Arkham asylum which upgrades




















Riddle Me This Batman: "What silent killer of the oceans can be found in a tiny jar? Just as you get to the ramp you will find a table with a jar on it. Use your Camera Zoom on jar and make sure that the label is displayed and then scan it. Completing this riddle will get you the bio for The Great White Shark. Turns out those floating bits in the jar were his! Head out the door and you will immediately notice that there are green arrows painted on the floor.

Follow these arrows and you will get to the body you thought was the Commissioner. Continue heading down the hall and the door in front of you will open and tree thugs will come charging in at you. One thug has a pipe, one is unarmed and the last one is one of the new knife guys. Start off with the knife guy by using your cape stun and then using a small combo to take him out.

Once the three thugs have been taken out continue heading down the hallway following the green arrows on the ground. While heading down the hallway you will find three Joker Teeth to destroy.

After destroying the last one that should bring your total up to 20 destroyed. At the end of the path you will come up to a door with a picture of the Joker painted on the floor. Enter the door and as soon as you do the Joker will appear on the monitor revealing your next tasks. Harley Quinn has Commissioner Gordon in a room up ahead. You will need to get to him without anyone detecting you.

Before leaving the room make sure you pick up the Riddler map that is sitting on the table on the west side of the room. Use your Camera Zoom and make sure you have the full body in frame and then Scan it. You will see a vent you can crawl into on the east wall. Enter the vent and follow it all the way to the end. When you exit the vent you will see a thug standing there with his back to you. Perform a Silent Takedown on him. There are three more thugs to take care of in this room.

You will see an open vent on the west wall. Enter it and go straight ignoring for now the exit point to the left and you will find a Riddler Trophy. Remove the cover and you will come out right behind the next thug. The next two are not as easy to take out as they both are patrolling the area. For the next thug he will be patrolling the lower landing just below you.

Crouch down and wait patiently by the stairs and he will walk past you giving you the perfect chance to take him out. Next you will want to head up the stairs opposite the ones you just came down and wait at the corner of the fence for the last thug to come up and perform the corner takedown on him. Now that all of the thugs are taken care of, head to the south part of the room and head up the stairs that lead to the room where Harley Quinn is located.

Unfortunately the door is security locked so you will need to find another way in. Look up and you will be able to grapple to the roof where you will find a Riddler Trophy.

Stand on the glass ceiling and perform the Ceiling Takedown on Harley Quinn. Bane After the cut scene you will be thrown through a wall and into the Boiler room by Bain. Bane is much stronger than Batman and is capable of doing an incredible amount of damage in a single attack. What this should tell you is to avoid being hit by him at all costs. The only difference here is now you actually have to fight! In this fight you will want to wait until Bane charges at you and then use your Quick Batarang move on him to disorient him and then dive out of the way.

This will cause him to crash into a wall and briefly stun him all while doing some damage to him. This sounds pretty simple and straight forward but it will take a few tries to get it down. After you successfully cause you him to hit the wall twice he will begin to stagger around the room. At this point run at him and attack him which starts a short scene with you removing one of his Venom tubes. You can also tell when to do this by looking at his life bar in the upper right hand corner.

Every time a section is depleted you will need to jump on his back to remove a Venom tube. After you remove the first tube, run away from him as quickly as possible. Bane will pound his fist into the ground causing a shock wave that will knock you down and hurt you if you are standing in it.

After the shock wave the Joker will send some of his thugs to join the fight. Four thugs to be exact and now what started off as a somewhat easy encounter just upped in difficulty. Focus on getting the thugs down quickly but always be mindful of Bane. The Redirect move comes in very handy here as it allows you to jump over the thugs heads to avoid Bane easier. He will now start throwing large chucks of the wall at you as well as charging. Once the thugs are down, use the Quick Batarang on Bane while he is charging to get him to run into the wall twice.

This will allow you to jump on his back again and pull out another one of his plugs. Just like last time get away from Bane as fast as possible because he is going to do another shockwave.

