Batman: Arkham Asylum — Complete 100% Walkthrough
By Caleb Irvin / October 1, 2026 / No Comments
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.
| Label | Meaning |
|---|---|
| IT | Intensive Treatment |
| E | Arkham East |
| N | Arkham North |
| W | Arkham West |
| M | Medical Facility |
| C | Caves |
| A | Arkham Mansion |
| P | Penitentiary |
| B | Botanical Gardens |
| Collectible type | Action |
|---|---|
| Trophy | Pick up the green question-mark trophy. |
| Riddle | Hold the environment-scan action with the answer clearly framed. |
| Perspective | Activate Detective Mode, align the question mark and its dot, then scan. |
| Tape | Pick up the interview recording. |
| Chronicle | Scan the stone beetle tablet. |
| Map | Pick up the region’s secrets map. |
| Teeth | Destroy the required cumulative number with Batarangs. |
Gadget shorthand
| Mark | Gadget or upgrade |
|---|---|
| GEL | Explosive Gel |
| CLAW | Batclaw |
| SEQ | Cryptographic Sequencer |
| RANGE | Cryptographic Range Amplifier |
| LINE | Line Launcher |
| ULTRA | Ultra Batclaw |
If an entry requires a gadget you do not have, leave it for the return visit.
There are 240 challenges, consisting of:
| Type | Number |
|---|---|
| Riddler trophies | 101 |
| Environmental riddles, including perspective puzzles | 51 |
| Interview tapes | 35 |
| Chronicles of Arkham | 23 |
| Secrets maps | 9 |
| Teeth milestones | 21 |
| Total | 240 |
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.
- Pull up the first hanging guard.
- Cross the platform and grapple higher.
- Rescue the second guard.
- Glide to the remaining platform.
- Rescue the henchman.
- 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.
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | IT01 | Trophy | Holding Cells: southern wall vent. |
| ☐ | IT02 | Trophy | Patient Pacification: southwest vent. |
| ☐ | IT03 | Trophy | Pacification onward ventilation route, near its exit. |
| ☐ | IT04 | Trophy | Decontamination: floor tunnel after clearing the gas. |
| ☐ | IT05 | Trophy | Secure Treatment Transfer: unoccupied booth after the mutant encounter. |
| ☐ | IT06 | Trophy | Maintenance Access: ventilation branch on the later entrance route. |
| ☐ | IT07 | Trophy | Secure Transit: high vent halfway up the shaft. CLAW; return later. |
| ☐ | IT08 | Trophy | Patient Pacification: upper wall vent. CLAW. |
| ☐ | IT09 | Trophy | Decontamination: secured office, then climb through its wall opening. SEQ. |
| ☐ | IT10 | Trophy | Utility Corridor: weak wall beside the stairs. GEL; late return. |
| ☐ | IT11 | Riddle | Lobby: Warden Sharp’s portrait. |
| ☐ | IT12 | Perspective | Lobby glass office: align the mark across the surfaces in Detective Mode. |
| ☐ | IT13 | Riddle | Lobby bench: Jack Ryder’s radio. |
| ☐ | IT14 | Riddle | Cell Block Transfer: Cash’s family photograph inside a booth. SEQ. |
| ☐ | IT15 | Riddle | Transfer Loop: Penguin poster behind the partly open door. Crouch inside. |
| ☐ | IT16 | Riddle | Holding Cells: Riddler’s question-mark cell. SEQ. |
| ☐ | IT17 | Riddle | Patient Pacification: Maxie Zeus’ cell behind a weak wall. GEL. |
| ☐ | IT18 | Riddle | Secure Transit: Crane’s hideout in the bottom-shaft side tunnel. |
| ☐ | IT19 | Tape | Secure Transit: lower southeast office desk. |
| ☐ | IT20 | Tape | Secure Transit: upper office desk. |
| ☐ | IT21 | Tape | Lobby: eastern desk inside the central office. |
| ☐ | IT22 | Tape | Cell Block Transfer: northern secured booth. SEQ + RANGE. |
| ☐ | IT23 | Tape | Decontamination: secured office desk. SEQ. |
| ☐ | IT24 | Chronicle | Secure Transit: exposed tablet near the upper shaft climb. |
| ☐ | IT25 | Chronicle | Shaft crawlspace: behind the left of two weak walls. GEL. |
| ☐ | IT26 | Chronicle | Transfer Loop: high vent reached using the opposite duct. CLAW. |
| ☐ | IT27 | Map | Secure Transit: bottom office desk on the Croc approach. |
| ☐ | IT28 | Teeth | Destroy 5 in Intensive Treatment. |
| ☐ | IT29 | Teeth | Destroy 10 in Intensive Treatment, cumulative. |
| ☐ | IT30 | Teeth | Destroy 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.
