administered Pain - (Record Breaker)
Location: Arkham Records Room, Arkham Mansion
Opposition: Six

Hell's Hacienda - (Survival Tactics)
Location: Intensive Treatment Lobby, Intensive Treatment
Opposition: Six

Cavern of Love - (Invisible Predator)
Location: Control Room, Caves
Opposition: Eight

====================
6D. DLC Challenges =
====================

These are the downloadable challenges available online.  For the moment, 
all of them are free, although some require codes that you could only get 
if you bought your game a certain way (which I'll point out for each one).

Just as a note, although you can earn medals through some of these 
challenges, none can be applied to your trophies.  You must use the in-game 
challenges for those.

---

Totally Insane - (Insane Night Map Pack)

This is an infinite style combat challenge.  It takes place in the Records 
Room in the Mansion.  You'll start with three guys, and more will be 
continually added as you keep fighting.  It's just a nonstop beat 'em up 
awesome time.  Oh, but there's an added twist to this fight.  In addition to 
the usual henchmen, you'll also be fighting Lunatic Inmates.  Yes, those 
shrieky slobbering guys from the Penitentiary have invaded this fight, so 
be extra careful to watch for their strangleholds, as that will end your 
combo pretty quickly.

---

Nocturnal Hunter - (Insane Night Map Pack)
Location: Some Industrial Place, I guess?
Opposition: Eight

What Goes Up - As a henchman climbs up a ladder, knock him off and back 
 down.  You can do this by standing at the top and punching, but this is so 
 noisy, and other ways work.  For instance, fling a Batarang at the guy as 
 he climbs.  Find a nice gargoyle perch to do this from.  It only works if 
 he gets KO'd from the fall, of course.

Last Man Standing - One of the henchmen is in red.  Take him down last.  He's 
 the one right in front of you as you start.

Smash and Grab - Perform an Inverted Takedown through a glass ceiling.  I'd 
 do this one first, as there's a lovely and relatively painless way to go 
 about it.  Sneak right into the inside of the buildling and Silent Takedown 
 the henchman at the far door.  Right above you is a weak floor, and right 
 above that is the eponymous glass ceiling.  Pull down the weak floor, then 
 head out for the nearest gargoyle.  Grapple over to the gargoyle above the 
 glass ceiling and wait for someone to spot the body.  Grab that guy, but 
 make sure he's not the red one.

---

Heart of Darkness - (Prey in the Darkness Map Pack)

A Combat Challenge that takes place in a square area that is partially 
electrified.  Stay away from the sides unless you want to be full of juice.

Round 1: 5 Henchmen
Round 2: 8 Henchmen, 2 w/Pipes, 1 w/Knives
Round 3: 12 Henchmen, 1 w/Stun Baton, 2 w/Pipes
Round 4: 12 Henchmen and 1 Titan, 1 w/Knives

   One Medal: 10000
  Two Medals: 30000
Three Medals: 50000

Notes: If you play your moves right, you can get a TON of points in the 
 last round with the Titan.

---

Hothouse Prey -
Location: Some Kinda Greenhouse Area
Opposition: Six

Bullet Proof - Suffer no damage throughout the entire challenge.  Good luck.

Pre-emptive Strike - Take out the guy in red first.  Of course, they make 
 this rather difficult, as he's on the bottom floor, and there's another guy 
 near him, AND the guy never moves or turns.  So, the only real way to do 
 this is by Batarang.  First, go through the vent to the right so you can 
 bypass the first guy, then wait for the guy patrolling this level to pass 
 so you can sneak behind him and drop down to the lowest floor.  Once you're 
 there, either use a Sonic Batarang to lure the guy out and detonate it, or 
 use a Multi-Batarang on both of them and take the red guy down first before 
 anyone shows up.  Sonic's probably easier, if you don't mind wasting it.

Three Strikes - Perform a Strike on three separate enemies.  Isolate one, 
 then punch and ESCAPE.  Don't continue punching until they're down or 
 you'll get pegged.  I suggest whittling the bad guys down to three and 
 then going for it, to minimize the chance of return fire.  Use normal 
 Batarangs to drop the other guys, then drop behind and punch the third.  If 
 they're all sufficiently occupied, none should spot you as you return to the 
 gargoyles.

