For 100% on your save, complete:

  • The main story.
  • All 240 Riddler challenges.
  • All 20 WayneTech upgrade purchases.
  • All 24 required Combat Challenge medals.
  • All 24 required Predator Challenge medals.

For the full achievement or trophy list, you also need the difficulty achievements and the separate combat, stealth, gadget, and story-event achievements.

Starting on Hard lets you earn all three difficulty-completion achievements in one campaign. Hard removes the normal counter warning, so watch enemy movements carefully. If you prefer Normal, finish your 100% save there and complete a separate Hard campaign afterward. There is no New Game Plus carrying your upgrades into a fresh story.

Two story opportunities to remember

Leave No Man Behind: During the opening Decontamination rescue, save both guards and the henchman before activating the fans.

Party Pooper: Near the ending, defeat every applauding party guest outside and inside Joker’s entrance corridor before entering the final encounter.

Collectibles can be cleaned up after the story. These two event-specific actions deserve attention when you reach them.

Understanding the checklists

The numbered labels below are local guide labels. They do not match positions in the game’s Riddler grid.

LabelMeaning
ITIntensive Treatment
EArkham East
NArkham North
WArkham West
MMedical Facility
CCaves
AArkham Mansion
PPenitentiary
BBotanical Gardens
Collectible typeAction
TrophyPick up the green question-mark trophy.
RiddleHold the environment-scan action with the answer clearly framed.
PerspectiveActivate Detective Mode, align the question mark and its dot, then scan.
TapePick up the interview recording.
ChronicleScan the stone beetle tablet.
MapPick up the region’s secrets map.
TeethDestroy the required cumulative number with Batarangs.

Gadget shorthand

MarkGadget or upgrade
GELExplosive Gel
CLAWBatclaw
SEQCryptographic Sequencer
RANGECryptographic Range Amplifier
LINELine Launcher
ULTRAUltra Batclaw

If an entry requires a gadget you do not have, leave it for the return visit.

There are 240 challenges, consisting of:

TypeNumber
Riddler trophies101
Environmental riddles, including perspective puzzles51
Interview tapes35
Chronicles of Arkham23
Secrets maps9
Teeth milestones21
Total240

The six indoor regions each have 30 challenges. The three outdoor regions each have 20.

Indoor teeth milestones are 5, 10, and 20, counted cumulatively. You destroy 20 teeth in each indoor region, rather than 5 plus another 10 plus another 20. Each outdoor region has one ten-teeth challenge.

That makes 150 individual teeth across the island.

Combat basics

Attack deliberately rather than repeatedly pressing the attack button. Let the hit connect, choose your next target, then act.

  • Counter ordinary punches.
  • Cape-stun knife enemies before attacking.
  • Vault over stun-baton enemies and attack from behind.
  • Stop enemies reaching gun lockers.
  • Use special combo takedowns to remove troublesome opponents.
  • Use ground takedowns when nobody can interrupt the animation.

For Predator rooms, identify an isolated enemy and your escape route before attacking. After a noisy takedown, move. When enemies gather around a body, let them spread out again.

Our three Batman rules

Rule #1: HOW IS BATMAN NOT KILLING ANYBODY?!

Batman says the man is unconscious.

The man has just met a wall, a railing, and several stairs.

We would like a second opinion.

Rule #2: WHO ARE THESE TIBETAN MONKS?!

Whenever Batman performs something physically unreasonable, we demand to see the monks’ lesson plan.

Rule #3: HOW DOES HIS CAPE WORK?!

It glides. It stuns. It folds into ventilation shafts. It survives sewer water.

We may solve every riddle on the island before understanding this fabric.


1. Opening — Intensive Treatment

Escort Joker

Follow Joker’s escort through the facility. Listen to the dialogue and continue until he escapes.

Defeat the first two groups in Holding Cells. Practice ordinary strikes and counters while the enemies are relatively manageable.

Before leaving, open the southern wall vent for IT01. Destroy the nearby teeth as well.

Rescue the first hostage

Follow Processing Corridor into Patient Pacification.

Speak to the staff, climb to the upper walkway, and grapple onto the gargoyles. Position yourself above Zsasz, glide-kick him, then immediately perform a ground takedown.

You earn Shocking Rescue.

Check the southwest vent and onward ventilation route for IT02 and IT03.

Rule #1: The hostage is safe. Zsasz’s dental future is less certain.

Decontamination — save all three people

Enter through the upper ventilation route.

  1. Pull up the first hanging guard.
  2. Cross the platform and grapple higher.
  3. Rescue the second guard.
  4. Glide to the remaining platform.
  5. Rescue the henchman.
  6. Only then activate the fans.

If someone falls, restart the checkpoint immediately.

Saving all three earns Leave No Man Behind.

Use a Batarang on the fan-control box to clear the toxin. Once the gas is gone, check the floor tunnel for IT04 and destroy the room’s teeth.

Rule #3: Batman’s rescue equipment consists of clothing and ceiling decorations. Apparently that passed inspection.

The experimental henchman

Continue through Transfer Loop into Secure Treatment Transfer.

Evade the mutant’s charges and thrown bodies. Survive until the experiment collapses; you do not need to force a normal boss defeat.

You earn Malpractice Needs More Practice.

After access opens, collect IT05 from the unoccupied booth.

Follow Frank Boles

Return to Holding Cells and scan the whisky evidence to establish Boles’ trail.

Follow it in Detective Mode toward Secure Transit. Climb the elevator shaft using grapple points, ledges, jumps, and crawl passages.

Scan the exposed upper-shaft Chronicle, IT24. The tablet behind the weak wall, IT25, requires Explosive Gel later.

First Predator rooms and the Riddler introduction

In Cell Block Transfer, use stealth against the armed enemies. Drop behind isolated targets, perform silent takedowns, and retreat before the others arrive.

Continue through the vents into the lobby and clear its enemies.

When Riddler introduces his challenges:

  • Scan Sharp’s portrait for IT11.
  • Collect the tape IT21 in the central office.
  • Scan the radio for IT13.
  • Solve the lobby perspective puzzle IT12.

Follow the exit route to the surface.

You earn Born Free.

Rule #2: Three armed men looked away and became a floor arrangement. WHO ARE THESE TIBETAN MONKS?!

Intensive Treatment — all 30 challenges

Keep this checklist for the later return. Entries requiring CLAW, SEQ, RANGE, or GEL remain unfinished during the opening.

DoneIDTypeLocation and requirement
☐IT01TrophyHolding Cells: southern wall vent.
☐IT02TrophyPatient Pacification: southwest vent.
☐IT03TrophyPacification onward ventilation route, near its exit.
☐IT04TrophyDecontamination: floor tunnel after clearing the gas.
☐IT05TrophySecure Treatment Transfer: unoccupied booth after the mutant encounter.
☐IT06TrophyMaintenance Access: ventilation branch on the later entrance route.
☐IT07TrophySecure Transit: high vent halfway up the shaft. CLAW; return later.
☐IT08TrophyPatient Pacification: upper wall vent. CLAW.
☐IT09TrophyDecontamination: secured office, then climb through its wall opening. SEQ.
☐IT10TrophyUtility Corridor: weak wall beside the stairs. GEL; late return.
☐IT11RiddleLobby: Warden Sharp’s portrait.
☐IT12PerspectiveLobby glass office: align the mark across the surfaces in Detective Mode.
☐IT13RiddleLobby bench: Jack Ryder’s radio.
☐IT14RiddleCell Block Transfer: Cash’s family photograph inside a booth. SEQ.
☐IT15RiddleTransfer Loop: Penguin poster behind the partly open door. Crouch inside.
☐IT16RiddleHolding Cells: Riddler’s question-mark cell. SEQ.
☐IT17RiddlePatient Pacification: Maxie Zeus’ cell behind a weak wall. GEL.
☐IT18RiddleSecure Transit: Crane’s hideout in the bottom-shaft side tunnel.
☐IT19TapeSecure Transit: lower southeast office desk.
☐IT20TapeSecure Transit: upper office desk.
☐IT21TapeLobby: eastern desk inside the central office.
☐IT22TapeCell Block Transfer: northern secured booth. SEQ + RANGE.
☐IT23TapeDecontamination: secured office desk. SEQ.
☐IT24ChronicleSecure Transit: exposed tablet near the upper shaft climb.
☐IT25ChronicleShaft crawlspace: behind the left of two weak walls. GEL.
☐IT26ChronicleTransfer Loop: high vent reached using the opposite duct. CLAW.
☐IT27MapSecure Transit: bottom office desk on the Croc approach.
☐IT28TeethDestroy 5 in Intensive Treatment.
☐IT29TeethDestroy 10 in Intensive Treatment, cumulative.
☐IT30TeethDestroy all 20 in Intensive Treatment.

Teeth sweep: Check the Holding Cells office, Processing Corridor corners, Decontamination entrance and lower floor, Transfer Loop, the phone/elevator office, Secure Transit’s upper platform, and the lobby around Boles.


2. Arkham Island — Explosive Gel

Protect the Batmobile

You emerge in Arkham East.

Collect convenient outdoor items, including the southern guard-tower tape, then head through the north gate when Oracle warns about the Batmobile.