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | E01 | Trophy | Northern guard-tower roof. |
| ☐ | E02 | Trophy | Southern shoreline jetty. |
| ☐ | E03 | Trophy | Weak courtyard floor north of the Mansion entrance. GEL. |
| ☐ | E04 | Trophy | Cemetery’s small central shelter, on the desk. |
| ☐ | E05 | Trophy | Cemetery: northern bushes near the cliff. |
| ☐ | E06 | Trophy | Walled Mansion courtyard: balcony behind a pillar. |
| ☐ | E07 | Trophy | Mansion roof above the courtyard balcony. |
| ☐ | E08 | Trophy | Highest clock-tower balcony. |
| ☐ | E09 | Trophy | Roof recess below the clock tower. Glide down. |
| ☐ | E10 | Trophy | Central secured guardhouse. SEQ. |
| ☐ | E11 | Trophy | Secured office connecting the guard-tower catwalks. SEQ. |
| ☐ | E12 | Riddle | Cemetery: illuminated Amadeus Arkham grave. |
| ☐ | E13 | Perspective | Clock-tower summit: align the dot with the Mansion roof mark. |
| ☐ | E14 | Riddle | Gotham skyline: Wayne Tower’s large W. Zoom before scanning. |
| ☐ | E15 | Tape | Southern guard tower, on the desk. |
| ☐ | E16 | Tape | Secured catwalk office. SEQ. |
| ☐ | E17 | Chronicle | Walled Mansion courtyard: southern wall. Grapple over. |
| ☐ | E18 | Chronicle | Weak wall beneath the Botanical Gardens stairs. GEL. |
| ☐ | E19 | Map | Central secured guardhouse desk. SEQ. |
| ☐ | E20 | Teeth | Destroy 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.
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | N01 | Trophy | Weak ground just north of the Batmobile. GEL. |
| ☐ | N02 | Trophy | Northwest ruined building, ground floor. |
| ☐ | N03 | Trophy | Ledge above the southern cave entrance. Grapple/glide. |
| ☐ | N04 | Trophy | Intensive Treatment exterior roof. |
| ☐ | N05 | Trophy | Northern secured depot. SEQ + RANGE. |
| ☐ | N06 | Trophy | Cave approach: weak wall near the skulls. GEL. |
| ☐ | N07 | Trophy | Western guard-tower roof. |
| ☐ | N08 | Trophy | Distant western cliff, reached from the tower. LINE. |
| ☐ | N09 | Trophy | Western high weak wall. ULTRA. |
| ☐ | N10 | Trophy | Cliff east of the ruined building. LINE. |
| ☐ | N11 | Trophy | Southern cave: high weak wall and gap. ULTRA + LINE. |
| ☐ | N12 | Tape | Room inside the western guard tower. |
| ☐ | N13 | Tape | Secured western guardhouse, on the table. SEQ. |
| ☐ | N14 | Map | Guardhouse near the Batmobile. Break its weak roof with GEL. |
| ☐ | N15 | Chronicle | Northwest ruins, upper level. |
| ☐ | N16 | Chronicle | Southern cave approach: exposed tablet. |
| ☐ | N17 | Riddle | Northern seesaws: Tweedledum and Tweedledee answer. |
| ☐ | N18 | Perspective | Ruined-building arch: align its dot with the distant mark. |
| ☐ | N19 | Riddle | Secured guardhouse: Harvey Dent posters. SEQ. |
| ☐ | N20 | Teeth | Destroy 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.