---

Crime Alley -

Apparently, this DLC is only available to those who purchased a Collector's 
Edition of Arkham Asylum.  

This Combat Challenge puts you in Crime Alley.  Odd being in a location 
outside Arkham, isn't it?  Anyway, there's not much to say about it except 
it being a somewhat thin and long arena.

Round 1: 4 Henchmen
Round 2: 6 Henchmen, Wall Mountings
Round 3: 8 Henchmen
Round 4: 12 Henchmen

   One Medal: 5000
  Two Medals: 10000
Three Medals: 20000

---

Scarecrow Nightmare -

This DLC is available to those who pre-ordered the game through Gamestop (and 
probably available to some who just purchased it off the rack, there).  

This is a sudden death fight against an endless parade of skeletons, of the 
type you fight in the Scarecrow hallucinations.  Skeletons are far more 
fragile than regular enemies, but move just the same.  

As is implied in the term "sudden death", the challenge will end once you 
take a single hit.

Also, you'll face types of skeletons you didn't face in the main game, but 
which are based on enemies from the main game.  For instance, there are 
"Knife Skeletons" (although they're glowing sticks) and "Stun Baton 
Skeletons" (carrying a torch instead).  These guys are fought the same way 
as their living counterparts.

Scoring is the same as it would normally be for a combat challenge, except 
there is no inter-round scoring.  It's all just based on your moves and 
combo.

******************************************************************************
7. TROPHIES
******************************************************************************

And lastly, here's the list of all the Trophies in the game, and how to earn 
them.

---

Story Trophies

These are all earned as you progress through the story, so don't worry about 
missing them.  Naturally, the last three are dependent on which difficulty 
you play on.  If you play on a higher difficulty, you will automatically get 
the lower difficulty trophies.

Shocking Rescue (Bronze) -
 Take down Zsasz in the Patient Pacification Chamber.

Leave No Man Behind (Bronze) -
 Rescue the guards and henchman from the Joker toxin in Decontamination.
  NOTE: I haven't checked to see if this is missable given that you may be 
  able to remove the toxin before rescuing the guards and henchman personally.

Malpractice Needs More Practice (Bronze) -
 Survive the onslaught from the deformed Joker henchman.

Born Free (Bronze) -
 Escape from Intensive Treatment to the island surface.

Just What The Doctors Ordered (Bronze) -
 Save all the doctors in Medical.

Daydreamer (Bronze) -
 Survive the nightmare of the Scarecrow's fear gas.

Baneful Payback (Silver) -
 Defeat Bane.

Breaking And Entering (Bronze) -
 Gain access to Arkham Mansion after it is locked down by the Joker.

Recurring Nightmare (Bronze) -
 Face your biggest fears and keep your sanity.

Zsasz Cut Down To Size (Bronze) -
 Save Dr. Young from being killed by Victor Zsasz.

Solitary Confinement (Silver) -
 Capture and lock up Harley Quinn.

Double Trouble (Silver) -
 Defeat two Titan Henchmen at once.

Resist The Fear (Silver) -
 Conquer the effects of the Scarecrow's fear gas.

Crocodile Tears (Silver) -
 Venture into Killer Croc's lair and come out alive.

Poisoned Ivy (Silver) -
 Defeat the giant Titan Ivy plant.

Big Bang (Silver) -
 Complete story mode on Easy difficulty. (or Normal or Hard)

Bigger Bang (Silver) -
 Complete story mode on Normal difficulty. (or Hard)

Biggest Bang (Silver) -
 Complete story mode on Hard difficulty.

---

Riddler Trophies

Naturally, these are all about Riddler Challenges.  The last one requires you 
to find the last of the Chronicles, which is actually not a part of the 
Riddler Challenges.

Arkham Analyst (Bronze) - 
 Solve 5% of Riddler Challenges.

Cryptic Investigator (Bronze) -
 Solve 10% of Riddler Challenges.

