OVERVIEW :
Batman: Arkham Asylum exposes players to a unique, dark and atmospheric
adventure that takes them to the depths of Arkham Asylum – Gotham’s
psychiatric hospital for the criminally insane. Gamers will move in the
shadows, instigate fear amongst their enemies and confront The Joker and
Gotham City’s most notorious villains who have taken over the asylum.
Using a wide range of Batman’s gadgets and abilities, players will
become the invisible predator and attempt to foil The Joker’s demented
scheme. Batman: Arkham Asylum features an original story penned
exclusively for the game by famous Batman author and five-time Emmy
award winner Paul Dini, whose credits include Lost season one and
Batman: The Animated Series.
KEY FEATURES :
- Utilize the unique FreeFlow combat system to chain together
unlimited combos seamlessly and battle with huge groups of The Joker’s
henchmen in brutal melee brawls. - Investigate as Batman, the WORLD’S GREATEST DETECTIVE, by solving
intricate puzzles with the help of cutting edge forensic tools including
x-ray scanning, fingerprint scans, ‘Amido Black’ spray and a pheromone
tracker. - Face off against Gotham’s greatest villains including The Joker,
HARLEY QUINN, VICTOR ZSASZ and KILLER CROC. - Become the Invisible Predator with Batman’s feavr takedowns and
unique vantage point system to move without being seen and hunt enemies. - Choose multiple takedown methods, including swooping from the sky
and smashing through walls, and use the predator camera get a closer
look at the action. - Explore every inch of ARKHAM ASYLUM and roam freely on the infamous
island, presented for the first time ever in its gritty and realistic
entirety. - Experience what it’s like to be BATMAN using BATARANGS™, explosive
gel aerosol, The BATCLAW™, sonar resonator and the line launcher. - Unlock more secrets by completing hidden challenges in the world
and develop and customize equipment by earning experience points. - Move through the environment with the use of Batman’s grapnel gun
to get to out-of-reach places, and jump from any height to glide in any
direction.
Tips for Beginners :
- From the beginning of the adventure, increase your powers to fight
in melee. Through these various updates, you will reap more experience
after each fight using combos pests. - Keep your eyes open when you travel around, Arkham Asylum contains a
wealth of secrets. - The riddle of the mystery man may be several in one area.
Discontinue the area and return immediately called in to discover new
puzzles. - Search for secrets may prove difficult and tedious for some
moments. So choose the method for detection of Batman that locates the
mysteries and treasures nearby. - To explode the counter combos in battle. Try to fight against the
enemies alternating targets. - Even if the challenge mode may seem attractive, it is much easier
to wait for the adventure to draw the quintessence through advanced
skills of Batman.
WALKTHROUGH :
Intro :
The adventure of Batman: Arkham Asylum is located in the high security
prison in the city of Gotham City. It is reserved for serious criminals
and madmen. The game begins with sending the Joker to Arkham by our man
bats preferred. But Batman soon realizes that this was the Joker’s plan,
the goal of integrating the prison. Once back in the Asylum, the Joker
is released from his chains and struggling to free up detainees. Batman
now has to inspect every corner of the Arkham Asylum in an attempt to
stop the Joker and the plans he prepares in his little head madman.
CHARACTERS :
1. BATMAN
- REAL NAME: Bruce Wayne
- OCCUPATION: CEO/Philanthropist
- BASE OF OPERATIONS: Gotham City
- EYES: Blue
- HAIR: Black
- HEIGHT: 6 ft 2 in
- WEIGHT: 210 lb
When his parents were gunned down in front of him, young Bruce Wayne
resolved to rid Gotham City of the criminal element that took their
lives. He trained extensively to achieve mental and physical perfection,
in addition to mastering martial arts, detective techniques, and
criminal psychology. Dressing as a bat to prey on criminals’ fears,
Batman fights crimes with the aid of specialized gadgets and vehicles,
operating out of his secret Batcave below Wayne Manor.
Attributes:
- Trained to a physical and mental peak
- Arsenal of gadgets, vehicles, and advanced technology
- Inventor, detective, genius-level intelligence
- Expert in most known forms of martial arts
- Trained in all aspects of criminology
- Mastery of the physical sciences
- Computer expert
- Master of disguise
- Photographic memory
- Trained in stealth and espionage techniques
- Expert escape artist
2. COMMISSIONER GORDON
- REAL NAME: James W. Gordon
- OCCUPATION: Police Commissioner
- BASE OF OPERATIONS: Gotham City
- EYES: Blue
- HAIR: White (formerly brown)
- HEIGHT: 6 ft
- WEIGHT: 180 lb
- FIRST APPEARANCE: Detective Comics #27 (May, 1939)
Police Commissioner James W. Gordon dedicated his career to cleaning up
the corruption in the Gotham City police department, a goal he has come a
long way towards accomplishing. He has been equally tough on crime, and
in the pursuit of making Gotham City safe for all its citizens, Gordon
has forged an uneasy alliance with Gotham’s other top crime fighter, the
mysterious vigilante known as Batman.