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | W01 | Trophy | Dock shack roof. |
| ☐ | W02 | Trophy | Medical roof: southwest waterfront section. |
| ☐ | W03 | Trophy | Abandoned Tunnel: behind bars, accessed through the weak floor above. GEL. |
| ☐ | W04 | Trophy | Wall vent beside the Penitentiary’s main entrance. CLAW. |
| ☐ | W05 | Trophy | Above the gate leading to Arkham North. |
| ☐ | W06 | Trophy | Waterfall basin near the North passage. Drop down. |
| ☐ | W07 | Trophy | Bushes underneath the guard tower. |
| ☐ | W08 | Trophy | Under Medical’s exterior lift. Hack the panel to raise it. SEQ. |
| ☐ | W09 | Trophy | Secured balcony above the Penitentiary entrance. SEQ + RANGE. |
| ☐ | W10 | Trophy | Distant alcove reached from Medical’s northern roof. LINE. |
| ☐ | W11 | Trophy | North passage: high vent reached from the concrete beams. CLAW. |
| ☐ | W12 | Trophy | North passage: high weak wall. ULTRA. |
| ☐ | W13 | Trophy | Weak ceiling above the East/Abandoned Tunnel gate. ULTRA. |
| ☐ | W14 | Tape | Desk inside the dock shack. |
| ☐ | W15 | Map | Central guardhouse near the ambulances. SEQ. |
| ☐ | W16 | Chronicle | Weak wall below the Penitentiary entrance balcony. GEL. |
| ☐ | W17 | Perspective | Penitentiary balcony: align its dot with the courtyard mark. |
| ☐ | W18 | Riddle | Fear-gas canisters behind a high weak wall near the East exit. ULTRA. |
| ☐ | W19 | Riddle | Zsasz’s murder scene on the secured Penitentiary balcony. SEQ + RANGE. |
| ☐ | W20 | Teeth | Destroy 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.
- Face Bane as he starts rushing.
- Throw a Batarang at his face.
- Evade sideways.
- Let him collide with the wall.
- Attack during his recovery.
- 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
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | M01 | Trophy | Maintenance Access: right-hand ventilation branch. |
| ☐ | M02 | Trophy | Sanatorium: lower vent/weak-wall enclosure. |
| ☐ | M03 | Trophy | Upper Corridor: connecting ventilation system. |
| ☐ | M04 | Trophy | X-Ray enclosure roof. |
| ☐ | M05 | Trophy | Experimental Chamber: side ventilation shaft. |
| ☐ | M06 | Trophy | Experimental Chamber: above Harley’s position. |
| ☐ | M07 | Trophy | Sanatorium: high northeast wall vent. CLAW. |
| ☐ | M08 | Trophy | Patient Observation: high wall vent. CLAW. |
| ☐ | M09 | Trophy | Surgery: secured upper floor. SEQ. |
| ☐ | M10 | Trophy | Secure Access: high weak wall. ULTRA. |
| ☐ | M11 | Tape | Sanatorium: office desk near the elevator. |
| ☐ | M12 | Tape | Patient Observation: rescued doctors’ office. Clear the toxin. |
| ☐ | M13 | Tape | Medical Foyer: table. Return after the entrance barrier is removed. |
| ☐ | M14 | Tape | Secure Access: secured side office. SEQ. |
| ☐ | M15 | Tape | Experimental Chamber: inside Bane’s former glass enclosure. Return after Bane. |
| ☐ | M16 | Chronicle | Sanatorium: hidden lower room reached through floor vents. |
| ☐ | M17 | Perspective | Sanatorium: break the weak floor and align the mark through the opening. GEL. |
| ☐ | M18 | Chronicle | Medical Foyer: high weak wall opposite the exit. ULTRA. |
| ☐ | M19 | Map | Experimental Chamber: table near the teddy bear. |
| ☐ | M20 | Chronicle | X-Ray: high weak wall above the entrance. ULTRA. |
| ☐ | M21 | Riddle | Sanatorium: lower cell with bones and Croc’s inscription. |
| ☐ | M22 | Riddle | Medical Foyer: Wayne benefactor plaque. |
| ☐ | M23 | Riddle | Surgery: upper board showing T. Elliot’s schedule. |
| ☐ | M24 | Riddle | Patient Observation office: Firefly article. |
| ☐ | M25 | Teeth | Destroy 5 in Medical. |
| ☐ | M26 | Riddle | Morgue: Great White Shark specimen jar. |
| ☐ | M27 | Riddle | Secure Access: Harley’s jester hat, reached through the high vent route. CLAW. |
| ☐ | M28 | Riddle | Experimental Chamber: Bane’s teddy bear. |
| ☐ | M29 | Teeth | Destroy 10 in Medical, cumulative. |
| ☐ | M30 | Teeth | Destroy 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.
