Thebig black bat is back in his darkest adventure yet. With the Joker running amok and the inmates of Arkham Island escaped, Batman's got his work cut out for him. But remember, Batman doesn't leave the Batcave unprepared, which is why he arms himself with a copy of GameSpot's Game Guide before each mission.
Well would you look at that; Batman's finally captured the Joker. Looks like your job is already done! Go ahead and escort the police as they drag the Joker through the asylum. This is a pretty lengthy sequence, so try and enjoy the stroll.
Uh-oh, the Joker's broken-free (what a surprise, huh?). After Batman breaks through the window after him, you'll have to take on a group of escaped inmates. This is a good chance to become acquainted with the battle system. Basic attacks can be performed with the "Strike" button; pressing it multiple times will create chain-attacks. This will be the move you use most often. Whenever an enemy's about to attack, a blue 'action' symbol will appear above their head--this indicates they're vulnerable to a 'counter.' To counter, simply tap the respective button anytime the blue symbol is displayed, this will knock your opponent back before they can attack, stunning them briefly. However, it doesn't inflict any damage itself. Finally, you can stun enemies by pressing the "Cape Stun" button when nearby; this will render them helpless for several seconds, which can be extremely useful when battling groups of baddies. Finally, after knocking an inmate to the ground, try to perform a "Ground Takedown" on them to finish them off before they get back up!
With the inmates defeated, the electrified gate at the top of the ramp will be disabled, allowing you to continue onward. Proceed down the hall until you run into a couple of inmates. Take them down and follow the split path to the right, through a door, to find a pair of cops. Continue into the room beyond and up the staircase.
After climbing the stairs, you'll encounter two guards looking over the railing at their endangered buddy below. Activate 'detective mode' and look up to spot a pair of gargoyles you can grapple to. After grappling to either one, grapple to a second along the same wall. Now look down at the enemy below--there should be a 'bat' symbol above his head, indicating you can perform a 'gliding kick.' Simply tap the button shown on-screen to introduce his face to your foot, knocking him down. Now quickly perform a ground takedown before he can get back up.
With the officer freed, approach the vent cover in the nearby wall (use detective mode if you have trouble finding it) and rip it off by tapping the button shown on-screen. Crawl inside and kick out the cover at the far end to escape.
After dropping from the vent, proceed to the cop ahead, who's looking into a room filled with toxic gas. Look up when instructed to find a grapple point at the top of the vent directly above. Climb up, then bust into the nearby vent and out the other side.
Rescue the guard clinging to the ledge, then jump the gap (simply by running toward it) to the next platform. Now grapple to a ledge above, just ahead, then glide to the far platform below (again, simply run off the platform toward it).
Upon landing, rescue the convict hanging from the ledge, then activate detective mode and look in the control room below to spot a control panel on the wall. Toss a Batarang at it to activate the fans, clearing the room of the toxic gas. Drop to the floor below and proceed through the door, just right of the control room, and follow the arrows on the floor to a far door, where a boss fight awaits.
After the cutscene, head back to the Holding Cells by backtracking down the same hall you took to get here, making a left at the first junction, then a right at the second (use the map if you get lost). Take down the pair of thugs you encounter then continue through the nearby door into the Holding Cells area. Make a left into the room on the left and activate detective mode to scan the dropped whiskey bottle.
After scanning the bottle, use detective mode to follow the trail of whiskey, as marked by the on-screen markers. They'll lead you to the Secure Transit area, directly south of your present location. Once there, grapple up the elevator shaft then leap to the far wall, which you can shimmy across into a ventilation shaft. Follow it out the other side and grapple up a couple of ledges above and jump another gap.
Climb up a couple more ledges, hop over a short wall, then crouch below a couple more to a wall you can shimmy along. Hop over the gate-thing and continue along until you reach a tall wall you can grapple up. Crouch into a ventilation shaft at the top and follow it to a drop-off, with a ledge you can grapple to on the other side. After grappling, take down the group of inmates, then enter the far ventilation shaft, which leads to Cell Block Transfer.