Approach the armed pair in the connecting passage from behind.

Defeat the group around the Batmobile in Arkham North. Interact with its rear compartment to obtain Explosive Gel.

Scan Gordon’s pipe to establish his trail.

Before following it:

  • Collect N01 beneath the weak ground near the car.
  • Open the nearby guardhouse roof and collect the secrets map, N14.

Follow Gordon’s trail toward Arkham West. When the direct passage is blocked, use GEL on the weak wall to open the alternative route.

Arkham East — all 20 challenges

Collect accessible outdoor items whenever the story brings you through East. Return after obtaining SEQ for the secured offices.

DoneIDTypeLocation and requirement
☐E01TrophyNorthern guard-tower roof.
☐E02TrophySouthern shoreline jetty.
☐E03TrophyWeak courtyard floor north of the Mansion entrance. GEL.
☐E04TrophyCemetery’s small central shelter, on the desk.
☐E05TrophyCemetery: northern bushes near the cliff.
☐E06TrophyWalled Mansion courtyard: balcony behind a pillar.
☐E07TrophyMansion roof above the courtyard balcony.
☐E08TrophyHighest clock-tower balcony.
☐E09TrophyRoof recess below the clock tower. Glide down.
☐E10TrophyCentral secured guardhouse. SEQ.
☐E11TrophySecured office connecting the guard-tower catwalks. SEQ.
☐E12RiddleCemetery: illuminated Amadeus Arkham grave.
☐E13PerspectiveClock-tower summit: align the dot with the Mansion roof mark.
☐E14RiddleGotham skyline: Wayne Tower’s large W. Zoom before scanning.
☐E15TapeSouthern guard tower, on the desk.
☐E16TapeSecured catwalk office. SEQ.
☐E17ChronicleWalled Mansion courtyard: southern wall. Grapple over.
☐E18ChronicleWeak wall beneath the Botanical Gardens stairs. GEL.
☐E19MapCentral secured guardhouse desk. SEQ.
☐E20TeethDestroy all 10 in Arkham East.

East teeth appear in stages:

  • Two at the Mansion steps when the story directs you there.
  • Two at the Gardens steps after Harley.
  • Two near the Abandoned Tunnel/West exit after meeting Ivy.
  • Two in the southern tower during the late Ivy approach.
  • Two more at the Gardens steps during that late approach.

If a location is empty early in the story, revisit it after the relevant event.

Rule #3: Before gliding from the clock tower, remember: our aircraft is clothing.

Arkham North — all 20 challenges

The GEL trophy in the cave approach is listed here as N06. Do not count it again under West or Caves.

DoneIDTypeLocation and requirement
☐N01TrophyWeak ground just north of the Batmobile. GEL.
☐N02TrophyNorthwest ruined building, ground floor.
☐N03TrophyLedge above the southern cave entrance. Grapple/glide.
☐N04TrophyIntensive Treatment exterior roof.
☐N05TrophyNorthern secured depot. SEQ + RANGE.
☐N06TrophyCave approach: weak wall near the skulls. GEL.
☐N07TrophyWestern guard-tower roof.
☐N08TrophyDistant western cliff, reached from the tower. LINE.
☐N09TrophyWestern high weak wall. ULTRA.
☐N10TrophyCliff east of the ruined building. LINE.
☐N11TrophySouthern cave: high weak wall and gap. ULTRA + LINE.
☐N12TapeRoom inside the western guard tower.
☐N13TapeSecured western guardhouse, on the table. SEQ.
☐N14MapGuardhouse near the Batmobile. Break its weak roof with GEL.
☐N15ChronicleNorthwest ruins, upper level.
☐N16ChronicleSouthern cave approach: exposed tablet.
☐N17RiddleNorthern seesaws: Tweedledum and Tweedledee answer.
☐N18PerspectiveRuined-building arch: align its dot with the distant mark.
☐N19RiddleSecured guardhouse: Harvey Dent posters. SEQ.
☐N20TeethDestroy all 10 in Arkham North.

North teeth appear in stages:

  • Three near the East gate after the first Batcave visit.
  • Three at the sniper perch above Intensive Treatment on the late return.
  • Two in the western tower after Croc.
  • Two near the East gate after Croc.

Reach Medical

Follow Gordon’s trail through Arkham West.

Defeat the enemies outside the Medical Facility and destroy the nearby teeth. Harley blocks the front entrance.

Grapple onto the roof and use GEL on its weak section. Enter through Maintenance Access.

Take the right ventilation branch for M01 before descending.

Arkham West — all 20 challenges

Abandoned Tunnel belongs to this checklist.

DoneIDTypeLocation and requirement
☐W01TrophyDock shack roof.
☐W02TrophyMedical roof: southwest waterfront section.
☐W03TrophyAbandoned Tunnel: behind bars, accessed through the weak floor above. GEL.
☐W04TrophyWall vent beside the Penitentiary’s main entrance. CLAW.
☐W05TrophyAbove the gate leading to Arkham North.
☐W06TrophyWaterfall basin near the North passage. Drop down.
☐W07TrophyBushes underneath the guard tower.
☐W08TrophyUnder Medical’s exterior lift. Hack the panel to raise it. SEQ.
☐W09TrophySecured balcony above the Penitentiary entrance. SEQ + RANGE.
☐W10TrophyDistant alcove reached from Medical’s northern roof. LINE.
☐W11TrophyNorth passage: high vent reached from the concrete beams. CLAW.
☐W12TrophyNorth passage: high weak wall. ULTRA.
☐W13TrophyWeak ceiling above the East/Abandoned Tunnel gate. ULTRA.
☐W14TapeDesk inside the dock shack.
☐W15MapCentral guardhouse near the ambulances. SEQ.
☐W16ChronicleWeak wall below the Penitentiary entrance balcony. GEL.
☐W17PerspectivePenitentiary balcony: align its dot with the courtyard mark.
☐W18RiddleFear-gas canisters behind a high weak wall near the East exit. ULTRA.
☐W19RiddleZsasz’s murder scene on the secured Penitentiary balcony. SEQ + RANGE.
☐W20TeethDestroy all 10 in West, including Abandoned Tunnel.

West teeth appear in stages:

  • Three outside Medical.
  • Three in the North connecting passage after Bane.
  • Two in the guard tower after the Mansion.
  • Two in Abandoned Tunnel after the late Caves visit.

3. Medical Facility — Doctors, Scarecrow, and Bane

Clear the Sanatorium

Enter from the vents and use the gargoyles to study the armed patrols.

Take down isolated enemies. A glide kick and ground takedown are noisy, so use them where another guard cannot immediately interrupt you.

Speak to the rescued doctors when the room is clear.

You now have three rescue branches. They can be completed in any order; this route uses:

X-Ray → Surgery → Patient Observation.

X-Ray — Dr Young

Follow the corridor markings into X-Ray.

Place GEL on both weak walls around the captors. Detonate them together to disable the enemies without letting them react against Dr Young.

Collect M04 from the enclosure roof.

Rule #1: Batman’s medical intervention is two simultaneous explosions. Arkham’s insurance company has stopped answering the phone.

Surgery — Dr Chen

Follow the next branch into Surgery.

Defeat the ambush and rescue Dr Chen.

Scan the upper-floor board for M23, the Thomas Elliot answer.

Patient Observation — Cash and Dr Kellerman

Stay above the gas.

Drop the henchman through the weak ceiling to open access to the obstructed fan-control switch. Use Batarangs on the fan boxes as the falling gas level opens more safe routes.

Activate all three controls and rescue the trapped staff.

Collect M12 from their office and scan the Firefly article for M24.

After completing all three rescues, you earn Just What the Doctors Ordered.

Return to the Sanatorium

Check the connecting corridor after each rescue. New teeth appear as these story events happen.

Back in the Sanatorium, defeat the fresh group and continue toward the elevator.

Before descending, finish convenient collectibles such as:

  • M02: Lower enclosure trophy.
  • M03: Connecting vent trophy.
  • M11: Office tape.
  • M17: Perspective puzzle through the weak floor.
  • M21: Croc’s lower cell.
  • Any available teeth.

First Scarecrow nightmare

Follow the lower corridor and the apparent trail to Gordon.

The nightmare changes the environment. Continue along the available route and interact with the morgue body bags when prompted.

In the giant Scarecrow arena:

  • Stay behind solid cover when his gaze sweeps toward you.
  • Move after the gaze passes.
  • Pause at the next protected position.
  • Open required weak sections with GEL.
  • Reach and activate the searchlight.

You earn Daydreamer.

Back in the real Morgue, scan the Great White Shark specimen jar for M26.

Rescue Gordon

Continue toward Experimental Chamber.

Collect the secrets map, M19, near the teddy bear. Scan the bear for M28.

Use the vents and room layout to remove the four henchmen quietly. Avoid letting Harley see you.

Reach the upper position, collect M06, then perform the prompted takedown through the roof to rescue Gordon.

Bane

Keep distance so you can react to his charge.

  1. Face Bane as he starts rushing.
  2. Throw a Batarang at his face.
  3. Evade sideways.
  4. Let him collide with the wall.
  5. Attack during his recovery.
  6. Perform the prompted action to tear out his Titan tubes.