Attributes:
- Experienced police officer
- Trained criminologist
- Proficient in hand-to-hand fighting techniques
- Expert marksman
3. THE JOKER
- REAL NAME: Unknown
- OCCUPATION: Professional Criminal
- BASE OF OPERATIONS: Gotham City
- EYES: Green
- HAIR: Green
- HEIGHT: 6 ft
- WEIGHT: 160 lb
- FIRST APPEARANCE: Batman #1 (Spring 1940)
An insanely homicidal super-villain, the Joker’s white skin, green hair,
and blood-red lips belie the chaotic nature underlying his cartoonish
appearance. The self-styled Clown Prince of Crime has no superpowers,
beyond a capacity for incredible violence and a skill at creating deadly
mayhem. He frequently concocts elaborate schemes to entrap his arch
nemesis, Batman.
Attributes:
- Unrepentant homicidal maniac, albeit without a precise
psychological diagnosis - Surprisingly strong hand-to-hand combatant
- His past is unknown; conflicting, unconfirmed reports state that he
was a failed comedian, a petty thief, and a broken family man - Employs various deadly weapons, often based on party-gag items
- Frequently uses a toxin that stretches victim’s face into a
Joker-like grin and causes death
4. HARLEY QUINN
- REAL NAME: Dr. Harleen Quinzel
- OCCUPATION: Professional criminal
- BASE OF OPERATIONS: Gotham City
- EYES: Blue
- HAIR: Blonde
- HEIGHT: 5 ft 7 in
- WEIGHT: 140 lbs
- FIRST APPEARANCE: Batman: Harley Quinn #1 (October 1999)
An Arkham Asylum psychiatrist assigned to treat The Joker, Dr. Harleen
Quinzel instead became obsessively fixated on her patient, believing
herself to be in love with him. She helped him escape confinement and
took on her own criminal identity as Harley Quinn. Quinn is a violent
and unpredictable felon whose only motivation, beyond general mayhem, is
achieving The Joker’s approval. Because of his cruel and mercurial
nature, this in some ways makes her just another of his victims – albeit
a very dangerous one.
Attributes:
- Surprising strength and stamina
- Superior gymnastic skills
- Total disregard for human life
- Like The Joker, she is a homicidal psychotic who escapes easy
classification
5. BANE
- REAL NAME: Unknown
- OCCUPATION: Professional criminal
- BASE OF OPERATIONS: Gotham City
- EYES: Brown (when on Venom: Green)
- HAIR: Brown
- HEIGHT: 5 ft 6 in (when on Venom: 6 ft 8 in)
- WEIGHT: 140 lb (when on Venom: 350 lb)
- FIRST APPEARANCE: Batman: Vengeance of Bane #1 (January, 1993)
Imprisoned from birth to serve his dead father’s sentence, Bane was
raised inside the horrific environs of a Santa Prisca prison. Finding
solace in smuggled books and meditation, he developed incredible powers
of concentration. When he was subjected to military experiments with the
experimental steroid Venom, his iron-forged will helped him survive
where other test subjects had died, and he managed to escape. Determined
to prove his worth, he sought out Batman and broke the Dark Knight’s
spine. But Batman recovered and managed to best Bane, cutting off the
precious Venom supply that transforms Bane into a superhuman.
Attributes:
- Master strategist
- Intense focus
- Abnormally strong reaction to Venom, giving him incredibly enhanced
physical abilities - Determined to best Batman, and all others who challenge him
6. KILLER CROC
- REAL NAME:Waylon Jones
- OCCUPATION: Gangster, Murderer
- BASE OF OPERATIONS: Mobile
- EYES: Red
- HAIR: None
- HEIGHT: 9 ft
- WEIGHT: 310 lbs
- FIRST APPEARANCE: Batman #357 (January 1984)
Born with a rare mutation that made his skin green and scaly, and which
grew his body to grotesque proportions, Waylon Jones was raised by an
alcoholic aunt and bullied relentlessly for his appearance. He briefly
worked as a carnival freak under the name Killer Croc, but his
misanthropy grew as did his bestial nature, pushing him to a life of
crime. As his physical condition and mental state deteriorate, Killer
Croc becomes a more bestial foe, increasingly detached from humanity.