The Joker will send down five more thugs to join in on the fight this time. Once again focus on getting the thugs down while not getting hit by anything that Bane is doing. Once all the thugs have been taken out you will need to get Bane to run into the wall three times to deplete his final health level. Once you pull the plugs out of Bane a cut scene will occur. Right after the cut scene Oracle contacts you and you inform her that you are going to head to a Batcave you have hidden here on the Island.

When you gain control back you will notice you are in Arkham West so you will want to head towards the exit to the northeast to get to Arkham North. There are a total of eight thugs on this part of the island. One is a group of three with two of them having weapons. The other is a group of five where four of them have weapons. They are avoidable however taking them out will get you more XP for gadgets and upgrades.

In the tunnel heading toward the Arkham North you will find three sets of Joker Teeth to destroy. Use the side door to get out as the main door is still locked.

Follow the path down and enter Arkham North. At this point take the opportunity to complete some more of the Riddler Challenges. There is a group of four thugs here for you to take out as well. Three of the thugs are regular unarmed thugs the other one is a knife thug that needs stunned. First grapple up to the roof of the western guard tower and go all the way to the far corner.

You will see off in the distance a Riddler Trophy. Run and jump off of the guard tower and glide your way to the ledge where the trophy is to collect it. Scan it to solve the riddle. Head towards the northwest corner of the map and look for the dilapidated building with vines growing all over it. You should see a grapple point in a window. Grapple up to it and you will locate an Arkham Chronicle to scan. From the Arkham Chronicle, head to the south ledge and look down to reveal a Riddler Trophy.

Jump down and collect the trophy. Turn on Detective Mode and you will see the hook part of a question mark. The dot is located on the wall just across the way. Make the question mark and scan it. Head towards the Intensive Treatment building to the south and go towards the west side of the building. You should see a grapple point to use, grapple up and head to your left to find a Riddler Trophy.

Head to the southeast side of the island and you will find an area that is gated off. Grapple over the wall and then grapple back up onto the Intensive Treatment building.

Walk the rooftop all the way over to the cliff wall. You should see a grapple point above the entrance to the Batcave. Grapple up and follow the cave back and you will see two Riddler Trophies, one you can get now and the other is blocked off.

Gather your trophy and head back out and down to the ground and enter the lower entrance towards the Batcave. Grapple up to the ledge and you will immediately see another Arkham Chronicle. Scan the Chronicle and then continue down the path where you will need to grapple up to the ledge just before the door. Upon entering the door follow the path until you get to an area that opens up.

On the western wall of this room you will see a wall you can destroy. Destroy the wall and gather the Riddler Trophy that is behind it.

Continue down the path heading south and when you get to the end of the path a cut scene will begin showing you how to get into the Batcave with style. Once you gain control of Batman follow the path and then Glide to the platform that is below you.

Head up the stairs and interact with the computer system. This unlocks the bio for Dr. Penny Young. You will also gain access to a new gadget, the Batclaw. This tool is handy for pulling off vent grates that are located in normally unreachable areas. Head to the North and use the Batclaw to clear the boxes out of your way and then jump over to the platform.

Follow the path until it dead ends. Use the Batclaw on the vent grate and then grapple up to it to enter the Sewers. Once in you will over hear a conversation the Joker is having with one of the thugs. Take him out with a Silent Takedown and then turn around and head towards the edge. There will be an Arkham Chronicle against the wall, scan it and then head up towards the group of five. This group is unarmed, try using your Batclaw in combat like the game suggests on these guys. After taking these guys out continue down the hallway and you will see a vent with a Riddler Trophy in it.

Pull down the vent grate with your Batclaw and then grapple up and collect your trophy. Drop down out of the vent and you will see an Interview Tape on the ground for Killer Croc. Head over to the door to the east and try to open the door.

With that door being locked head down the path to the north. Just after you get done speaking with Oracle you will see a wall on the west side that you can destroy. Destroy it and take the Riddler Trophy that is behind it. Continue down the path and make sure that you destroy the three sets of Riddler Teeth before going in the door.

Once inside follow the path to the end and the camera will take over showing a good portion of the sewer system as well as the location of quite a few Riddler Trophies.