When henchmen arrive, keep Bane visible. Avoid long ground takedowns while he is lining up another charge.

Repeat until the fight ends.

You earn Baneful Payback.

Rule #2: Batman sees a man the size of a refrigerator and decides the answer is timing. The monks’ entrance exam must be horrible.

Medical Facility — all 30 challenges

DoneIDTypeLocation and requirement
☐M01TrophyMaintenance Access: right-hand ventilation branch.
☐M02TrophySanatorium: lower vent/weak-wall enclosure.
☐M03TrophyUpper Corridor: connecting ventilation system.
☐M04TrophyX-Ray enclosure roof.
☐M05TrophyExperimental Chamber: side ventilation shaft.
☐M06TrophyExperimental Chamber: above Harley’s position.
☐M07TrophySanatorium: high northeast wall vent. CLAW.
☐M08TrophyPatient Observation: high wall vent. CLAW.
☐M09TrophySurgery: secured upper floor. SEQ.
☐M10TrophySecure Access: high weak wall. ULTRA.
☐M11TapeSanatorium: office desk near the elevator.
☐M12TapePatient Observation: rescued doctors’ office. Clear the toxin.
☐M13TapeMedical Foyer: table. Return after the entrance barrier is removed.
☐M14TapeSecure Access: secured side office. SEQ.
☐M15TapeExperimental Chamber: inside Bane’s former glass enclosure. Return after Bane.
☐M16ChronicleSanatorium: hidden lower room reached through floor vents.
☐M17PerspectiveSanatorium: break the weak floor and align the mark through the opening. GEL.
☐M18ChronicleMedical Foyer: high weak wall opposite the exit. ULTRA.
☐M19MapExperimental Chamber: table near the teddy bear.
☐M20ChronicleX-Ray: high weak wall above the entrance. ULTRA.
☐M21RiddleSanatorium: lower cell with bones and Croc’s inscription.
☐M22RiddleMedical Foyer: Wayne benefactor plaque.
☐M23RiddleSurgery: upper board showing T. Elliot’s schedule.
☐M24RiddlePatient Observation office: Firefly article.
☐M25TeethDestroy 5 in Medical.
☐M26RiddleMorgue: Great White Shark specimen jar.
☐M27RiddleSecure Access: Harley’s jester hat, reached through the high vent route. CLAW.
☐M28RiddleExperimental Chamber: Bane’s teddy bear.
☐M29TeethDestroy 10 in Medical, cumulative.
☐M30TeethDestroy all 20 in Medical.

Teeth sweep: Sanatorium lower floor; Upper Corridor gift boxes after each rescue; Patient Observation upper ledges and cleared floor; the Sanatorium elevator approach after all rescues; Lower Corridor toward Experimental Chamber.


4. The Batcave and First Sewer Climb

After Bane, follow the objective toward the hidden Batcave approach.

Along the cave passage, collect:

  • N16: Exposed outdoor Chronicle.
  • N06: Trophy behind the GEL wall.

Continue to the Batcomputer. Batman receives the Batclaw and investigates Dr Young’s Titan research.

The Batclaw removes high ventilation grates. The Ultra Batclaw, acquired later, destroys high weak walls.

Old Sewer

Leave the Batcave through Old Sewer.

Collect:

  • C18: Exposed Chronicle near the entry route.
  • C20: Tape beside the dead orderly.
  • C01: Trophy behind the high grate above the orderly; use CLAW.
  • C02: Trophy behind the corridor’s GEL wall.

Main Sewer Junction

Climb using the collapsed columns, ledges, and platforms.

Check the lower branches and red side alcoves for C03–C07. These require careful jumps, glides, and shimmies rather than a later gadget.

At the upper route, solve C24, the perspective puzzle.

Collect C21 from the crates in Surface Access before returning to the island.

For perspective puzzles, move Batman until the dot and curved mark form one question mark. Camera movement alone may not create the correct alignment.

Rule #3: The cape now works as sewer-climbing equipment. We still have no washing instructions.

Caves — all 30 challenges

Several entries are available only after Croc and the Ultra Batclaw.

DoneIDTypeLocation and requirement
☐C01TrophyOld Sewer: high vent above the dead orderly. CLAW.
☐C02TrophyOld Sewer corridor: weak wall. GEL.
☐C03TrophyMain Sewer Junction: first lower western branch.
☐C04TrophyJunction middle wall: shimmy left into the red alcove.
☐C05TrophyJunction shallow-stream level: red side alcove.
☐C06TrophySecond collapsed column: glide to the side alcove.
☐C07TrophySecond column’s upper ledge: shimmy around the corner.
☐C08TrophyOld Sewer: isolated far end across the gap. LINE.
☐C09TrophyBatcave exterior: first offshore rock’s lower path. Late escape route.
☐C10TrophyMain Sewer Junction: distant platform from the upper route. LINE.
☐C11TrophyMain Sewer Junction: highest onward platform. LINE.
☐C12TrophyControl Room: weak-wall alcove. ULTRA.
☐C13TrophyPressure Control western corridor: weak wall. ULTRA.
☐C14TrophyBatcave exterior: northeast island reached via the second rock. Late route.
☐C15TrophyOld Sewer: weak ceiling above the combat area. ULTRA.
☐C16TrophyCroc entry channel: weak ceiling near Old Sewer. ULTRA.
☐C17TrophyCroc entry channel: eastern dead-end ledge. LINE.
☐C18ChronicleOld Sewer: exposed tablet near the first entry.
☐C19ChronicleControl Room: a separate weak wall from C12. ULTRA.
☐C20TapeOld Sewer: beside the dead orderly.
☐C21TapeSurface Access: on the crates.
☐C22TapeControl Room Access: small entry room on the Croc approach.
☐C23TapePump Room: upper barrels across the gap. LINE.
☐C24PerspectiveMain Sewer Junction: upper-route question mark and dot.
☐C25TapePump Control Room: exit corridor.
☐C26MapPump Control Room: chair/right-hand side.
☐C27ChroniclePressure Control escape shaft: first wall opening. ULTRA.
☐C28TeethDestroy 5 in Caves.
☐C29TeethDestroy 10 in Caves, cumulative.
☐C30TeethDestroy all 20 in Caves.

Teeth sweep: Old Sewer corridor; Main Sewer Junction near the first collapsed column and Surface Access; Croc’s entry channel; both Pressure Control branches; fresh teeth after shutting down the Pump Room; the central junction.


5. Arkham Mansion — Dr Young’s Research

Enter the Mansion

Return through Arkham North to East.

Remove the Mansion snipers before approaching. Use the high entrance route.

In Entrance Hall, defeat the enemies and collect:

  • A01: Trophy beside the stairs.
  • A15: Chronicle beyond the upper vent and weak wall.

You earn Breaking and Entering as the story brings you inside.

Main Hall and Records Room

Stop enemies reaching the Main Hall gun locker.

Collect:

  • A02: Statue pedestal vent trophy.
  • A10: Tape in the northern office.
  • A16: Upper-balcony Chronicle.
  • A18: Sharp’s portrait in the southern side passage.

Continue to Records Room and clear the Predator encounter.

Check the separate vent routes for:

  • A03: Trophy in the enclosed room.
  • A11: Tape in the barred room.

Continue through North Corridor. Collect A04 and scan the spiral inscriptions for A19.

Dr Young’s Office

Use the ventilation route to enter.

Scan:

  • A21: Black Mask’s display.
  • A20: Ra’s al Ghul’s labelled body in the adjoining morgue.

Examine Dr Young’s safe to identify her fingerprints.

Collect A12 before leaving.

Library hostages

Follow the fingerprints through South Corridor.

On the way:

  • Scan Penguin’s umbrellas for A22.
  • Collect A05 from the high vent.
  • Solve A23 from the upper vent position.

Clear the Library’s enemies.

The trapped hostages are on a timer. Climb to the highest level and use a Batarang to sever the chandelier’s support. The fallen chandelier opens the route down.

Rescue the hostages.

Follow the fingerprints to the correct book and remove Dr Young’s research notes.

Collect A06 and A07 while sweeping the Library. The secured side-room tape, A13, waits for SEQ.

Rule #1: We solved the hostage problem by dropping the lighting equipment. Batman calls that precision. Facilities calls it a budget meeting.

Second Scarecrow nightmare

Follow the hallucination into another giant Scarecrow arena.

Move between cover after his gaze passes. Deal with the enemies and activate the searchlight.

You earn Recurring Nightmare.

Zsasz and Dr Young

Continue through East Wing.

Vault over baton enemies and attack from behind. Scan Catwoman’s display for A24.

At the Warden’s Office, Zsasz holds Dr Young hostage.

Stay at the corner. Aim without stepping into the room and strike his exposed head with a Batarang when you have a clear shot.

You earn Zsasz Cut Down to Size.

The following story event kills Dr Young. Reaching her faster does not change it.

Before leaving:

  • Collect A08, the office trophy.
  • Collect A14, the secrets map.
  • Scan Scarface for A25.
  • Grapple to the office’s upper balcony and destroy the three hidden teeth.

Those upper teeth are a frequent cleanup problem.

Follow Harley’s trail toward the Penitentiary.