Attributes:
- Killer Croc has incredibly thick, tough skin and razor-sharp teeth
and claws - An expert wrestler, his strength and stamina are at a
near-superhuman level - Heightened senses, and extremely fast reflexes
- Able to survive in water for extended periods of time
- An intense hatred of humanity
7. ZSASZ
- REAL NAME:Victor Zsasz
- OCCUPATION: Professional criminal
- BASE OF OPERATIONS: Gotham City
- EYES: Blue
- HAIR: None
- HEIGHT: 5 ft 8 in
- WEIGHT: 150 lb
- FIRST APPEARANCE: Batman: Shadow of the Bat #1 (June, 1992)
A true sociopath, Zsasz grew up in a life of ease but nonetheless became
a serial killer. Indiscriminate in his prey, body count is the only
thing that matters to Zsasz. He carves a mark for each of his victims
into his own body, and is saving a special spot for the Batman.
Attributes:
- Sociopath with no regard for human life
- No pattern of killing, making him difficult to track
- Compulsive need to kill others
INTENSIVE TREATMENT :
The game begins with Batman in the process of bringing the Joker to
Arkham Asylum in the Batmobile. On arrival, you will be welcomed by
Quincy Sharp, director of Arkham Asylum. Gives Batman the Joker in
Arkham staff who attach a table with wheels. Here you take control of
Batman. The credits will scroll as you follow the guards take the Joker
in the asylum. Finally you arrive near the prison cells where they
prevent you from going further. Once locked out Batman, the Joker
escapes. You regain control in the holding cells. The cells are open,
leaving the prisoners free to attack Batman. It’s actually a tutorial to
learn the combat commands. Press the button to hit in hand and foot to
your enemies. You can use the directional stick to control the direction
of your attacks. You can thus attack several enemies at once, directing
you from one to another with the stick. This will allow for combos earn
bonus XP. the XP can raise the level of Batman. By changing the level,
you gain new skills.
Beat the 1st wave of enemies to fight one another. Beware of lightning
that appear on the heads of enemies, it means he will attack you. When
he appears, press the button to make a Counter-cons attack. This
prevents you from taking damage, but it can also be part of a combo.
Once the guards defeated, you can solve a few riddles before leaving.
Arkham Asylum is filled with no fewer than 240"Riddles". Most just need
that finds them to supplement, but others may require that you solve a
problem. The spirits of Arkham, the trophies of the mystery man, the
Joker’s Teeth, audiocassettes and other items like these are all
considered "Riddles". For each object or puzzle successfully, you earn a
little XP. This is a tremendous source of XP should not be overlooked!
BOSS : ACOLYTE DISTORED
The Joker releases a mutant of his friends about you. This is silly big 2
times the size of Batman and is 2 times stronger. You cannot just rush
over him and beat him. Keep your distance. Most important here is the
duck. Quickly press 2 times the button to run and press any direction
for Batman dodges. If the creature picks up a body on the floor, get
ready to dodge because it will throw at you. When the beast rushes over
you, quickly press 2 times the button on the Batarang to launch him in
the head, then quickly dodge. The enemy will cover your eyes and run
into a wall. This will inflict some damage and the ring for a while. Run
up to him to give Klitschko 3 to 5 blows you away and then again. The
creature will wake up and cause a shock wave striking the ground.
Repeat these Actons several times to kill him for good. After the
beating, you hear a guard you call. Before going to see, look around the
office and pick up the opposite Trophy Mystery Man. Now go talk to the
guard to learn that the Joker Commissioner Gordon captured using one of
his own men, Boles.
THE TRACE BOLES :
Batman must save Gordon before continuing the Joker. Leave the area of
transfer and return in the holding cell (where you cross Gordon for the
1st time). Enter the control room and use the detection mode to find a
clue. The index is illuminated in this mode. You find the bottle of
Boles. Scan the bottle still pressing the button mode of detection, it
will analyze the bottle, and get a sample of bourbon. Also in detection
mode, you can see further signs of Boles. Follow the signs to the room
transfer. After it is a reception desk with 3 teeth Joker. After having
destroyed, enter the transit area secure. A cinematic will trigger
showing launching Quinn lift you. Talk to Henry (the guard in the
elevator) and up the stairs to the small office to pick up the audio
tape 1: Patient interview Harley Quinn on the desktop.
Come down and look up to use your grappling hook to climb in the
elevator shaft above you. Climb up to reach a small passage where you
have to crouch to pass. Look for a square along the wall with a symbol
of scarab surrounded by bizarre text. Scan it to reveal the 1st message
to Arkham Tales. Now use your grapple on the last ledge, 5 bandits await
you upstairs. 2 are armed with pipes. Climb and compete against these
thugs. Remember to destroy the Tooth Joker here. Continue into the vent
to enter the transfer zone cell. When you exit the other side of the
duct, you will find 3 men armed with pistols on the next corner.