Head straight towards the railing and you will get a call from Oracle. Once you get to the railing take a second to look around here. The first thing that should stand out to you is that due to the condition of this area there are no places for you to grapple to. This means that you are going to have to climb out of here the old fashioned way.

Head east and you will find a ledge you can climb up. Go through the pillar and jump to the walkway. From here you will want to head towards the west. You should see another walkway across a gap. Jump the gap and follow the path around to find a Riddler Trophy.

Jump back across the gap and head towards the east where you will see another walkway across another gap. Jump the gap and follow the walkway around. Jump across the next gap and you will see two sets of Jokers Teeth on a ledge across another gap. Destroy the Joker Teeth from the platform you are on then turn and face the pillar to your left. Climb onto it and shimmy to the left until you get to a small area where you can climb up. Climb up and enter the little opening and pick up the Riddler Trophy.

Climb back down and shimmy back over to the platform and drop down. Jump across the gap towards the west where the Jokers Teeth were.

Here you will find a pillar that has fallen and is now making an excellent bridge for you to get to the next platform. On this platform you really only have one option and that is to jump over to the platform to the south. Climb up the ledge and jump the gap to the next platform. Jump over and grab the Riddler Trophy and then jump back and head up the pillar bridge.

On this platform you should see a place to grab onto on the pillar. Climb up and shimmy to the right until you can climb up fully. Climb up the ledge to get the Riddler Trophy.

Riddle Me This Batman: "A puzzle has many sides, but only some are visible? Answer: From the ledge you just got the trophy, turn on Detective Mode and face west. You should see the hooked part of the question mark on the walkway and the dot should be just above your head.

Make the question mark and then Scan it. Jump down and shimmy your way back to the main platform. Jump to the ledge to your south where you should see and destroy the Joker Teeth. Enter the hallway and follow the path destroying the two sets of Joker Teeth along the way. Enter the door and you will find an Interview Tape for Killer Croc sitting on the boxes in the corner. Turn and head up the stairs. Follow this path all the way up and you will eventually get to a dead end.

Turn on Detective Mode to discover that the wall blocking you is destructible. Blow up the wall and the then jump the gap to the door. Going through the door puts you on Arkham North. You are now on the second floor of the dilapidated building. Turn on Detective Mode to discover that there are now two thugs wielding sniper rifles sitting in the guard towers.

Grapple up to the west guard tower and perform a Silent Takedown on the sniper thug. Now sneak over to the east guard tower being careful to avoid the group of four thugs.

Grapple up onto the ledge and wait for the sniper thug to walk by you and take him out using the Ledge Takedown. Drop down take out the knife thug and then the remaining three unarmed thugs by the guard houses. Head east towards the Arkham East door and destroy the three sets of Joker Teeth and then enter the door. As you enter the door turn on Detective Mode to see 5 thugs waiting to jump you just as you go through the archway. In this group of five there are a knife thug and four thugs with weapons.

Take out the knife thug first and then focus on the other four. After taking out the thugs head through the gate towards Arkham East. The Joker will come on the speaker to inform you that he has sniper thugs in the guard towers watching your every movement.

Grapple up to the north guard tower and do a Silent Takedown on the sniper thug. Next grapple up to the south guard tower and perform a Ledge Takedown there. With those two snipers down turn on Detective Mode and look at the mansion to find two more snipers on the roof. Those two are your next targets. Sneak over to the north side of the mansion and grapple up to the roof.

While you are in the graveyard area you should head to the northwest part of it where you will find stairs leading to the Botanical Gardens. Turn on Detective Mode to reveal a weak wall in the stairs. Blow it up and scan the Arkham Chronicle that was behind it. Head towards the mansion and then grapple up to the ledge and take both sniper thugs out with a Silent Takedown. Jump down and destroy the two sets of Joker Teeth by the door into Arkham Mansion.

Before entering the mansion you should head just north of the mansion into the courtyard are with Detective Mode on to locate a weak spot in the ground. Destroy it and collect the Riddler Trophy that was under it. Head back to the front door of the mansion and go inside. Once inside you will see two thugs standing behind an electric security door.