Lateral Thinker (Bronze) -
 Solve 25% of Riddler Challenges.

Mystery Solver (Bronze) -
 Solve 40% of Riddler Challenges.

Conundrum Cracker (Bronze) -
 Solve 55% of Riddler Challenges.

Mental Athlete (Bronze) -
 Solve 70% of Riddler Challenges.

Riddle Resolver (Silver) -
 Solve 85% of Riddler Challenges.

Crack The E Nigma (Silver) -
 Solve every riddle on the island.

Worldís Greatest Detective (Silver) -
 Spirit of Amadeus Arkham revealed.
  NOTE: If you want to know the answer to this, look at the end of 
  Section 4L.

---

Challenge Trophies

These are all based specifically around Challenge Mode.  Consult the Challenge 
 Mode section on how to get medals.

Flawless Freeflow Fighter (Bronze) -
 Complete one combat challenge without taking damage.
  NOTE: I suggest it be the first, but that's just me.

Freeflow Bronze (Bronze) -
 Achieve 8 medals on combat challenges.

Freeflow Silver (Bronze) -
 Achieve 16 medals on combat challenges.

Freeflow Gold (Silver) -
 Achieve 24 medals on combat challenges.

Invisible Predator (Bronze) -
 Complete one predator challenge by using only Silent Takedowns.
  NOTE: Again, I suggest doing the first one.  I'm not sure if Corner 
  Takedowns count, but the first challenge is easy enough to do regular ones 
  on.

Predator Bronze (Bronze) -
 Achieve 8 medals on predator challenges.

Predator Silver (Bronze) -
 Achieve 16 medals on predator challenges.

Predator Gold (Bronze) -
 Achieve 24 medals on predator challenges.

---

Combat Trophies

Freeflow Combo 5 (Bronze) -
 Complete a combo of 5 moves (any play mode).

Freeflow Combo 10 (Bronze) -
 Complete a combo of 10 moves (any play mode).

Freeflow Combo 20 (Silver) -
 Complete a combo of 20 moves (any play mode).

Freeflow Combo 40 (Silver) -
 Complete a combo of 40 moves (any play mode).
  NOTE: Probably the best place to do this is right before the endgame at the 
  Visitors Room.  Start a fight with all the henchmen at the party.  There 
  are a ton, and I've found they're pretty easy to beat.  You can get a nice 
  skyrocketing combo going there.  If you fail, load your last checkpoint and 
  try again.

Freeflow Perfection (Silver) -
 Perform a perfect combo including all of Batmanís combat moves (any play 
  mode).
  NOTE: In one combo, you have to perform a strke, a counter, a cape stun, 
  an evade, a batarang hit, a Batclaw pull, a special throw, a special 
  takedown, and a ground takedown.  That gives you a Variation Bonus of 9, 
  the maximum.  I've outlined a method of doing this in Section 6A. 

Freakshow Rodeo (Bronze) -
 Ride Titan henchman and knock down 10 thugs (any play mode).
  NOTE: Pretty easy, really.  Once you're in the fight down in the caves with 
  the Titan and the bunch of Henchman, beat it up a little, hop on its back, 
  and steer him towards the bad guys.  Ten shouldn't be too hard.

Mano-A-Mano (Silver) -
 Defeat Titan henchman without using Batarangs (any play mode).
  NOTE: If I had to pick a place to do this, it'd be the twin Titan fight in 
  the Botanical Gardens.  You'll have to time your hits quick before they 
  strike back.  Also, try to get one to charge into the other, which will 
  throw them off-balance and give you a couple of free hits.

  Some also suggest trying this in the Rumble in the Jungle combat challenge.
  The last round has a Titan, and if you just avoid his charging and take 
  out all the other guys first, you'll find that it's pretty easy to punch 
  and evade a single Titan, then continue to hammer him when he crouches.

---

Miscellaneous Trophies

Catch! (Bronze) -
 Catch a Batarang (any play mode).
  NOTE: Find a nice open place and pull out a Remote Control Batarang.  Steer 
  it back around and towards yourself.