Fighting gunmen is suicidal, he’ll have to take them by surprise. Use
your grapple on the gargoyle above you and go to the last at the bottom
of the room behind the bandits. Get off the ground and crouch you to
slip quietly behind the 1st guard. When you’re quite ready, stay
crouched and press the button cons for complete silence. Repeat this
action with the other 2 guards.
THE ISLAND :
Follow the path and use your grapple on the board above. Approach the
cliff to get a good view of the island of Arkham. Get off the guards
near the Arch and talk to Louie Green. After the conversation, you hear
the Joker’s thugs tell the corner to go destroy the Batmobile. After
that, Oracle will you update your map of Arkham and show you the
direction you Batmobile, which is North Arkham. Before going to save
your car, you can solve a few puzzles to collect some XP.
Go to the cliffs to the right of the ark and collect the trophy from the
mystery man on the ledge. Go now to the guard tower just after the ark,
and use your grapple to go pick up the audio tape 1: Patient interview
Joker. Go to the mansion and look at the main entrance. At left is a
wall. Climb the wall and then run to the rear area. Use your grapple on
the Ark and collect the trophy from the mystery man behind the pillar
again and then use your grapple to climb all over. On the roof, another
trophy to the mystery man waiting for you.
From here, go to the cemetery, between the botanical gardens and the
mansion. Enter the cemetery and pick up the trophy for the mystery man.
Then go back to the cemetery and pick up the trophy for the mystery man
in the tall grass. Before leaving, a mystery awaits. The law on the
island has been well and truly buried – Near the entrance of the
cemetery, you will see a tomb engraved with lighted above Amadeus
Arkham. Scan the gravestone to complete this puzzle. Now go to the
garden and go to the entrance north of Arkham. Climb to the top of the
watchtower on the right to collect the trophy from the mystery man here.
Once you have all resolved, it is time to protect the Batmobile!
Protecting the Batmobile : Use the map to go to Arkham North.
There is a small area between Arkham and Arkham North East. When you
enter, you see an ambulance, and a guard from behind. Use the Method for
Detecting find 2 armed residents of the other side. At the back of the
ambulance, use your grappling hook to climb onto the ledge above the
assailants. Jump and crouch behind you. Sneak up behind them and
silently killing them both. Then go to Arkham North. Climb the hill to
see your Batmobile, surrounded by enemies. Quickly launch some Batarang
while you run and jump in the middle of enemies. When you are in the
middle, it could easily make combos from one enemy to another in a
circle. Kill all the enemies to protect your car. Then go into the trunk
of the Batmobile to recover Gel Explosive.
This new tool allows you to spray on a surface of the gel that you can
then explode. There are tons of walls and floors breakable you can use
the gel. Use the detection mode to see transparent blue surface with
explosive symbols orange above. In combat, you can also put an enemy
down, freeze and spray the area where his body, and then you hide and
wait until his comrades came to observe the body. When close, blow the
gel ring. It’s time to play detective now. Use your mode detection about
the Batmobile to find a pipe that Commissioner Gordon has dropped. Scan
the pipe to acquire its fragrance to the track. The trail will lead you
to Arkham West, but we will not go there yet. Some puzzles have to do
before that. Just north of the Batmobile on the stone road, you will
find a square explosive ground (use the detection mode to find it). Put
Gel Explosive above and make any farting below to find a trophy of the
mystery man.
Now jump into the building to the right of the Batmobile and make a hole
in the fragile portion of the ceiling. Go inside and collect the secret
map. This will complete your game map by specifying question marks at
various places. The question marks represent puzzles unresolved. Some
puzzles require special tools to be completed, so we will not have them
all now. Climb the guard tower on the left to find the office on the
audio tape 2: Interview patient Joker. Start your grapple to reach the
roof of the tower, and pick up the trophy for the mystery man here.
Scroll down and use your grapple on the roof of one tower. Look north
and you will see another trophy to the mystery man further. The place is
quite difficult to achieve because we cannot use the grapple.
MEDICAL FACILITY
Once you enteR in the tunnel, go to the next room. Go into the vent
here, continue to a crossroads. Go right to collect the trophy from the
mystery man then take the other direction. Follow the ventilation system
to the Sanatorium.
Sanatorium : In this room you will find 5 prisoners armed with
pistols who kidnapped a group of doctors. Since the vent, go right. Use
the detection mode to keep an eye on enemies. Do not get straight
through the hole behind the breakable wall with an enemy in front. Spray
Gel Explosive on the wall then use your grapple on the gargoyle above.
There is another locked room at the opposite thereof with a ceiling
destructible and another enemy below. Spray Gel Explosive above and
return to the gargoyle. Blow the gel to kill the 2 men. The 3 remaining
bandits will wander randomly in the Sanatorium. You must be patient and
kill them one after another. Once the area devoid of enemies, go talk
to the doctors. Now there are some puzzles to solve.
