From the walk in with the Joker to the first mutated henchman: the Holding Cells fights, Zsasz in Patient Pacification, the Decontamination rescue and every Riddler item these rooms allow without gadgets.
The game opens with Batman walking the Joker into Intensive Treatment, and most of the asylum's staff cross your path on that walk. Once the Joker breaks free you have only the Batarang, the grapnel and Detective Mode; scanning comes later, and riddles only count after the Riddler first calls in the next stretch. Everything listed here needs nothing more. Left for later, when you return with the right gadget: the Riddler's own cell in the Holding Cells, the upper grate and the Maxie Zeus cell in Patient Pacification, the gated office in Decontamination (a tape and a trophy), and the Chronicle and the Iceberg Lounge poster in the Transfer Loop. Decontamination holds this run's first missable trophy: read the warning before you go in.
Frank BolesNPC
Location
Intensive Treatment · Entrance and Intensive Treatment Lobby – Met as the game starts: his security team straps the Joker into a wheeled restraint just inside Intensive Treatment and leads the walk through the Lobby. You only follow the escort here; nothing to do but watch.
Summary
The senior guard who leads the Joker's escort into the asylum. He comes up again in the next stretch.
Intensive Treatment · Intensive Treatment Lobby – During the opening walk, in the Lobby: the armed guard Batman asks about Commissioner Gordon. He answers that Gordon is waiting further in, at Patient Handover.
Summary
The guard in charge of the Intensive Treatment Lobby. You see him again when you leave the building.
Intensive Treatment · Intensive Treatment Lobby – In the Lobby during the opening walk, standing next to Officer North as the escort goes past. He speaks to North once Batman moves on after the Joker.
Summary
The asylum's warden, who watches the Joker's return. The story brings you back to him much later.
Intensive Treatment · Intensive Treatment Lobby – Also in the Lobby on the opening walk: she waits behind a guard while two others keep their rifles on the Joker, who taunts her as he is wheeled past toward Cell Block Transfer.
Summary
One of the asylum's doctors, visibly shaken by the Joker's return. You meet her again in the Medical Facility.
Intensive Treatment · Secure Transit – Past Cell Block Transfer the escort reaches the top level of Secure Transit, where armed guards cover the elevator. Croc steps out of it in chains and a shock collar and threatens Batman before the guards lead him away.
Summary
One of the asylum's most dangerous inmates, glimpsed long before you have to face him.
Intensive Treatment · Secure Transit and Transfer Loop – He opens the elevator doors when the escort's elevator reaches his post in Secure Transit, then walks with you into the Transfer Loop and trades words with the Joker before the escort moves on.
Summary
An Intensive Treatment guard with a grudge against the Joker. You save him from a falling elevator in the next stretch.
Intensive Treatment · Patient Handover and Holding Cells – At the end of the walk, in the Patient Handover reception, Gordon is signing in as Batman arrives. After the Joker breaks loose he is shut in one of the Holding Cells offices, watching the fight through its window.
Summary
Gotham's police commissioner, here to see the Joker locked up again.
Intensive Treatment · Holding Cells – The Joker breaks free in the Holding Cells and lets the prisoners out: a group of three, then a group of four. Chain strikes without being hit and counter when the blue icon flashes over an attacker; 5 hits in a row unlock the first trophy, 10 the second. If 10 doesn't come now, any later fight or a combat challenge map counts. The Joker opens the way out once both waves are down.
Summary
The game's first fight and its combat tutorial: two waves of unarmed thugs. A 5-hit combo here gives Freeflow Combo 5, and a 10-hit combo Freeflow Combo 10.
Intensive Treatment · Holding Cells – Straight after the two waves, turn to face Gordon's office window. Low in the wall to the left of the ramp up to the Security Gate, next to a cell, is a vent grate: pull it off, crawl in, and the trophy is inside.
Summary
One of the 240 Riddler challenges. It can be picked up now, though the challenges only start counting on screen after the Riddler calls.
Intensive Treatment · Holding Cells – Walk up the ramp that leads out of the Holding Cells. At the top, the security office on your left (the one by the Processing Corridor, not Gordon's) has three sets of teeth scuttling about the floor: hit each with a Batarang.
Summary
Three of the 150 Joker teeth. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Intensive Treatment · Processing Corridor – Go through into the Processing Corridor. In the first stretch, a set of teeth sits in a corner beside an unconscious guard: Batarang it.
Intensive Treatment · Processing Corridor – Further along the corridor two thugs jump you at a crossroads. Beat them, then take the left-hand hall toward the guard working on a locked door at its end: the teeth are halfway down, next to another downed guard.
Summary
One set of Joker teeth, the fifth in Intensive Treatment: it completes the first teeth challenge here, which also opens the Intensive Treatment combat challenge map.
Intensive Treatment · Processing Corridor – At the dead end of the left-hand hall from the crossroads, trying to get the Decontamination door open. Talk to him if you like, then go back to the crossroads and carry on the other way.