Arkham Mansion — all 30 challenges

DoneIDTypeLocation and requirement
☐A01TrophyEntrance Hall: vent beside the stairs.
☐A02TrophyMain Hall: statue pedestal vent. CLAW.
☐A03TrophyRecords Room: western vent to an enclosed room’s table. CLAW.
☐A04TrophyNorth Corridor: high ventilation alcove. CLAW.
☐A05TrophySouth Corridor: high southwest vent. CLAW.
☐A06TrophyLibrary: wall vent near the entrance. CLAW.
☐A07TrophyLibrary: floor vent on the highest level.
☐A08TrophyWarden’s Office: table.
☐A09TrophyEast Wing Corridor: high weak wall. ULTRA.
☐A10TapeMain Hall: northern guard office. Enter through the vent.
☐A11TapeRecords Room: southern high vent to a barred room. CLAW.
☐A12TapeDr Young’s Office: exit desk.
☐A13TapeLibrary: secured side room. SEQ.
☐A14MapWarden’s Office: desk.
☐A15ChronicleEntrance Hall: upper vent, then weak wall. CLAW + GEL.
☐A16ChronicleMain Hall: balcony above the northern offices.
☐A17ChronicleSouth Corridor: upper weak wall. GEL.
☐A18RiddleMain Hall’s southern side corridor: Sharp portrait.
☐A19RiddleNorth Corridor side cells: spiral inscriptions.
☐A20RiddleDr Young’s morgue: Ra’s al Ghul’s body and toe tag. Zoom.
☐A21RiddleDr Young’s Office: Black Mask display.
☐A22RiddleSouth Corridor: Penguin umbrella showcase.
☐A23PerspectiveSouth Corridor: upper vent dot aligned with the opposite mark.
☐A24RiddleEast Wing: Catwoman equipment showcase.
☐A25RiddleWarden’s Office: Scarface puppet display.
☐A26TapeWest Wing Corridor: high weak wall. ULTRA.
☐A27RiddleRecords Room’s southern secured room: Hugo Strange files. SEQ + LINE.
☐A28TeethDestroy 5 in the Mansion.
☐A29TeethDestroy 10 in the Mansion, cumulative.
☐A30TeethDestroy all 20 in the Mansion.

Teeth sweep: Main Hall’s northern stairs and offices; North Corridor after the vent; West Wing after Dr Young’s Office; South Corridor; Library’s eastern stairs after rescuing the hostages; East Wing after Zsasz; Warden’s Office upper balcony.


6. Penitentiary — Harley Quinn

Find Warden Sharp

Enter through Cells Access after clearing the exterior enemies.

Collect:

  • P01: Last stall in the men’s toilets.
  • P11: Reception tape.
  • P18: Scan Batman’s reflection in the women’s mirror.

In Main Cell Block, take the upper office route for:

  • P12: Tape.
  • P21: Ventriloquist’s gun display.

Continue through Green Mile into Security Control.

Rescue Sharp to obtain the Cryptographic Sequencer.

Use the two hacking controls to find the correct signal position and hold it until the panel unlocks.

Buy Cryptographic Range Amplifier early. Several collectible rooms have panels too far away for the unupgraded Sequencer.

Clayface and side cells

Scan the prisoner behind the Security Control glass for P19.

Detective Mode exposes Clayface’s impersonation. The familiar-looking character is still the answer to the Clayface riddle.

Collect P03 and P04 from the separate secured and weak-wall side cells.

Rescue the guards

Follow Harley’s route into Guard Room.

Disable the electrified water with SEQ. Cut the hanging guards’ ropes with Batarangs, then clear the timed security obstacle so they can escape.

Follow them into the safe office and collect P13.

Destroy the nearby corridor teeth.

Reach Harley

Return through the cell blocks.

Scan:

  • P20: Calendar Man’s paper-covered cell.
  • P22: Two-Face’s campaign poster.

Use the upper Controlled Access vent to reach the control position and collect P14.

Extreme Incarceration

Harley changes which parts of the arena are electrified.

Move to the safe platform when the floor switches. Keep fights controlled so you can see the next warning.

Counter ordinary attackers, cape-stun knife enemies, and avoid lingering in a section about to become dangerous.

After the battle, Harley is locked up.

You earn Solitary Confinement.

Collect:

  • P15: Control-tower tape.
  • P16: Secrets map.
  • P23: Scan Mr Freeze’s icy cell.

Hack the panel for cell five. Collect P09, break its rear wall, scan P25, and climb out.

The door closing behind you is part of the puzzle.

Rule #1: Electric floors, thrown bodies, and a man dressed as a bat. Everyone is allegedly unconscious. “Allegedly” is doing important work tonight.

Penitentiary — all 30 challenges

DoneIDTypeLocation and requirement
☐P01TrophyCells Access: last stall in the men’s toilets.
☐P02TrophyMain Cell Block–Green Mile passage: left weak wall. GEL.
☐P03TrophySecurity Control: upper secured side cell. SEQ.
☐P04TrophySecurity Control: opposite upper weak-wall cell. GEL.
☐P05TrophyGreen Mile: western cell after prisoners are released.
☐P06TrophyMain Cell Block’s western section: southern cell bed.
☐P07TrophyGuard Room: high vent leading to an upper cell-block alcove. CLAW.
☐P08TrophyControlled Access: upper weak wall, then drop into the cell. GEL.
☐P09TrophyExtreme Incarceration: numbered cell five. SEQ.
☐P10TrophyGuard Room: opposite high corridor across the toxin room. GEL + ULTRA + LINE.
☐P11TapeCells Access: right-hand reception desk.
☐P12TapeMain Cell Block: upper control office.
☐P13TapeGuard Room: rescued guards’ office desk.
☐P14TapeControlled Access: upper office. CLAW.
☐P15TapeExtreme Incarceration: upper control tower.
☐P16MapExtreme Incarceration: desk after the fight.
☐P17TeethDestroy 5 in the Penitentiary.
☐P18RiddleCells Access: Batman’s reflection in the women’s mirror.
☐P19RiddleSecurity Control: Clayface behind the glass.
☐P20RiddleMain Cell Block: Calendar Man’s paper-covered cell.
☐P21RiddleMain Cell Block upper office: Ventriloquist’s gun.
☐P22RiddleControlled Access: Vote Dent poster.
☐P23RiddleExtreme Incarceration: Mr Freeze’s frozen cell.
☐P24RiddleGuard Room locker area: Prometheus poster. Clear the late toxin.
☐P25ChronicleBehind cell five’s weak rear wall. SEQ + GEL.
☐P26ChronicleGenerator Access beyond the electrified passage. GEL + LINE.
☐P27ChronicleGuard Room: lower southwest weak wall after clearing the toxin.
☐P28PerspectiveGuard Room: opposite high opening, looking back toward the vent mark. ULTRA + LINE.
☐P29TeethDestroy 10 in the Penitentiary, cumulative.
☐P30TeethDestroy all 20 in the Penitentiary.

Teeth sweep: Cells Access; Main Cell Block upper office; Guard Room safe corridor; Main Cell Block passage after the guard rescue; Extreme Incarceration; Controlled Access after Harley.

Convenient outdoor returns

Before heading to Gardens, collect the SEQ-locked outdoor items along your route.

RegionEntries to revisit
EastE10, E11, E16, E19
NorthN05, N13, N19
WestW08, W09, W15, W19

Some of these require RANGE.


7. Botanical Gardens — Titan Production

Enter and restore power

At Glasshouse Entrance, silently remove the armed enemies.

Collect B11, then scan the dead guard for B20.

In Botanical Glasshouse, clear the Predator room and collect:

  • B09: Floor-tunnel trophy.
  • B21: Mad Hatter’s tea-set riddle.
  • B01: Trophy through the lower weak-wall route.

Continue through Statue Corridor.

Collect B12 and scan the Wayne memorial bench for B22.

In Glasshouse Generator Room, defeat the enemies before using the booby-trapped hacking panel. Complete the timed hacking stages.

Collect B13.

Use RANGE on the upper secured office for B02 and the secrets map, B16.

Flooded Corridor

Return to the Glasshouse and continue toward Flooded Corridor.

The damaged route sends you through vents and Abandoned Chamber.

Collect B03 from the vent branch and scan Ratcatcher’s equipment through the opening for B23.

Abandoned Chamber

At the bottom:

  • Find B04 in the low southern tunnel.
  • Open the floor panel for B05.

For the upper route:

  1. Start near the onward doorway.
  2. Glide to the opposite platform.
  3. Shimmy toward the waterfall.
  4. Climb and turn.
  5. Jump to the metal walkway.
  6. Cut the suspended walkway’s rope with a Batarang.

Use that walkway for B06.

Continue higher, crouch beneath the broken section, and climb around the corner for:

  • B17: Highest-ledge Chronicle.
  • B24: Perspective puzzle.

Leave B10 for ULTRA and LINE.

Rule #3: The cape is now an archaeological survey vehicle. At this point it deserves its own upgrade tree.

Aviary hostages

Back in Flooded Corridor:

  • Collect B14.
  • Scan the broken toy soldiers for B25.
  • Scan the headless statue’s base for B26.

Enter the Aviary.