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | C01 | Trophy | Old Sewer: high vent above the dead orderly. CLAW. |
| ☐ | C02 | Trophy | Old Sewer corridor: weak wall. GEL. |
| ☐ | C03 | Trophy | Main Sewer Junction: first lower western branch. |
| ☐ | C04 | Trophy | Junction middle wall: shimmy left into the red alcove. |
| ☐ | C05 | Trophy | Junction shallow-stream level: red side alcove. |
| ☐ | C06 | Trophy | Second collapsed column: glide to the side alcove. |
| ☐ | C07 | Trophy | Second column’s upper ledge: shimmy around the corner. |
| ☐ | C08 | Trophy | Old Sewer: isolated far end across the gap. LINE. |
| ☐ | C09 | Trophy | Batcave exterior: first offshore rock’s lower path. Late escape route. |
| ☐ | C10 | Trophy | Main Sewer Junction: distant platform from the upper route. LINE. |
| ☐ | C11 | Trophy | Main Sewer Junction: highest onward platform. LINE. |
| ☐ | C12 | Trophy | Control Room: weak-wall alcove. ULTRA. |
| ☐ | C13 | Trophy | Pressure Control western corridor: weak wall. ULTRA. |
| ☐ | C14 | Trophy | Batcave exterior: northeast island reached via the second rock. Late route. |
| ☐ | C15 | Trophy | Old Sewer: weak ceiling above the combat area. ULTRA. |
| ☐ | C16 | Trophy | Croc entry channel: weak ceiling near Old Sewer. ULTRA. |
| ☐ | C17 | Trophy | Croc entry channel: eastern dead-end ledge. LINE. |
| ☐ | C18 | Chronicle | Old Sewer: exposed tablet near the first entry. |
| ☐ | C19 | Chronicle | Control Room: a separate weak wall from C12. ULTRA. |
| ☐ | C20 | Tape | Old Sewer: beside the dead orderly. |
| ☐ | C21 | Tape | Surface Access: on the crates. |
| ☐ | C22 | Tape | Control Room Access: small entry room on the Croc approach. |
| ☐ | C23 | Tape | Pump Room: upper barrels across the gap. LINE. |
| ☐ | C24 | Perspective | Main Sewer Junction: upper-route question mark and dot. |
| ☐ | C25 | Tape | Pump Control Room: exit corridor. |
| ☐ | C26 | Map | Pump Control Room: chair/right-hand side. |
| ☐ | C27 | Chronicle | Pressure Control escape shaft: first wall opening. ULTRA. |
| ☐ | C28 | Teeth | Destroy 5 in Caves. |
| ☐ | C29 | Teeth | Destroy 10 in Caves, cumulative. |
| ☐ | C30 | Teeth | Destroy 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
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | A01 | Trophy | Entrance Hall: vent beside the stairs. |
| ☐ | A02 | Trophy | Main Hall: statue pedestal vent. CLAW. |
| ☐ | A03 | Trophy | Records Room: western vent to an enclosed room’s table. CLAW. |
| ☐ | A04 | Trophy | North Corridor: high ventilation alcove. CLAW. |
| ☐ | A05 | Trophy | South Corridor: high southwest vent. CLAW. |
| ☐ | A06 | Trophy | Library: wall vent near the entrance. CLAW. |
| ☐ | A07 | Trophy | Library: floor vent on the highest level. |
| ☐ | A08 | Trophy | Warden’s Office: table. |
| ☐ | A09 | Trophy | East Wing Corridor: high weak wall. ULTRA. |
| ☐ | A10 | Tape | Main Hall: northern guard office. Enter through the vent. |
| ☐ | A11 | Tape | Records Room: southern high vent to a barred room. CLAW. |
| ☐ | A12 | Tape | Dr Young’s Office: exit desk. |
| ☐ | A13 | Tape | Library: secured side room. SEQ. |
| ☐ | A14 | Map | Warden’s Office: desk. |
| ☐ | A15 | Chronicle | Entrance Hall: upper vent, then weak wall. CLAW + GEL. |
| ☐ | A16 | Chronicle | Main Hall: balcony above the northern offices. |