Night Glider (Bronze) -
 Glide continuously for over 100m.
  NOTE: Arkham East is a nice place to do this.  Climb up to the top of the 
  clocktower on the mansion and just jump off to the west.

Rope-a-dope-a-dope (Bronze) -
 String up one henchman and drop him to surprise a second (any play mode).
  NOTE: Peform an Inverted Takedown, and once another guard notices his 
  strung-up buddy, throw a Batarang at the rope to drop him.

Party Pooper (Bronze) -
 KO all the henchmen celebrating your arrival at the party.
  NOTE: At the endgame, the henchmen won't attack as you enter the Visitor's 
  Room.  Initiate combat and lay them all out.

Perfect Knight (Gold) -
 100% Complete.
  NOTE: Shouldn't be hard to figure out how to do this.  Beat the game.  Find 
  all the Riddler Challenges.  Get all Challenge Medals.

Platinum -
 Collect All Other Trophies.

******************************************************************************
8. STANDARD GUIDE STUFF
******************************************************************************
===========
8A. Legal =
===========

This FAQ was made 100% by me, and is Copyright © 2009 Scott "CyricZ" 
Zdankiewicz.  You may not take it in whole or in part and claim it as your 
own.  You may not alter it in any way, even if you ask me first, and that 
includes putting it in HTML format.  Please donít post this on your site 
unless you have express consent by me.  Iíve put a lot of time into this.  
Give me some credit.

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.ign.com
www.cheatcc.com
www.cheatplanet.com
www.neoseeker.com

I'm not going to allow people with small personal sites to post this FAQ.  
They may post the link on GameFAQs with all the Batman guides, but, trying to 
keep updates, well, updated, I'll only allow large committed sites that I 
trust.

Also, as a personal bit, those of you with "up and coming" game guide sites 
looking to be "the next big thing"?  Here's a bit of advice.  Don't.  It's 
being done better than you could manage and with far more money behind it than 
you could scrape together.

=======================
8B. E-mail Guidelines =
=======================

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with the game.  I don't want spam, chain 
letters, offers for friendship.  Compliment me on the FAQ all you want, 
though.
- Make sure you say the game's title at one point in your e-mail.  I have more 
than one FAQ, and asking a generic question such as "How do I beat the last 
level?" doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand 
your e-mail, it'll go to the junk pile.

=============
8C. Credits =
=============

CJayC, SBAllen, and all respective webmasters for having this on their sites.

Rocksteady Studios, for this game, and Eidos, for publishing it.

All the folks responsible for the Batman mythos.  Particular shoutouts go to 
Bob Kane, Grant Morrison, Alan Moore, Frank Miller, Bruce Timm, Paul Dini, 
Shirley Walker, Andrea Romano, Kevin Conroy, Mark Hamill, Arleen Sorkin, 
Tim Burton, and Christopher Nolan.  There are a TON more, but these people 
meant the most to my experience.  Feel I snubbed someone?  Deal with it.

=====================
8D. Version Updates =
=====================

Version 1.0 - 9/6/2009 - Finished the Walkthrough and the Riddler Challenges.  
 I'll be getting to the Challenges once I can beat them myself.

Version 1.1 - 9/21/2009 - Edited and cleaned up the guide.  Added notes 
 on challenges and certain other things I felt needed clarification.

Version 1.2 - 9/24/2009 - Added the second round of DLC.

Version 1.3 - 10/21/2009 - Added a couple of notes, one on the whole "finding 
 Dr. Young" mission in the mansion, and the other on the Poison Ivy fight.

Version 1.4 - 10/25/2009 - Well, I'm flattered that I won the FAQ of the 
 Month on GameFAQs for September.  This despite the fact that my FAQ has gone 
 this long with two Riddler Challenges MISSING.  Anyway, thanks to the two 
 separate people who pointed those out.

====================
8E. The Final Word =
====================

Astute readers and fans of the animated series will note that all parts of 
my walkthrough are named after episodes of BTAS (only the name connects in 
some cases, not the focus of the episode).  Geek status confirmed.