Medical home : Go to the southern section of the corridor to find
an office in disarray (this is where you met Quinn). Find the plaque on
the wall with the name Wayne over and scan it to find the riddle. You
will also find the audio tape 2: Interview patient mystery man on the
desk. Now, return to the Sanatorium and the doors go north to enter the
upper passage.
X-Ray Room : Here you wait for 5 blackgate taking prisoners
hostage Dr. Young in a small room. Use the detection mode to see through
walls and locate the destructible walls. Spray Gel Explosive in front
of you and then sprinkle in as left. Blow the gel when you’ve sprayed
the walls 2. The explosion will kill the 5 guards at once.
Go talk to Dr. Young. Use your grapple on the roof of this room to pick
up a trophy of the mystery man at the center. Come back now in the upper
passage.
Operating Room : Along the way you find a small gift from the
Joker, which explode when you close, leaving also appear after 3 teeth
Joker to destroy. In the right wall is a vent. Go inside to pick up a
trophy of the mystery man. Now follow the red line to the operating
room. Enter it to find Dr. Chen attached to a table. This is obviously a
trap. Prisoners blackgate will arrive in the area and you will all
fight. Beware that they can take something on the wall and use it as a
weapon. Once the enemies vanquished, Dr. Chen will be released.
Observation Room : Another surprise club of the Joker is waiting
just outside. 3 Jaws Joker are in the area. Now follow the blue line.
Guards await you at the last corner of the corridor. Defeat them and
enter the observation room. 2 other guards blackgate are in front of
you, kill them. Aaron Cash and Dr. Kellerman are trapped in a room. The
Joker broke his poisonous gas, so here they are prisoners here. Lift
your eyes and use your grapple on the air ducts above. Go into the pipe
to enter the room filled with poisonous gas. You must activate the 3
fans by removing all the gas.
The Morgue : You wake up now in the morgue. Search the shelf
near the middle of the table. You must find the words "The Great White
Shark" written on the side of the jar and scan them to solve the riddle.
Now exit the morgue.
BOSS : Bane
After the cinematic, you will face Bane. Bane has 2 main attacks: he
tore a piece of wall and then swing to the face, or it will charge like
a bull to crush you. If you look at the health bar of Bane, you will
see that it is separated into 3 sections. When you have cleared him one,
he can return to using an object from its back. Remember to remove it
if you do not want that to happen. Coping with Bane is suicidal.
Instead, wait he prepares to load and run it a Batarang into his head
and dodge his charge. This blind and he crashed into a wall. This causes
him to lose a half section of the life and sounds. Even rang, Bane is
still dangerous as it will move the arm in all directions in striking
empty. Rather stay at a distance and wait for him to lose an entire
section. When this happens, quickly run towards him and press the button
type. Batman Bane will jump on him and remove a pipe back. More than 2.
The Joker does not get easier. After emptying the 1st section of life
Bane, prisoners of blackgate will join the fight. Concentrate on them
before returning to Bane. However, keep an eye on Bane to avoid his
attacks while you kill the other. The only advantage is that Bane
attacks can also hurt enemies. Try to draw the enemy toward you when you
load Bane, and dodge at the last moment that rushes into Bane
prisoners. Once all are dead, return to Bane. Repeat the same strategy
that just to take away a 2nd section of life.
Then go to the building half destroyed this area. In this building on
the ground floor there is another trophy to the mystery man. From here,
go north and run your grapple on the 2nd floor and scan the shelf of
Arkham Tales of here. Now I see, and you no! – On the ground near the
chronicles of Arkham, you will find an arch. With the detection mode,
exit the building and look up. You will see the body of a "?" below the
top of the arch. Align it with the point located on the ceiling above.
Scan then? " to complete the puzzle.
THE CAVES
The Batcave : Walk along the path and go to the central platform
of the cave. Approach the computer to the next level to trigger a
cutscene. You have a new gadget, the Batgriffe. It can be used on pipes,
objects, and even enemies. Once you’ve attached to something, you can
push. This means that you can open the gates of the ground pipes.
Another use is quite funny to find an enemy near one edge and Batgriffe
use to make him fall. Come down to the lower level and look north. Use
Batgriffe to push the crates opposite platform, then jump to get into
the old sewer at the end.
The Old Sewers : Follow this passage to find yourself near a
ledge. Look up and use the Batgriffe to open the pipe in the wall above
you. Use the hook on this vent and go inside. Turn left when you jump
the leads and you weave behind the prisoner blackgate to kill him
gently. Check back near the vent and scan the Chronicle of Arkham next
door.
Junction Main Sewer : You are now in a room with stately columns,
arches and platforms. You can not use your grapple in many places here,
since most surfaces are not strong enough to bear your weight. You’ll
need more to climb and jump forward. Start by following the right edge.