| ☐ | A17 | Chronicle | South Corridor: upper weak wall. GEL. |
| ☐ | A18 | Riddle | Main Hall’s southern side corridor: Sharp portrait. |
| ☐ | A19 | Riddle | North Corridor side cells: spiral inscriptions. |
| ☐ | A20 | Riddle | Dr Young’s morgue: Ra’s al Ghul’s body and toe tag. Zoom. |
| ☐ | A21 | Riddle | Dr Young’s Office: Black Mask display. |
| ☐ | A22 | Riddle | South Corridor: Penguin umbrella showcase. |
| ☐ | A23 | Perspective | South Corridor: upper vent dot aligned with the opposite mark. |
| ☐ | A24 | Riddle | East Wing: Catwoman equipment showcase. |
| ☐ | A25 | Riddle | Warden’s Office: Scarface puppet display. |
| ☐ | A26 | Tape | West Wing Corridor: high weak wall. ULTRA. |
| ☐ | A27 | Riddle | Records Room’s southern secured room: Hugo Strange files. SEQ + LINE. |
| ☐ | A28 | Teeth | Destroy 5 in the Mansion. |
| ☐ | A29 | Teeth | Destroy 10 in the Mansion, cumulative. |
| ☐ | A30 | Teeth | Destroy 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
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | P01 | Trophy | Cells Access: last stall in the men’s toilets. |
| ☐ | P02 | Trophy | Main Cell Block–Green Mile passage: left weak wall. GEL. |
| ☐ | P03 | Trophy | Security Control: upper secured side cell. SEQ. |
| ☐ | P04 | Trophy | Security Control: opposite upper weak-wall cell. GEL. |
| ☐ | P05 | Trophy | Green Mile: western cell after prisoners are released. |
| ☐ | P06 | Trophy | Main Cell Block’s western section: southern cell bed. |
| ☐ | P07 | Trophy | Guard Room: high vent leading to an upper cell-block alcove. CLAW. |
| ☐ | P08 | Trophy | Controlled Access: upper weak wall, then drop into the cell. GEL. |
| ☐ | P09 | Trophy | Extreme Incarceration: numbered cell five. SEQ. |
| ☐ | P10 | Trophy | Guard Room: opposite high corridor across the toxin room. GEL + ULTRA + LINE. |
| ☐ | P11 | Tape | Cells Access: right-hand reception desk. |
| ☐ | P12 | Tape | Main Cell Block: upper control office. |
| ☐ | P13 | Tape | Guard Room: rescued guards’ office desk. |
| ☐ | P14 | Tape | Controlled Access: upper office. CLAW. |
| ☐ | P15 | Tape | Extreme Incarceration: upper control tower. |
| ☐ | P16 | Map | Extreme Incarceration: desk after the fight. |
| ☐ | P17 | Teeth | Destroy 5 in the Penitentiary. |
| ☐ | P18 | Riddle | Cells Access: Batman’s reflection in the women’s mirror. |
| ☐ | P19 | Riddle | Security Control: Clayface behind the glass. |
| ☐ | P20 | Riddle | Main Cell Block: Calendar Man’s paper-covered cell. |
| ☐ | P21 | Riddle | Main Cell Block upper office: Ventriloquist’s gun. |
| ☐ | P22 | Riddle | Controlled Access: Vote Dent poster. |
| ☐ | P23 | Riddle | Extreme Incarceration: Mr Freeze’s frozen cell. |
| ☐ | P24 | Riddle | Guard Room locker area: Prometheus poster. Clear the late toxin. |
| ☐ | P25 | Chronicle | Behind cell five’s weak rear wall. SEQ + GEL. |
| ☐ | P26 | Chronicle | Generator Access beyond the electrified passage. GEL + LINE. |
| ☐ | P27 | Chronicle | Guard Room: lower southwest weak wall after clearing the toxin. |
| ☐ | P28 | Perspective | Guard Room: opposite high opening, looking back toward the vent mark. ULTRA + LINE. |
| ☐ | P29 | Teeth | Destroy 10 in the Penitentiary, cumulative. |
| ☐ | P30 | Teeth | Destroy 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.