Inside the Cell Block Transfer room, use detective mode to spot several armed guards just around the corner. You don't want to tip them off to your presence, so you'll want to use stealth to get behind them instead. Grapple to a gargoyle directly overhead, then across a few more to cross the room. Drop from the last one, then crouch to sneak up behind the guards and perform a silent takedown.
After exiting the other side, sneak up to the guard for a Silent Takedown. Now there are still two guards left, one of whom is roaming the catwalks above. Grapple to one of the gargoyles and use Detective Mode to find him--now either wait for him to expose himself and simply Glide Kick his face in, or drop down and sneak up behind him. Be careful, as the second guard may soon follow to check up on him--if not, you'll find him on the lower floor. Either way, grab the interview tape on a table in the central room and take finish off the baddies to trigger a cutscene.
After the cutscene, three more guards will enter the room. Grapple to a gargoyle and wait for them to disperse so you can Glide Kick them from above, one at a time, without alerting the others. When done, grapple to the area they entered from (on the south side of the room) to find a corpse being used for one of the Riddler's riddles. To solve it, simply turn around and scan the painting along the left wall, just before the drop-off. Having solved the puzzle, meet-up with the friendly guard just ahead to learn of what's happened.
After speaking to the guard, continue down the stairs and follow the path, which eventually leads into a small room with a vent. Duck inside and follow it to escape outside. Once there, grapple up the cliff-wall to complete the objective. Now that you're overlooking much of the island, glide to the ground below and enter the Arkham Mansion ahead and speak to the guard inside, then exit back out.
After exiting, you'll receive a call informing you that you need to protect the batmobile, which will be marked on your map. To get there, run down to the statue ahead and turn right, following the dirt path up to the door on ground-level (and not the one up the stairs).
Once through, you'll spot an ambulance, with several armed guards waiting just on the other side. You'll want to avoid drawing their fire by grappling up to the ledge above them (try targeting it from the left side of the ambulance) and then dropping off the other side, behind them, for a couple of stealth takedowns, then proceed through the door.
Back outside, you'll spot the batmobile just ahead, surrounded by some unruly inmates. Try grappling to the building just before them, on the right, allowing you to Glide Kick at least one of them in the face. Now make sure to disarm the enemies armed with melee weapons (by countering their attacks) before taking them down. After killing the group, approach the Batmobile and interact with it to obtain the Explosive Gel. This item allows you to plant and detonate charges to destroy weak walls or floors, creating entrances into otherwise inaccessible areas.
Use detective mode to follow the trail of tobacco leading from the nose of the Batmobile up to a locked door ahead. Thankfully, there's an alternate entrance on a weak wall just right of the locked door--detonate some gel there to reveal it.
Remain in detective mode and follow the path through the tunnel, back outside. Continue to stick to the path, following the tobacco down the ramp and up the staircase to a walkway which leads to a group of several inmates by the entrance of the Medical Facility. Take them down then proceed through the main entrance into the Medical Facility.
Inside you'll run into Harley Quinn, sheltered from attack by the electric fence. After she taunts you do find a way inside, you'll have to do just that! Exit back outside, then grapple to the roof of the facility. Now follow the roof to the left side and use detective mode to spot a weak wall amongst a damage portion of the building. Use your explosive gel to blow it open, revealing a hole you can drop into. Proceed through the door within.
Now that you're inside, clamber over a couple of gates to the far room, then bust into the vent on the right, which will drop you into a room with another vent you should trek through. It'll lead you to a split path, either way of which leads to one of several entrances into the large room. We suggest heading right for the quickest route, then grapple to one of the gargoyles overhead.
This room is chock-full of armed soldiers, so being stealthy is key. It's best to grapple from gargoyle to gargoyle until you have a good vantage point, then carefully watch the enemies below--as soon as one ventures away from the others (such as on the central walkway), glide down to him to and introduce his face to your foot with a glide kick, then promptly follow-up with a ground takedown. Once he's down, immediately grapple back to the gargoyles and continue to grapple from one to the next a few times to lose the attention of the remaining guards. Now repeat this tactic for the rest of them. That is, glide-kick one when he's isolated, perform a ground takedown, then return to the gargoyles and wait for your next victim. If you have trouble finding the guards, use Detective Mode to make them easily visible. With the room cleared, meet up with the doctors by the Morgue on the upper level.
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