A henchman controls the hostages’ cages. Use the concealed high and vent route to reach him. Silently disable the controller before starting an open fight.

Once the hostages are safe, clear the remaining enemies.

Collect B15 and scan the hanging skeleton for B27.

Titan pair

At Titan Production Facility, fight the two Titans and their supporting thugs.

Use the familiar method:

  • Batarang a charging Titan.
  • Evade sideways.
  • Attack during its recovery.
  • Climb onto its back when it kneels.
  • Steer its attacks into the other Titan or the thugs.

Defeating the pair earns Double Trouble.

While riding, try for Freakshow Rodeo by knocking down ten thugs. Repeat hits on a thug can count.

You can attempt Mano-A-Mano by defeating a Titan without Batarangs, but it is easier to repeat this in a Combat Challenge if the story fight becomes awkward.

Obtain the Line Launcher

After the fight, Batman receives the Line Launcher.

Collect B07 from the side ledge.

Use LINE to cross Flooded Corridor’s large gap, collect B08, and speak to Poison Ivy.

On the return, roots force you through a floor tunnel. Turn around after dropping into it and scan B18.

Botanical Gardens — all 30 challenges

DoneIDTypeLocation and requirement
☐B01TrophyBotanical Glasshouse: fountain/lower weak-wall tunnel. GEL.
☐B02TrophyGenerator Room: upper secured office. SEQ + RANGE.
☐B03TrophyFlooded Corridor: right-hand vent branch.
☐B04TrophyAbandoned Chamber bottom: low southern tunnel.
☐B05TrophyAbandoned Chamber bottom: floor-panel tunnel.
☐B06TrophyAbandoned Chamber: upper walkway after cutting its rope.
☐B07TrophyTitan Production: side ledge near the exit. LINE.
☐B08TrophyFlooded Corridor: across the large gap. LINE.
☐B09TrophyBotanical Glasshouse: floor-grate tunnel.
☐B10TrophyAbandoned Chamber: upper weak-wall alcove. ULTRA + LINE.
☐B11TapeGlasshouse Entrance: bench.
☐B12TapeStatue Corridor: bench behind the statue.
☐B13TapeGenerator Room: table.
☐B14TapeFlooded Corridor: bench near the Aviary.
☐B15TapeAviary: bench after rescuing the hostages.
☐B16MapGenerator Room: upper secured office. SEQ + RANGE.
☐B17ChronicleAbandoned Chamber: highest ledge beyond the broken walkway.
☐B18ChronicleEntrance floor tunnel: turn back after dropping in following the Ivy conversation.
☐B19ChronicleTitan Production: high weak wall. ULTRA + LINE.
☐B20RiddleGlasshouse Entrance: dead guard on the bench.
☐B21RiddleBotanical Glasshouse: Mad Hatter’s tea set.
☐B22RiddleStatue Corridor: Wayne memorial bench plaque. Zoom.
☐B23RiddleFlooded Corridor vent opening: Ratcatcher’s equipment.
☐B24PerspectiveAbandoned Chamber: high walkway question mark.
☐B25RiddleFlooded Corridor northern bench: broken toy soldiers.
☐B26RiddleFlooded Corridor: headless statue’s plaque and handprint.
☐B27RiddleAviary: hanging skeleton near the wall/roof area. Zoom.
☐B28TeethDestroy 5 in Gardens.
☐B29TeethDestroy 10 in Gardens, cumulative.
☐B30TeethDestroy all 20 in Gardens.

Teeth sweep: Glasshouse Entrance; Statue Corridor; Flooded Corridor near the vent after power restoration; Aviary control booth; far Flooded Corridor after LINE; Glasshouse Entrance after speaking to Ivy; Flooded Corridor on the Ivy boss approach.


8. Return to Intensive Treatment

Ivy’s growth changes access around the island.

Follow the story objective back through the Mansion. Use the upper safe route through the toxin to reach the surviving staff.

Speak to Cash about Croc.

Do not attempt the Mansion’s poisoned ground-level cleanup now. Return after defeating Ivy.

Re-enter Intensive Treatment

Travel to Arkham North and remove the sniper above Intensive Treatment.

Use LINE from a suitable high position to reach the entrance.

Collect IT06 along Maintenance Access.

Explosive gargoyles

In the lobby, Joker has rigged the gargoyles to explode.

Use:

  • Office roofs.
  • Ledges.
  • Vents.
  • Floor-level cover.

Choose retreat routes that do not depend on the gargoyles.

After clearing the room, hack the security panel.

Rule #2: The monks apparently taught a class called “What To Do When The Clown Explodes Your Ceiling Furniture.”

Final Scarecrow nightmare

The hallucination includes a fake failure screen. It is intentional. Continue through the retry prompt.

The final arena includes skeleton combat and a larger charging skeleton. Use Batarang-and-evade timing against the large attacker.

Complete the encounter to earn Resist the Fear.

Descend toward Croc

Back in Cell Block Transfer, collect:

  • IT14: Cash’s photograph riddle.
  • IT22: Secured-booth tape.

Descend Secure Transit.

Collect:

  • IT20: Upper-office tape.
  • IT27: Bottom-office secrets map.
  • IT18: Crane’s hideout in the bottom side tunnel.

Clear the enemies, hack the route into Caves, and collect C22 in Control Room Access.


9. Killer Croc’s Lair

Enter the channel

Use LINE across the gaps.

Collect C17 from the eastern dead-end ledge if convenient.

Batman sets an escape trap before entering the wooden-walkway maze.

Find the five spore samples

Walk or crouch during ordinary exploration. Running creates noise.

Use the distance meter:

  • If the number decreases, you are approaching the current sample.
  • If it increases, turn back and try another branch.
  • At junctions, test a route for a few steps before committing.

When Croc surfaces, face him and throw a Batarang immediately.

At each sample:

  1. Knock the glowing growth down with a Batarang.
  2. Interact to collect it.
  3. Follow the tracker toward the next sample.

Repeat until you have all five.

When to run

Some scripted sections destroy the walkway behind you.

Those sections are the exception: run during the chase.

Once you reach safety, resume controlled movement.

After sample five, follow the beacon back to the exit.

During the final fixed-camera chase, sprint to the gate, select GEL, and detonate the trap when Croc reaches it.

You earn Crocodile Tears.

Rule #1: We did not kill the crocodile man. We merely removed his floor at the worst possible moment.


10. The Ultra Batclaw and Titan Pumps

Return to the Batcomputer

Cross the entry channel with LINE and enter Old Sewer.

Prioritize the armed enemy. Prevent other thugs from taking his dropped gun.

Return to the Batcave and complete the antidote interaction.

Batman receives the Ultra Batclaw.

You now possess the complete story gadget set. RANGE remains a separate purchased upgrade.

Offshore escape

Use ULTRA to open the escape wall.

Ivy’s damage forces Batman across the offshore rocks.

  • C09: First rock’s lower path.
  • C14: Northeast island reached from the second rock’s lower outside ledge.

Use LINE to return from the isolated island and continue along the high escape route.

Climb the sewer again

Return to Main Sewer Junction.

Destroy Ivy’s plants by knocking away incoming spores with Batarangs, approaching safely, and performing the prompted destruction.

Follow the upper LINE platforms this time.

Collect C10 and C11.

Enter Pump Control

Use ULTRA on the entrance weak wall, then pull the investigating thugs from the ledge.

Grapple up and clear the last guard.

Collect:

  • C25: Tape.
  • C26: Secrets map.

Continue into Pressure Control Junction.

Eastern branch — Control Room

Clear the Predator encounter.

Hack the control panel.

Open the separate weak-wall areas for:

  • C12: Trophy.
  • C19: Chronicle.

Western branch — Pump Room

Return to the junction and take the western branch.

Prioritize gun users. Handle knife and baton enemies with their appropriate counters and avoid the machinery.

Hack both pump panels.

Use LINE to collect C23 from the upper barrels.

Check the western corridor’s ULTRA opening for C13.

Titan ambush and escape

Return to the junction.

Survive Joker’s Titan ambush using charge stuns, sideways evades, and riding attacks.

After clearing the room, climb through the ULTRA wall openings.

Scan C27 in the escape shaft before leaving.

Use GEL on the required weak floor and continue through the final wall into Arkham West.

Rule #1: Batman just pulled armed men off a high ledge with three cables. Detective Mode says unconscious. Detective Mode has become suspiciously agreeable.


11. Poison Ivy

Return to Botanical Gardens, collecting newly spawned outdoor teeth along the way.

Use the alternate entrance tunnel around the roots.

Twin or Triple Batarangs help against incoming spores. With ordinary Batarangs, keep enough distance to react and throw quickly.

Cross Flooded Corridor with LINE.

Defeat Ivy’s controlled guards and enter Elizabeth Arkham Glasshouse.

Boss method

Watch the ground for rising-root warnings and move away before the attack lands.

When Ivy’s pod opens, hit her with quick Batarangs while avoiding projectiles.

When the plant becomes vulnerable, approach and use GEL as prompted.

During the later phase:

  • Fight the arriving guards.
  • Keep watching the root warnings.
  • Dodge Ivy’s projectiles.
  • Attack each exposed pod.
  • Use GEL during the next vulnerability.