| Region | Entries to revisit |
|---|---|
| East | E10, E11, E16, E19 |
| North | N05, N13, N19 |
| West | W08, 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:
- Start near the onward doorway.
- Glide to the opposite platform.
- Shimmy toward the waterfall.
- Climb and turn.
- Jump to the metal walkway.
- 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
| Done | ID | Type | Location and requirement |
|---|---|---|---|
| ☐ | B01 | Trophy | Botanical Glasshouse: fountain/lower weak-wall tunnel. GEL. |
| ☐ | B02 | Trophy | Generator Room: upper secured office. SEQ + RANGE. |
| ☐ | B03 | Trophy | Flooded Corridor: right-hand vent branch. |
| ☐ | B04 | Trophy | Abandoned Chamber bottom: low southern tunnel. |
| ☐ | B05 | Trophy | Abandoned Chamber bottom: floor-panel tunnel. |
| ☐ | B06 | Trophy | Abandoned Chamber: upper walkway after cutting its rope. |
| ☐ | B07 | Trophy | Titan Production: side ledge near the exit. LINE. |
| ☐ | B08 | Trophy | Flooded Corridor: across the large gap. LINE. |
| ☐ | B09 | Trophy | Botanical Glasshouse: floor-grate tunnel. |
| ☐ | B10 | Trophy | Abandoned Chamber: upper weak-wall alcove. ULTRA + LINE. |
| ☐ | B11 | Tape | Glasshouse Entrance: bench. |
| ☐ | B12 | Tape | Statue Corridor: bench behind the statue. |
| ☐ | B13 | Tape | Generator Room: table. |
| ☐ | B14 | Tape | Flooded Corridor: bench near the Aviary. |
| ☐ | B15 | Tape | Aviary: bench after rescuing the hostages. |
| ☐ | B16 | Map | Generator Room: upper secured office. SEQ + RANGE. |
| ☐ | B17 | Chronicle | Abandoned Chamber: highest ledge beyond the broken walkway. |
| ☐ | B18 | Chronicle | Entrance floor tunnel: turn back after dropping in following the Ivy conversation. |
| ☐ | B19 | Chronicle | Titan Production: high weak wall. ULTRA + LINE. |
| ☐ | B20 | Riddle | Glasshouse Entrance: dead guard on the bench. |
| ☐ | B21 | Riddle | Botanical Glasshouse: Mad Hatter’s tea set. |
| ☐ | B22 | Riddle | Statue Corridor: Wayne memorial bench plaque. Zoom. |
| ☐ | B23 | Riddle | Flooded Corridor vent opening: Ratcatcher’s equipment. |
| ☐ | B24 | Perspective | Abandoned Chamber: high walkway question mark. |
| ☐ | B25 | Riddle | Flooded Corridor northern bench: broken toy soldiers. |
| ☐ | B26 | Riddle | Flooded Corridor: headless statue’s plaque and handprint. |
| ☐ | B27 | Riddle | Aviary: hanging skeleton near the wall/roof area. Zoom. |
| ☐ | B28 | Teeth | Destroy 5 in Gardens. |
| ☐ | B29 | Teeth | Destroy 10 in Gardens, cumulative. |
| ☐ | B30 | Teeth | Destroy 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:
- Knock the glowing growth down with a Batarang.