Climb into the hole of the column and jump on the platforms to the west.
Jump on that the farther and pick up the trophy for the mystery man
behind the column. Return to the previous platform and jump on that the
farther east. Turn north and jump onto the ledge. Climb the column to
the left and turn left and climb inside the column to find a Trophy
Mystery Man. Go back now on the platform. Jump onto the next platform
and destroy by the 2 teeth Joker.
Office of Dr. Young : Jump into the office of Dr. Young and weave
you discreetly behind the armed guard to kill him silently. Kill 2 more
quickly. This will be a cold day in hell if this ghoule reappears.
Climb the stairs at the office and scan the body half out of the freezer
to solve the riddle. Look on the north wall to find a pipe. Use the
power Batgriffe open and grapple to access.
Library : you’ll find yourself facing a horde of enemies there.
Attack them and watch for enemies armed with a knife. Use Batgriffe to
remove the gate and climb the pipe inside to pick up another trophy to
the mystery man. Go down the stairs and destroy the 3 teeth Joker along
the path. Zsasz will take Dr. Young hostage. Sneak you in the corner of
the room and put you covered. You’ll take Zsasz Young in front of him.
If you show, it will kill her immediately. You must use your Batarang.
Aim just right of the head of Young. Zsasz appears from time to time
there. Keep your marker here, and when it shows itself, it will
automatically lock, and you can strike instantly.
Abandoned Tunnel : Use the hook on the ledge above the locked
door then jump on the ledge below. Mode Detection always, you will see a
group of enemies at the end of the tunnel. Throw your grapple at the
top of the arch just before them to get a good overview. Multi-Use a
Batarang to target the 2 gunmen. Hit them first and then get off and
start hitting everyone. Kill them all and then look north to see a small
alcove where you can use your Grapple. Use Gel Explosive ground here to
destroy. Jump and collect the trophy from the mystery man.
PENITENTIARY
Once you enter the Penitentiary, grab the audio tape 1: Patient
interview Zsasz located on the desktop right. A little further down the
corridor, you have 3 thugs. Get close to discreetly or hang one who is
armed before you rush to the other 2. Whatever you choose, get rid
first of the gunman. Follow the white band to finally fall on 3 teeth
Joker waiting to be destroyed. Away for a moment the white line and
enter the men’s room in order to retrieve the Trophy mystery man in the
last stall.
- The main block
- The security room
- The Green Mile
- Back to the main block
- The guardhouse
- Controlled access
- The isolation area
- The island of Arkham
THE BOTANICAL GARDEN :
Enter the greenhouse
Botanical Gardens : This room is home to six prisoners armed. The
best strategy here is to perch on the gargoyles. Perform a Takedown on
the reverse of a rogue to level. Wait until other enemies come and beat
those who presented themselves. Now get off and make Takedowns then
repeat when the next reach. Clean the area to solve its riddles. Fall
into the fountain in the center of the room. Use the detection mode to
identify fragile parts of the wall behind the wall fountain. Break it
and crawl to find a Trophy Mystery Man. Then go back to the second level
of this room and find the floor grids at the rear in the East. Open a
tag to go under the floor and then find the trophy of the mystery man
here.
Botany Greenhouse : Here you will find several bandits in the
process of attacking a hostage. Kill all the enemies and free the
hostage. Take the cassette 3: Interview patient Poison Ivy on the
counter behind Carl Todd. Go to the balcony above you to the left and
use the sequencer cryptographic amplifier to hack into the room at the
top of the ladder. In this room there is a trophy of Man and the Mystery
Map secret botanical gardens. Descend to the main floor and use the
sequencer on the cryptographic control panel. You’ll have to hack 3
frequencies to disable it completely, and each has a time limit. The
timer is visible through the bars of blue light on the panel. They will
slowly disappear over the countdown. Hack each of 3 frequencies before
time runs out to unlock the door and reach the flooded corridor.
THE RESIDENCE OF ARKHAM
It seems that here too, plants Ivy reign supreme. Upon entering the
residence, you notice the damage, but you also notice that the upper
part is full of poisonous gas. Use your launcher to lift you up the
other end of the room and land on the vent, protected. Look up and
locate the air vent, you will reach the pipe. Pull you inside the duct
and crawl to the main hall. Once in the lobby, you must arrange for
landing on the balcony right. Hug it northbound until vines prevent you
from moving forward. Launch a rocket to the opposite side of the room
again and follow the balcony to the north. Jump over the railing of the
staircase below, you learn Aaron Cash standing on top of the flight of
stairs.