Repeat until the plant is destroyed.

You earn Poisoned Ivy.

Rule #3: The cape survived a hospital, several sewers, and a botanical apocalypse. Lucius Fox is getting excellent product-testing data.


12. Joker’s Party and Final Battle

Party Pooper

Joker invites you to the Visitor Center in Arkham West.

Defeat all the applauding party guests outside and inside the entrance corridor before proceeding.

Do not walk past them.

Clearing the guests earns Party Pooper.

This is also a useful large group for attempting a x40 combo. If the combo fails, you can repeat that achievement in Challenge Mode. The party opportunity is the priority.

Rule #1: We attended the party. Everyone met the floor. No, Joker, we are not tipping the entertainment.

Titan pair

Before the rooftop fight, defeat the Titan pair and their supporting thugs.

Keep both Titans visible. Avoid getting trapped in a corner.

Use their charges to disrupt the crowd, stun one when safe, then ride it into the other.

Once one Titan is defeated, managing the room becomes easier.

Titan Joker

Avoid trying to punch Joker while he is actively swiping.

Evade until he climbs to his spectator position and sends henchmen into the arena.

Clear the wave while watching for explosive hazards.

When Joker turns his back:

  1. Target him with ULTRA.
  2. Pull him down.
  3. Approach while he is stunned.
  4. Attack during the vulnerability.

Repeat the henchman wave, pull-down, and attack cycle.

Finish the final story sequence.

Difficulty achievements

AchievementRequirement
Big BangFinish on Easy or higher.
Bigger BangFinish on Normal or higher.
Biggest BangFinish on Hard.

Finishing on Hard awards the lower difficulty-completion achievements too.

Continue your save after the credits for cleanup.

Rule #2: Batman beat the island, the hallucinations, the giant plants, and the clown. Whoever those monks are, they are undercharging.


13. Final Collectible Cleanup

Buy RANGE if you have not already done so.

Use the regional checklists above and clear each building room by room. A floating secrets-map icon can indicate an item above or below your current floor.

Exterior — 60 challenges

Finish:

  • East’s cemetery, courtyard, Mansion roofs, towers, guardhouses, and Gardens stairs.
  • North’s ruins, guardhouses, Intensive Treatment roof, cliffs, and cave approach.
  • West’s Medical roof, waterfall, guardhouse, Penitentiary balcony, connecting passages, and Abandoned Tunnel.

Specific reminders:

  • W13: Aim ULTRA upward at the weak ceiling above the tunnel entrance.
  • W18: Tear down the high wall near the East exit and scan the fear-gas canisters.
  • N11: Return to the southern cave and use ULTRA/LINE for its high alcove.
  • N08 and N10: Separate cliff trophies; do not treat them as one item.

Confirm:

East 20/20 + North 20/20 + West 20/20.

Medical — 30 challenges

Enter Medical Foyer for M13, M22, and M18.

Continue through:

  • Sanatorium for M07.
  • Surgery for M09.
  • Patient Observation for M08.
  • Secure Access for M14, M27, and M10.
  • Experimental Chamber for M15 and any missed rescue-route items.

For M20, grapple onto the X-Ray enclosure roof, look back toward the entrance, and use ULTRA on the high wall.

For M27, use the high vent route by the elevator to reach Harley’s hat.

For M15, enter Bane’s former glass enclosure. The tape is not in the outdoor boss arena.

Confirm Medical 30/30.

Mansion — 30 challenges

With Ivy defeated, ground-level cleanup is safe again.

Finish:

  • A09: East Wing ULTRA wall.
  • A26: West Wing ULTRA wall.
  • A13: Secured Library room.
  • A27: Hugo Strange records.

For A27, hack the southern Records Room gate, then LINE across the electrified floor. Scan the relevant file display.

Remember that the Records Room has separate vent rooms for A03 and A11.

If teeth remain, check the Warden’s Office upper balcony.

Confirm Mansion 30/30.

Penitentiary — 30 challenges

The late Guard Room toxin puzzle unlocks several collectibles.

  1. Grapple onto the vents above the safe office.
  2. Use GEL on the nearby weak wall.
  3. Use ULTRA on the weak panel across the gas-filled room.
  4. LINE across to the opening.
  5. Collect P10.
  6. Hit the ventilation-control box with a Batarang.
  7. Scan P28 from the high opening, looking back toward the original vent area.
  8. Drop into the cleared room.
  9. Scan Prometheus’ poster for P24.
  10. Open the weak wall for P27.

For P26, return to the Main Cell Block passage toward Green Mile. Beyond the GEL opening associated with P02, LINE across the electrified section into Generator Access.

Revisit cell five for P25 if needed.

Confirm Penitentiary 30/30.

The Spirit of Arkham

After collecting all 23 Chronicles, listen to the completed sequence.

The Spirit is Quincy Sharp.

Return to Security Control Room. Climb into the small booth where you rescued him and scan the circular writing on the floor.

This earns World’s Greatest Detective.

The final floor message is additional to the 240 grid challenges. It is not a 241st Riddler collectible.

Rule #2: Batman deciphered an island-wide mystery and still owes us the name of his training school.

Gardens — 30 challenges

Finish:

  • B10: Upper Abandoned Chamber weak wall; ULTRA + LINE.
  • B19: Titan Production high weak wall; ULTRA + LINE.
  • B02 and B16: Generator Room’s RANGE-locked office.
  • B24: Upper Abandoned Chamber perspective puzzle.
  • Late Entrance and Flooded Corridor teeth.

For B24, align the dot and curved mark from the upper walkway. Standing directly beside a painted section will not solve it.

Confirm Gardens 30/30.

Intensive Treatment — 30 challenges

Return through the high exterior entrance.

Finish:

  • Secured Decontamination office: IT09 and IT23.
  • Pacification upper vent: IT08.
  • Maxie Zeus wall: IT17.
  • Riddler’s Holding Cells cell: IT16.
  • Transfer Loop high Chronicle: IT26.
  • Utility Corridor weak wall: IT10.
  • Secure Transit shaft collectibles.

For IT25, find the crawl passage during the shaft climb and break the left of the two weak walls.

For IT26, use the opposing high duct to get the correct approach.

Confirm Intensive Treatment 30/30.

Caves — 30 challenges

Finish Old Sewer’s isolated-end trophy and high weak ceiling.

Revisit Croc’s entry channel for C16 and C17. You do not need to repeat the spore maze.

Sweep Main Sewer Junction’s lower side platforms and upper LINE route.

To return to the pumps, use the high Main Sewer Junction opening into Pump Control Room. Do not rely on the blocked lower story-exit door.

From Pump Control, visit:

  • Pressure Control Junction.
  • Control Room.
  • Pump Room.
  • Both connecting branches.

The tapes, map, trophies, and tablets are spread across these rooms.

For the Batcave exterior trophies:

  • C09: First offshore rock’s lower path.
  • C14: Northeast island reached from the second rock’s lower outside ledge.

Use LINE to return from the isolated island.

Confirm Caves 30/30.

When all nine regions are complete

RegionRequired total
Intensive Treatment30
Arkham East20
Arkham North20
Arkham West20
Medical Facility30
Caves30
Arkham Mansion30
Penitentiary30
Botanical Gardens30
Total240

Listen to Riddler’s final communications and arrest sequence.

You earn Crack the E Nigma.

There is no physical Riddler boss fight hidden behind this completion.

Stuck at 239/240?

Open the incomplete region’s grid and identify the missing type.

  • Teeth: Recheck late story spawns and upper platforms.
  • Trophy: Look above and below the map icon.
  • Tape: Check desks, secured offices, and separate vent rooms.
  • Chronicle: Search weak walls and crawl passages.
  • Riddle: Frame the actual answer clearly and zoom if necessary.
  • Perspective: Use Detective Mode and reposition Batman.

Common leftovers include:

  • Warden’s Office upper teeth.
  • Generator Room’s RANGE-locked map.
  • Decontamination side office.
  • Penitentiary toxin room.
  • Both offshore Batcave trophies.

Sharp’s final message earns the detective achievement, but it does not fix a missing Riddler grid entry.


14. All 20 WayneTech Upgrades

Purchase every entry on the save you are completing.

Story gadgets are separate from these purchases. Some upgrades require prerequisites or later story progression.

DoneUpgradePurpose
☐Special Combo ThrowReposition an enemy and disrupt a group.
☐Special Combo TakedownRemove a dangerous opponent during a combo.
☐Special Combo BoostMake special moves available at x5 instead of x8.
☐Combo BatarangAdd gadget knockdowns to Freeflow combat.
☐Critical Combo StrikesReward clean timing and build the multiplier faster.
☐Inverted TakedownHang an enemy from a safe gargoyle.
☐Armor Upgrade V1Increase health.
☐Armor Upgrade V2Continue the armor chain.
☐Armor Upgrade V3Continue the armor chain.
☐Armor Upgrade V4Finish the armor chain.
☐Batarang PowerKeep knocked-down enemies down longer.
☐Twin BatarangTarget two enemies or projectiles.
☐Triple BatarangTarget three enemies; required for a Predator medal.
☐Remote Control BatarangSteer the projectile; required for a Predator medal.
☐Sonic BatarangLure a collared enemy.
☐Sonic Shock BatarangIncapacitate a collared enemy; required for a medal.
☐Multiple Frequency DetonatorDetonate GEL charges selectively.
☐Auto Proximity DetonatorTrigger a GEL trap when an enemy approaches.
☐Cryptographic Range AmplifierHack distant security panels.
☐Cryptographic Power AmplifierMake hacking easier.