- Interact to collect it.
- 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:
- Target him with ULTRA.
- Pull him down.
- Approach while he is stunned.
- Attack during the vulnerability.
Repeat the henchman wave, pull-down, and attack cycle.
Finish the final story sequence.
Difficulty achievements
| Achievement | Requirement |
|---|---|
| Big Bang | Finish on Easy or higher. |
| Bigger Bang | Finish on Normal or higher. |
| Biggest Bang | Finish 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.
- Grapple onto the vents above the safe office.
- Use GEL on the nearby weak wall.
- Use ULTRA on the weak panel across the gas-filled room.
- LINE across to the opening.
- Collect P10.
- Hit the ventilation-control box with a Batarang.
- Scan P28 from the high opening, looking back toward the original vent area.
- Drop into the cleared room.
- Scan Prometheus’ poster for P24.
- 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
| Region | Required total |
|---|---|
| Intensive Treatment | 30 |
| Arkham East | 20 |
| Arkham North | 20 |
| Arkham West | 20 |
| Medical Facility | 30 |
| Caves | 30 |
| Arkham Mansion | 30 |
| Penitentiary | 30 |
| Botanical Gardens | 30 |
| Total | 240 |
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.
| Done | Upgrade | Purpose |
|---|---|---|
| ☐ | Special Combo Throw | Reposition an enemy and disrupt a group. |
| ☐ | Special Combo Takedown | Remove a dangerous opponent during a combo. |
| ☐ | Special Combo Boost | Make special moves available at x5 instead of x8. |
| ☐ | Combo Batarang | Add gadget knockdowns to Freeflow combat. |
| ☐ | Critical Combo Strikes | Reward clean timing and build the multiplier faster. |
| ☐ | Inverted Takedown | Hang an enemy from a safe gargoyle. |
| ☐ | Armor Upgrade V1 | Increase health. |
| ☐ | Armor Upgrade V2 | Continue the armor chain. |
| ☐ | Armor Upgrade V3 | Continue the armor chain. |
| ☐ | Armor Upgrade V4 | Finish the armor chain. |
| ☐ | Batarang Power | Keep knocked-down enemies down longer. |
| ☐ | Twin Batarang | Target two enemies or projectiles. |
| ☐ | Triple Batarang | Target three enemies; required for a Predator medal. |
| ☐ | Remote Control Batarang | Steer the projectile; required for a Predator medal. |
| ☐ | Sonic Batarang | Lure a collared enemy. |
| ☐ | Sonic Shock Batarang | Incapacitate a collared enemy; required for a medal. |
| ☐ | Multiple Frequency Detonator | Detonate GEL charges selectively. |
| ☐ | Auto Proximity Detonator | Trigger a GEL trap when an enemy approaches. |
| ☐ | Cryptographic Range Amplifier | Hack distant security panels. |
| ☐ | Cryptographic Power Amplifier | Make hacking easier. |
A useful early order is:
- Special Combo Takedown.
- Critical Combo Strikes.
- Inverted Takedown.
- Armor as needed.
- RANGE soon after obtaining SEQ.
- 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
| Map | One medal | Two medals | Three medals |
|---|---|---|---|
| Intensive Treatment | 6,000 | 12,000 | 18,000 |
| Sewer Bat | 6,000 | 12,000 | 18,000 |
| Shock and Awe | 10,000 | 20,000 | 30,000 |
| Rumble in the Jungle | 10,000 | 20,000 | 30,000 |
| Intensive Treatment Extreme | 10,000 | 20,000 | 30,000 |
| Sewer Bat Extreme | 10,000 | 30,000 | 50,000 |
| Shock and Awe Extreme | 10,000 | 20,000 | 30,000 |
| Rumble in the Jungle Extreme | 30,000 | 40,000 | 50,000 |
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:
- Strike.
- Counter.
- Evade.