BOSS : Scarecrow
After the cinematic, you find yourself in a confined space, the
Scarecrow hovering above you. He does not try to kill you with his gaze,
he is content to rely on skeletons and passively in combat. Get rid of
hordes of enemies coming at you. After each wave shattered a light spot
strikes the Scarecrow. Turn three spots to win the battle.
The first wave is linear. Skeletons attack early, get ready to counter
them. The smallest start key combo at least one skeleton and shattered,
so employ it. Others arrived during the wave, but they do not pose a
great danger. Once you’ve eliminated all the first light illuminates.
The second wave came in the form of a giant skeleton. Keep your distance
and wait until it charges you. When it comes on you, throw him a
Batarang and you stray off course. It will hit the wall behind you and
will fall away, turning the second spot. The third wave is first in a
swarm of skeletons, and the giant skeleton. Stay well away from the more
as you destroy the little ones, and keep an eye on him. Once you see it
about to load, stop fighting and start him a Batarang before you depart
from its trajectory. He will go crashing against the wall, leaving you
time to get rid of the remaining enemies with fists. Crush them and
against them until their total extinction. At this time, the third spot
will glow and you will find yourself at the Intensive Treatment Unit.
TITAN IVY
Use the gel explosive to open your way outside and you find yourself on a
ledge above the ground. The ground level is littered with enemies.
There is a sniper, a bunch of plant roots, and even crazy. The goal is
to return to the Botanical Garden is Arkham. The best way is to use the
abandoned tunnel that connects the western part of the island to the
east. From the ledge, glide down to the left toward the tunnel. Just
under the sign of Arkham Is there a ceiling destructible along the roof
of the tunnel just outside the doors. Use the Super Batgriffe to destroy
it and then climb in this room and retrieve the Trophy Mystery Man. Now
go to the gates to Arkham East. The tunnel is lined with pods plant
Ivy. You can either kill them or avoid using the edges of walls up
through the tunnel. Destroy the 2 teeth Joker at the end of the tunnel
and then exit in Arkham East.
BOSS: Titan Ivy
Poison Ivy merges with the mutant plants to become Titan Ivy. She
controls the plant mass from inside his mouth behind a shield. The plant
has two positions, a low position and a vertical position. It will
start in the down position. When his back is bent, you can not attack.
You only need to avoid taking damage. In this position, the two outer
tentacles dig the soil. When they are in the soil, they will grow grass
that can wrap around Batman. If this happens, press the Run button as
fast as you can. In general, the vines will grow around where the
tentacles touched the ground. Be careful not to be in this area. Again,
low position, you just worry about dodging attacks plants. In vertical
position, you will be able to see the shell is located in Ivy. Hit the
shield. You’re not completely out of danger yet. The tentacles inside
the Titan Ivy orbs will draw on you toxic. You’ll need to dive for
avoid. Just plunge, launching a Batarang, dive, run, dive, … After
three shots, Ivy will return to the bent position. Repeat this strategy
until you have emptied their life bar. At this stage mount and put the
gel on the explosive shell Ivy. Batman the blow which will trigger the
second half of the battle.
The second half is very similar to the first. The biggest difference is
in the curved phase, Ivy will come from security guards in addition to
plants. You must defeat all the guards before they resume the upright
position. Same strategy when it is standing dive, throwing a Batarang,
diving Repeat all this until you have emptied their life bar and then
approach the plant slaughtered as before and the spray with gel
explosive to end the battle.
The Guards Joker : When you’re ready to face the Joker, go to Arkham and
search the West Pavilion of Prison Visitors. Outside the front door,
you run into some thugs await. These enemies will not move as you do not
attack first and one of them (not even the 20 enemies that are inside
that matter). However, you unlock a bonus if you beat them all. If you
are interested in finishing the game with all the bonuses and trophies,
then go ahead and rid you of all the enemies outside and inside.
The Boss : Joker
After processing the Joker in a giant battle begins in a ring on the
roof. The problem here is that the fight is frankly uneven between the
two adversaries. Satisfy you therefore early to escape the hands of the
Joker who is trying to sweep. Stand back constantly on his way and try
to always stay up to the outside of the ring, always the farthest from
him. After a moment, the Joker jumps on the platform in the background
and sends you enemies you must fight. Use all the resources you have
available at the end of the game to get rid of waves on you. When the
last enemy has finally fallen, you quickly equip the Super Batgriffe and
aim for the back of the Joker who, if you’re lucky, will at that time
looking elsewhere. Hit him with the Super Batgriffe and let it fall from
his perch. The Joker will fall heavily on the ground and his hands will
find themselves trapped for a while. Take the opportunity to hit him
three times in the face. If you do not turn your back when you shoot the
last enemy, or if you try to put down before he killed your last
opponent, you simply return a wave of enemies you need again to get rid
before retrying to make him fall.