A useful early order is:

  1. Special Combo Takedown.
  2. Critical Combo Strikes.
  3. Inverted Takedown.
  4. Armor as needed.
  5. RANGE soon after obtaining SEQ.
  6. Remaining combat and gadget chains.

Complete the full list before attempting the hardest Challenge Maps.

Rule #3: Twenty upgrades. Still no cape explanation.


15. Combat Challenge Maps — All 24 Medals

Earn three medals on each of the eight required Batman Combat maps.

Additional downloadable maps and Joker challenges are separate extras. They do not replace medals on these maps.

Score requirements

MapOne medalTwo medalsThree medals
Intensive Treatment6,00012,00018,000
Sewer Bat6,00012,00018,000
Shock and Awe10,00020,00030,000
Rumble in the Jungle10,00020,00030,000
Intensive Treatment Extreme10,00020,00030,000
Sewer Bat Extreme10,00030,00050,000
Shock and Awe Extreme10,00020,00030,000
Rumble in the Jungle Extreme30,00040,00050,000

These targets use your total score across the completed challenge.

Build a reliable scoring routine

A clean round with varied moves scores better than frantic repeated punches.

Practice a stable sequence:

Strike → Counter → Strike → Evade → Cape stun → Strike → Special takedown.

Add quickfire Batarang and Batclaw actions when safe.

Ground takedowns become valuable at high multipliers, but the animation is vulnerable. Use them when the remaining enemies are knocked down or cannot reach you in time.

If the combo breaks, stabilize the fight. Random button presses usually turn one mistake into several.

The nine combat actions are:

  1. Strike.
  2. Counter.
  3. Evade.
  4. Cape stun.
  5. Quickfire Batarang.
  6. Quickfire Batclaw.
  7. Ground takedown.
  8. Special combo throw.
  9. Special combo takedown.

Using a broad variety helps your score. Freeflow Perfection requires all nine inside one uninterrupted combo.

Intensive Treatment

Use this map to learn clean four-round runs.

Aim for no damage first, then add variety. It is also a good place for Flawless Freeflow Fighter.

Sewer Bat

Use the room’s space to redirect the fight.

Vaulting over an enemy gives you a repositioning action while maintaining the chain. Avoid attacking someone too far away, especially early in the combo.

Shock and Awe

The floor becomes electrified when time expires.

Clear each round before that happens.

Use special takedowns to remove enemies efficiently. Avoid unnecessary long ground-takedown animations when the timer is tight.

Build a strong score in the earlier rounds so the final round does not require an elaborate routine under deadline pressure.

Rumble in the Jungle

Watch the gun lockers.

In Titan rounds, leave space for sideways evades. Ride the Titan to damage the crowd, then watch where Batman lands so you can regain control immediately.

Intensive Treatment Extreme

Keep the clean rhythm under heavier pressure.

Use special takedowns on knife and baton users when available. Do not leave every awkward opponent until the end.

Sewer Bat Extreme

The 50,000-point target rewards long combos and safe high-value finishes.

Build the multiplier before removing too many enemies.

A strong early round makes the later rounds far less stressful.

Shock and Awe Extreme

Fast, correct actions matter.

  • Baton enemy: vault.
  • Knife enemy: cape-stun or special takedown.
  • Ordinary incoming punch: counter.

Repeated unnecessary evades waste time. Practice the opening of a troublesome round until it becomes predictable.

Rumble in the Jungle Extreme

You need 50,000 points while managing dangerous enemies and Titans.

Score strongly in early rounds. Track guns. Keep the Titan visible.

Use ordinary-enemy phases to build score and Titan phases to preserve control.

Rule #1: The game awards points for medically questionable punches. Apparently the scoreboard is the only qualified examiner.

Combat medal ledger

MapMedals
Intensive Treatment☐ ☐ ☐
Sewer Bat☐ ☐ ☐
Shock and Awe☐ ☐ ☐
Rumble in the Jungle☐ ☐ ☐
Intensive Treatment Extreme☐ ☐ ☐
Sewer Bat Extreme☐ ☐ ☐
Shock and Awe Extreme☐ ☐ ☐
Rumble in the Jungle Extreme☐ ☐ ☐

Freeflow Bronze: 8 Combat medals.
Freeflow Silver: 16 Combat medals.
Freeflow Gold: 24 Combat medals.


16. Predator Challenge Maps — All 24 Medals

Earn the three objectives on each of the eight required maps.

For a three-medal run, complete all three objectives and finish the room successfully.

Read the objective list before attacking. An enemy you knock out too early cannot help with a later multi-enemy setup.

Upgrade the required gadgets first.

In rooms with explosive gargoyles, use shelves, offices, ledges, vents, and floor cover.

Silent Knight

  • ☐ Silence Is Golden: Perform a silent takedown from behind.
  • ☐ Blast Zone: Knock out an enemy with a weak-wall GEL explosion.
  • ☐ Mind Your Head: Knock an enemy down with a Batarang, then perform a ground takedown.

Complete the silent action while patrols are calm.

Prepare a breakable wall and wait for a target on its dangerous side.

Save the Batarang-and-ground finish for an isolated enemy.

Floor GEL does not substitute for the weak-wall objective.

Record Breaker

  • ☐ Fall Guy: Batclaw an enemy off a walkway.
  • ☐ Over the Ledge: Perform a ledge takedown while hanging below the target.
  • ☐ Round the Bend: Perform a corner-cover takedown.

Do the corner action before the room becomes alarmed.

Hang below a walkway and wait for the ledge prompt.

For Fall Guy, use a stable floor or ledge position with an angle that pulls the enemy over the edge.

Survival Tactics

  • ☐ Smash Landing: Perform a glass-ceiling takedown.
  • ☐ Hang Time: Perform an inverted takedown.
  • ☐ Break Your Fall: Drop onto an enemy from above, then perform a ground takedown.

Start with the inverted takedown while a patrol passes beneath a safe perch.

The glass action is noisy, so use it when fewer enemies can converge.

For Break Your Fall, drop directly onto the target. A glide kick does not qualify for that objective.

Invisible Predator

  • ☐ Watch Your Step: Stun a patrolling enemy with proximity-triggered floor GEL.
  • ☐ Crowd Control: Knock out three enemies together with one weak wall.
  • ☐ Grate Moves: Perform a floor-grate takedown.

Use Auto Proximity Detonator for the floor trap.

Set up the three-enemy wall while enough enemies remain. A discovered body or noise can bring enemies together. Wait until all three are in the wall’s danger area.

Use a floor tunnel for the grate action against a remaining isolated patrol.

Silent Knight Extreme

  • ☐ Three for Three: Simultaneously take out three enemies with three separate weak walls.
  • ☐ Break Through: Use LINE through a window into an enemy.
  • ☐ Aerial Assault: Glide-kick an enemy, then perform a ground takedown.

Plan Three for Three first.

Place one GEL charge on each of three walls. Detonate together when a different enemy is positioned by each wall.

Three enemies at one wall belongs to a different objective.

Avoid placing charges where proximity activation will ruin the setup before you are ready.

For Break Through, align the window, target, and launcher route.

Save an isolated target for the glide finish.

Record Breaker Extreme

  • ☐ Chain Reaction: Hit two enemies with one Line Launcher pass.
  • ☐ Three in a Row: Knock down three enemies with one Remote Control Batarang.
  • ☐ Sonic Boom: Knock out an enemy with Sonic Shock Batarang.

Preserve enough enemies for both multi-target actions.

Watch patrol routes from cover, then choose a LINE position with both enemies in one path.

For Three in a Row, use the Remote Control Batarang. Triple Batarang does not satisfy that objective.

Finish Sonic Boom against a remaining collared enemy.

Survival Tactics Extreme

  • ☐ The Magic Number: Knock down three enemies with one Triple Batarang.
  • ☐ Kick Off: Line Launcher an enemy off a ledge.
  • ☐ Hit and Run: Punch an armed enemy.

Do Kick Off while the appropriate ledge patrol remains.

Wait for three targets for the Triple Batarang.

Punch an isolated armed enemy for Hit and Run. The punch earns the objective; retreat or finish him safely afterward.

Invisible Predator Extreme

  • ☐ Two for the Price of One: Pull a destructible floor from beneath two enemies with ULTRA.
  • ☐ Shock Tactics: Surprise a terrified enemy by appearing suddenly.
  • ☐ Tug of War: Pull three enemies off a walkway together with ULTRA.

Complete the two-enemy floor action before reducing the room too far.

For Tug of War, wait until three enemies fit within the grab and choose an angle that pulls them over the edge.

For Shock Tactics, build fear through takedowns. Once a remaining enemy is terrified, emerge suddenly nearby from concealment.

A distant silent takedown does not demonstrate the surprise action.