- Cape stun.
- Quickfire Batarang.
- Quickfire Batclaw.
- Ground takedown.
- Special combo throw.
- 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
| Map | Medals |
|---|---|
| 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
| Map | Medals |
|---|---|
| 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
| Achievement | Trigger |
|---|---|
| Shocking Rescue | Defeat Zsasz in the opening hostage encounter. |
| Malpractice Needs More Practice | Survive the first experimental henchman. |
| Born Free | Escape Intensive Treatment to the island surface. |
| Just What the Doctors Ordered | Rescue the Medical Facility doctors. |
| Daydreamer | Complete the first Scarecrow nightmare. |
| Baneful Payback | Defeat Bane. |
| Breaking and Entering | Gain access to Arkham Mansion. |
| Recurring Nightmare | Complete the second Scarecrow nightmare. |
| Zsasz Cut Down to Size | Stop Zsasz during the Mansion hostage encounter. |
| Solitary Confinement | Capture Harley Quinn. |
| Double Trouble | Defeat the paired Titans. |
| Resist the Fear | Complete the final Scarecrow encounter. |
| Crocodile Tears | Complete Killer Croc’s lair. |
| Poisoned Ivy | Defeat Poison Ivy. |
| Big Bang | Complete the story on Easy or higher. |
| Bigger Bang | Complete the story on Normal or higher. |
| Biggest Bang | Complete the story on Hard. |
Separate action achievements
| Done | Achievement | Requirement |
|---|---|---|
| ☐ | Leave No Man Behind | Save both guards and the henchman in opening Decontamination. |
| ☐ | Party Pooper | Defeat all applauding party guests before entering Joker’s finale. |
| ☐ | Night Glider | Glide continuously for more than 100 metres. |
| ☐ | Rope-A-Dope-A-Dope | Drop an inverted-takedown victim onto an investigating henchman to surprise him. |
| ☐ | Mano-A-Mano | Defeat a Titan without using Batarangs against it. |
| ☐ | Freakshow Rodeo | Ride a Titan and knock down ten thugs. |
| ☐ | Catch! | Catch your returning Remote Control Batarang. |
| ☐ | Freeflow Combo 5 | Reach x5 without breaking the combo. |
| ☐ | Freeflow Combo 10 | Reach x10. |
| ☐ | Freeflow Combo 20 | Reach x20. |
| ☐ | Freeflow Combo 40 | Reach x40. |
| ☐ | Freeflow Perfection | Perform all nine combat actions in one uninterrupted combo. |
| ☐ | Flawless Freeflow Fighter | Complete all four rounds of a Combat Challenge without taking damage. |
| ☐ | Invisible Predator | Complete a Predator Challenge undetected using only silent takedowns. |
| ☐ | World’s Greatest Detective | Finish 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.
- Perform an inverted takedown.
- Let another henchman investigate beneath the suspended enemy.
- Throw a Batarang at the rope.
- 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:
- Strike.
- Counter.
- Evade.
- Cape stun.
- Quickfire Batarang.
- Quickfire Batclaw.
- Special combo throw.
- Special combo takedown.
- 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
| Achievement | Completion |
|---|---|
| Arkham Analyst | 5% — 12/240 |
| Cryptic Investigator | 10% — 24/240 |
| Lateral Thinker | 25% — 60/240 |
| Mystery Solver | 40% — 96/240 |
| Conundrum Cracker | 55% — 132/240 |
| Mental Athlete | 70% — 168/240 |
| Riddle Resolver | 85% — 204/240 |
| Crack the E Nigma | 100% — 240/240 |
Medal and completion achievements
| Achievement | Requirement |
|---|---|
| Freeflow Bronze | 8 Combat medals. |
| Freeflow Silver | 16 Combat medals. |
| Freeflow Gold | 24 Combat medals. |
| Predator Bronze | 8 Predator medals. |
| Predator Silver | 16 Predator medals. |
| Predator Gold | 24 Predator medals. |
| Perfect Knight | Complete the save-file 100% requirements. |
| Platinum on PlayStation | Obtain 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?!