They will taunt you for a bit and then walk off. Head out the door and grapple up to the landing where the snipers were. Ready your Batclaw and yank down the vent that up there. Drop down into the storage closet and then go through the door to enter Arkham Mansion. Edward Nigma A.

A The Riddler offered up a series of challenges for Batman to complete all over the island. Some of these are actual riddles while some are finding trophies that he has hidden around the island. Regardless of the challenge the only way to defeat the Riddler is to outsmart him by completing his challenges. These tablets are located all over the island.

They are the carved writing of Arkham Islands founder Amadeus Arkham giving details about the history of Arkham and the Island itself. Do you enjoy watching 3 baddies fall flat on their asses with a flick of your wrist? Well then, this skill is for you! Special Batarang that can be directly controlled by Batman after being released. Once throw, requires a moderate recharge period before it can be used again. To be honest, this should be one of the last skills you consider upgrading.

It may be useful once or twice in the single player game, and completely useless in combo challenges. Save your points unless you have points to spare and are looking to max out all your skills! Tuned to Resonate at the exact same frequency of the nearest Arkham suicide collar, attracting that henchman. Useful for luring a target into a trap or away from an area of importance. Once thrown, requires a long recharge period before it can be used again. Useful in certain situations to drive henchmen apart.

Great for diversion techniques. Upgrade to the Sonic Batarang. Allows this to be detonated once thrown to overload the suicide collar of a nearby henchman, incapacitating him.

However, the residual inference will stop any further Sonic Batarangs from being effective in this location. Great for long distance takedowns, distractions and to break up large groups of henchmen. Also, it's hilarious. Upgrades the Explosive Gel to automatically detonate if nearby threat detected. Temporarily incapacitates targets. Handy to catch patrolling guards behind you, but it can cause complete bedlam and alarms to go off when you are not necessarily ready for them.

Not recommended until near end game as there are much better skills to acquire first. Increases effective range of the Cryptographic Sequencer, allowing Batman to override out of reach Control Points and open up access to areas that would otherwise be inaccessible.

If you plan on solving all of the "Riddler's" riddles.. If you want to kick some ass early in game, don't get this skill until later on. You can always go back after beating the game to "solve riddles". Armor upgrades is just more health, which is always welcome. Then I'd say comes the batarang upgrades.

Mainly the Sonic Batarang, combo batarang, and the power upgrades for those. Sonic Batarang is great for setting traps in predator missions, and combo batarang helps with combat, if you wanna improve your game.

Everything else isn't that important, and can wait. Remote control batarang is fun to mess around with, get the trophy, but beyond that not needed. They just make getting around those electric doors a little less of a hassle. More topics from this board If this game were any more hand-holdy, I'd start calling it "Mom. How does saving and loading work? General 2 Answers How do I get past? Search Arkham Mansion to find dr. Youngs Office?

Side Quest 5 Answers How do I get past? The Sonic Batarang has a long cooldown period in between uses, and once you've used the shock mechanic to detonate it, it can no longer be used in that area. There are twenty possible upgrades that come in six different types, and many upgrades have certain prerequisites before they can be purchased. For gadget upgrades, you will need to have the gadget before the upgrade becomes available Explosive Gel and Cryptographic Sequencer.

Some upgrades also require that you get the previous upgrade before they become available. These are the different types of upgrades:. You can purchase upgrades by spending experience points gained throughout the story from beating enemies, solving Riddler challenges and completing story objectives.

Namespaces Page Discussion. Views Read Edit View history. From StrategyWiki, the video game walkthrough and strategy guide wiki. Add Windows buttons This page needs images of controls for the Windows from the controller buttons category to make learning the controls easier. Table of Contents Gameplay. Hidden category: Sub-pages.

This page was last edited on 18 April , at Navigation menu. Allows you to perform an unblockable throw against an enemy when combo multiplier is high enough. Allows you to perform an unblockable instant takedown against an enemy when combo multiplier is high enough.



0コメント

  • 1000 / 1000