Predator medal ledger

MapMedals
Silent Knight☐ ☐ ☐
Record Breaker☐ ☐ ☐
Survival Tactics☐ ☐ ☐
Invisible Predator☐ ☐ ☐
Silent Knight Extreme☐ ☐ ☐
Record Breaker Extreme☐ ☐ ☐
Survival Tactics Extreme☐ ☐ ☐
Invisible Predator Extreme☐ ☐ ☐

Predator Bronze: 8 Predator medals.
Predator Silver: 16 Predator medals.
Predator Gold: 24 Predator medals.

The Invisible Predator achievement is separate from the map named Invisible Predator. Do a separate silent-takedown-only run for that achievement.

Rule #2: Eight armed rooms with performance requirements. This is the monks’ final practical exam.


17. Achievement and Trophy Cleanup

Story achievements

AchievementTrigger
Shocking RescueDefeat Zsasz in the opening hostage encounter.
Malpractice Needs More PracticeSurvive the first experimental henchman.
Born FreeEscape Intensive Treatment to the island surface.
Just What the Doctors OrderedRescue the Medical Facility doctors.
DaydreamerComplete the first Scarecrow nightmare.
Baneful PaybackDefeat Bane.
Breaking and EnteringGain access to Arkham Mansion.
Recurring NightmareComplete the second Scarecrow nightmare.
Zsasz Cut Down to SizeStop Zsasz during the Mansion hostage encounter.
Solitary ConfinementCapture Harley Quinn.
Double TroubleDefeat the paired Titans.
Resist the FearComplete the final Scarecrow encounter.
Crocodile TearsComplete Killer Croc’s lair.
Poisoned IvyDefeat Poison Ivy.
Big BangComplete the story on Easy or higher.
Bigger BangComplete the story on Normal or higher.
Biggest BangComplete the story on Hard.

Separate action achievements

DoneAchievementRequirement
☐Leave No Man BehindSave both guards and the henchman in opening Decontamination.
☐Party PooperDefeat all applauding party guests before entering Joker’s finale.
☐Night GliderGlide continuously for more than 100 metres.
☐Rope-A-Dope-A-DopeDrop an inverted-takedown victim onto an investigating henchman to surprise him.
☐Mano-A-ManoDefeat a Titan without using Batarangs against it.
☐Freakshow RodeoRide a Titan and knock down ten thugs.
☐Catch!Catch your returning Remote Control Batarang.
☐Freeflow Combo 5Reach x5 without breaking the combo.
☐Freeflow Combo 10Reach x10.
☐Freeflow Combo 20Reach x20.
☐Freeflow Combo 40Reach x40.
☐Freeflow PerfectionPerform all nine combat actions in one uninterrupted combo.
☐Flawless Freeflow FighterComplete all four rounds of a Combat Challenge without taking damage.
☐Invisible PredatorComplete a Predator Challenge undetected using only silent takedowns.
☐World’s Greatest DetectiveFinish the Chronicles mystery and scan Sharp’s final message.

Night Glider

Climb the Mansion clock tower.

Choose a long, clear flight path across the island and glide continuously. Avoid landing or striking an obstacle before passing 100 metres.

Rule #3: The achievement asks us to trust a cape for more than a hundred metres. Nobody has supplied a warranty.

Rope-A-Dope-A-Dope

Use a normal Predator room with safe gargoyles.

  1. Perform an inverted takedown.
  2. Let another henchman investigate beneath the suspended enemy.
  3. Throw a Batarang at the rope.
  4. Drop the victim to surprise the investigator.

Avoid attempting this from an explosive gargoyle.

Mano-A-Mano

Use a repeatable Titan round in Challenge Mode.

Clear ordinary enemies while avoiding the Titan.

Place GEL on the floor. Lure the Titan’s charge over it and detonate to stun him.

Attack during the stun, then repeat without using Batarangs against that Titan.

This gives you a repeatable method without needing another story campaign.

Freakshow Rodeo

During a Titan fight with thugs present, stun the Titan and attack until Batman climbs onto its back.

Steer its attacks into the crowd.

You need ten thug knockdowns. Hitting a thug again after he gets up can contribute.

Catch!

Stand in an open space.

Throw the Remote Control Batarang, steer it through a wide turn, and guide it back into Batman so he catches it.

An ordinary quickfire Batarang does not qualify.

Freeflow Combo 40

Use a large group in Combat Challenges or the party corridor.

Focus on preserving the chain:

  • Strike deliberately.
  • Counter ordinary incoming punches.
  • Evade when you need to reconnect with another target.
  • Handle knife and baton enemies correctly.
  • Avoid risky ground takedowns.

Freeflow Perfection

Buy the necessary combat upgrades.

In one uninterrupted combo, perform:

  1. Strike.
  2. Counter.
  3. Evade.
  4. Cape stun.
  5. Quickfire Batarang.
  6. Quickfire Batclaw.
  7. Special combo throw.
  8. Special combo takedown.
  9. Ground takedown.

The order can change.

Save the ground takedown for a safe moment after knocking down the remaining threats.

Flawless Freeflow Fighter

Complete all four rounds of a Combat Challenge without taking damage.

Intensive Treatment is a useful practice map.

Prioritize survival over score. A lower-scoring flawless run still satisfies the achievement.

Invisible Predator

Choose a normal Predator Challenge.

Complete the entire room:

  • Without being detected.
  • Using only silent takedowns.

Do this as a separate run. Do not combine it with objectives requiring explosions, glide kicks, or other noisy actions.

Riddler milestones

AchievementCompletion
Arkham Analyst5% — 12/240
Cryptic Investigator10% — 24/240
Lateral Thinker25% — 60/240
Mystery Solver40% — 96/240
Conundrum Cracker55% — 132/240
Mental Athlete70% — 168/240
Riddle Resolver85% — 204/240
Crack the E Nigma100% — 240/240

Medal and completion achievements

AchievementRequirement
Freeflow Bronze8 Combat medals.
Freeflow Silver16 Combat medals.
Freeflow Gold24 Combat medals.
Predator Bronze8 Predator medals.
Predator Silver16 Predator medals.
Predator Gold24 Predator medals.
Perfect KnightComplete the save-file 100% requirements.
Platinum on PlayStationObtain all required base-game trophies.

If you missed the opening rescue or party fight and cannot recover the event from your checkpoint, complete the action during another campaign.


18. Bonus Secret — The Arkham City Room

Return to the Warden’s Office in Arkham Mansion.

Face away from the fireplace.

Descend the short steps and look at the wooden wall on your right.

Place three GEL charges together on that wall, then detonate them together.

Enter the hidden room and inspect the Arkham City plans.

The wall does not highlight in Detective Mode. The room is not required for the 240 challenges or save-file 100%.

Rule #2: The monks taught Batman to detect structural weakness everywhere except the sequel announcement. Ancient training apparently respects a marketing embargo.


19. Final 100% Checklist

Story and collectibles

  • ☐ Main story completed.
  • ☐ Intensive Treatment: 30/30.
  • ☐ Arkham East: 20/20.
  • ☐ Arkham North: 20/20.
  • ☐ Arkham West: 20/20.
  • ☐ Medical Facility: 30/30.
  • ☐ Caves: 30/30.
  • ☐ Arkham Mansion: 30/30.
  • ☐ Penitentiary: 30/30.
  • ☐ Botanical Gardens: 30/30.
  • ☐ All 240 Riddler challenges registered.
  • ☐ All 23 Chronicle tablets scanned.
  • ☐ Sharp’s final floor message scanned.

Upgrades and challenges

  • ☐ All 20 WayneTech upgrades purchased.
  • ☐ All eight required Combat maps have three medals.
  • ☐ Combat total: 24/24.
  • ☐ All eight required Predator maps have three medals.
  • ☐ Predator total: 24/24.
  • ☐ Save displays 100%.
  • ☐ Perfect Knight obtained where achievements are supported.

Full achievement cleanup

  • ☐ Hard campaign completed.
  • ☐ Leave No Man Behind obtained.
  • ☐ Party Pooper obtained.
  • ☐ Night Glider obtained.
  • ☐ Rope-A-Dope-A-Dope obtained.
  • ☐ Mano-A-Mano obtained.
  • ☐ Freakshow Rodeo obtained.
  • ☐ Catch! obtained.
  • ☐ All four combo milestones obtained.
  • ☐ Freeflow Perfection obtained.
  • ☐ Flawless Freeflow Fighter obtained.
  • ☐ Invisible Predator obtained.
  • ☐ World’s Greatest Detective obtained.
  • ☐ All required base-game achievements or trophies unlocked.

If your save remains below 100%, inspect every required Challenge Map and every WayneTech purchase. Completing a challenge once does not automatically mean you earned all three medals.
We brought in one clown.
We collected 240 challenges, broke 150 teeth, investigated the staff, survived a crocodile maze, and completed sixteen rooms of superhero homework.
Batman says nobody died by his hand.
HOW IS BATMAN NOT KILLING ANYBODY?!
We have also watched him perform feats that ordinary martial-arts lessons do not cover.
WHO ARE THESE TIBETAN MONKS?!
And after solving the island’s riddles, the greatest mystery remains:
HOW DOES HIS CAPE WORK?!