CHEATS & HINTS :
Unlock the armor of Batman :
Costume Batman in armor : Finish the game This costume can be used in
challenge mode.
ALL S
UCCESSES :
- Boom! (50) : Finish Story Mode (Easy).
- Mega Boom! (50) : Finish Story Mode (Normal).
- Super Mega Boom! (50) : Finish Story Mode (Hard).
- Spoilers (10) : This little party is likely to spoil
- Free web combo 20 (10) : Make a combo of 20 movements (any game
mode) - Free web combo 40 (10) : Make a combo of 40 movements (any game
mode) - Night Glider (5) : Hover continuously over 100m
- One stone two birds (10) : Hang a thug and release to frighten
another (any game mode) - Body to body (10) : Facing a monster with his bare hands
- Grab it! (5) : Catch a Batarang (any game mode)
- Free web combo 5 (5) : Make a combo of 5 movements (any game mode)
- Free web combo 10 (5) : Make a combo of 10 movements (any game
mode) - Perfection skip free (10) : Running a perfect combo with all the
attacks Batman (any mode). - Rodeo monsters (10) : Mounting on a monster and use his strength
- Free web Bronze (10) : Get 8 medals in combat challenges
- Free web money (25) : Get 16 medals in combat challenges
- Free web gold (50) : Get 24 medals in combat challenges
- Predator Bronze (10) : Get 8 medals in challenges Predator
- Predator money (25) : Get 16 medals in challenges Predator
- Predator Gold (50) : Get 24 medals in challenges Predator
- Predator invisible (10) : Finish a challenge Predator using only
silent eliminations - Free web perfect (10) : Finish a challenge fight without being hurt
- Deciphering the enigma (20) : Solve the challenges of the mystery
man on the island - Analyst Arkham (20) : Fix 5% of the challenges of the mystery man
- Investigator secret (20) : Resolve 10% of the challenges of the
mystery man - Original Thinker (20) : Resolve 25% of the challenges of the
mystery man - Mysteries (20) : Resolve 40% of the challenges of the mystery man
- Solver of riddles (20) : Resolve 55% of the challenges of the
mystery man - Mental Athlete (20) : Resolve 70% of the challenges of the mystery
man - Elucideur puzzles (20) : Resolve 85% of the challenges of the
mystery man - The best detective in the world (20) : Solve the biggest mystery of
Arkham - Perfect Knight (75) : Completed: 100%
SECRETS :
- Rescue shocking (10) : Eliminate Zsasz in the room pacification of
patients - Forget anyone (10) : Save guards and henchmen of the Joker toxin in
Room Decontamination - Avoiding medical errors (10) : Survive the onslaught of deformed
henchman of the Joker - Born Free (10) : Escape intensive care and swim to the surface of
the island. - The Order (10) : Save all doctors in the Medical Center
- Daydreamer (10) : Surviving the gas terrifying nightmare of the
Scarecrow - Vengeance of Bane (25) : Beating Bane
- Enter by burglary (10) : Get access to Arkham Manor after the Joker
was locked - Recurring Nightmare (10) : Facing your biggest fears and keep your
sanity - Zsasz put in his place (10) : Prevent Zsasz to kill Dr. Young
- Lockdown (25) : Capture and confine Harley Quinn
- Dual problem (25) : Overcoming two henchmen Titan once
- Resist fear (50) : Overcoming the effects of gas from the
terrifying Scarecrow - Crocodile tears (50) : Venturing into the lair of Killer Croc and
living out - Poisoned Ivy (50) : Beating the soles of Ivy Giant Titan
CONCLUSION :
Batman, one of the three pillars of the world’s iconic cartoons, get
your best game released to date, interactive format equivalent to
Batman: The Dark Knight Returns in the comics or The Dark Knight at the
cinema. Arkham Asylum, home of the most dangerous and criminal insane
lies ahead. Hopefully this new adventure of the Dark Knight in the world
of video games is not the last created by Rocksteady. The universe of
Batman gives to develop hundreds of games (in person, who subscribes to
this would kill for a video game inspired by the Dark Knight Returns by
Frank Miller, provided inside the treasured quality of this Batman:
Arkham Asylum) by we hope that the game in question is a new start on a
path of the Dark Knight in the world of video games has not always been
as successful a character the likes of Batman deserves
BEST :
- 4 Genres in one game, implemented in an exemplary manner
- The visual recreation of Arkham Asylum
- Excellent, excellent script and treatments of
- Impeccable dubbing Castilian
- The Enigma puzzles and chilling occurrences of the Scarecrow
- The best Batman game in particular and general superhero ever
created
WORST :
- He just short despite becoming the juicy extras available
- The sins of slow control and lack of precision during the toughest
times in sections of infiltration - The vision of detective things too easy