Summary
An Intensive Treatment guard who survived the Joker's run down this corridor. Talking to him is optional.
Intensive Treatment · Patient Pacification Chamber – From the crossroads take the other hall, then turn left into the Patient Pacification Chamber. Franklin stands at the entrance: talk to him to hear what is happening inside.
Summary
A guard at the Patient Pacification Chamber who tells Batman that Zsasz has taken a hostage. You meet him again in Arkham Mansion.
Intensive Treatment · Patient Pacification Chamber – Batman calls her on his radio as he reaches the Patient Pacification Chamber; nothing to do but listen.
Summary
Batman's contact over the radio for the whole game. You never meet her in person.
Intensive Treatment · Patient Pacification Chamber – Past Franklin, skip the corridor to the left and go straight on to a short staircase. She is on the upper floor at the top; talk to her if you like.
Summary
The doctor treating Zsasz, trapped here with the guards. Talking to her is optional.
Intensive Treatment · Patient Pacification Chamber – From the upper floor, the balcony overlooks the chamber below, where Zsasz stands over the guard in the chair. Freeing him is the next step.
Summary
The guard Zsasz is holding hostage in the shock-treatment chair.
Intensive Treatment · Patient Pacification Chamber – On the balcony (the guards there will talk if you like), go left, switch on Detective Mode and grapple up to a gargoyle. Swing gargoyle to gargoyle round the room until you perch right behind Zsasz, then Glide Kick him when the prompt shows and finish with a ground takedown. If he spots you he kills the hostage and you restart from the checkpoint.
Summary
A serial killer holding a guard hostage. Take him down unseen from above to save the guard and earn Shocking Rescue.
Intensive Treatment · Patient Pacification Chamber – Harley locks the room after the takedown. Switch on Detective Mode and two wall grates stand out. Take the one in the corner near where you walked in (on your right as you come down the entry hall), not the one by the wall of TV screens: pull it off and crawl in for the trophy.
Summary
One of the 240 Riddler challenges, behind the second of the room's two wall grates.
Intensive Treatment · Ventilation System – Now pull off the other grate, in the north wall by the TV screens, and crawl along the duct. The trophy lies in your path just before the grate that drops you back into the Processing Corridor.
Summary
One of the 240 Riddler challenges, in the vent that is your way out of Patient Pacification.
Intensive Treatment · Decontamination – Drop back into the Processing Corridor and go through the door Burlow was working on, into Decontamination. The doors lock behind you; three sets of teeth scuttle about the hall right in front of you, before the toxin-filled chamber.
Leave No Man Behind: save all three men, first try
The next room locks a trophy for this save. In Decontamination two guards and a thug hang from ledges over Joker toxin, and each lets go if you are slow. Go straight to them, in order: the guard on the ledge ahead of you as you come out of the vent, the second guard one level up, then the thug on a lower platform. Detective Mode shows all three. If any of them falls, open the pause menu and choose Restart From Checkpoint at once, before you leave the room; once you are out of Decontamination the room never comes back, and only the Hard run (run 2) gives another chance. The trophy pops when the gas is cleared.
Decontamination: rescue both guards and the thug, clear the toxinQuest stepMissablePoint of no return
Location
Intensive Treatment · Decontamination – Past the window onto the chamber (the guards behind the glass can't be saved), grapple up to a higher ledge and crawl through the vent. Coming out, turn right and pull up the first guard; leap over to the neighbouring platform, then grapple onto the higher one and look left for the second; then glide down to the lower platform ahead for the thug, whom Batman knocks out. In Detective Mode, turn left and hit the fan control panel with a Batarang to blow the gas away.
Why you can lose it
Lost if one of the three men falls into the toxin and you then leave Decontamination: the room is never replayed on this save, so only a new game (the Hard run) gives another try.
Point of no return
Leaving Decontamination for the Transfer Loop (the room change writes a new checkpoint). If one of the two guards or the thug fell into the toxin, Leave No Man Behind is lost on this save; the Hard run is the next chance.
Summary
Pull two guards and a thug up before they fall into the Joker toxin, then clear the gas. Saving all three earns Leave No Man Behind.
Intensive Treatment · Decontamination – With the gas gone, drop to the ground floor. One set is by the console you smashed, near a dead guard. Walk back along the floor toward the Processing Corridor end: the second sits in front of a Security Gate on your left, and the third just round the next corner.
Summary
Three Joker teeth, which bring Intensive Treatment's running total to 11 and complete its second teeth challenge.
Intensive Treatment · Decontamination – On the ground floor, find the electrified Security Gate and go round the corner to its left: a dead guard lies by a toxin cylinder. Behind them, floor grates sit on either side of the showers; crouch into either one and the trophy is in the duct between them.
Summary
One of the 240 Riddler challenges, in a crawlspace under the shower area.
Intensive Treatment · Decontamination – Your first level-up comes around here (the ring around the health bar fills at 2,000 XP; the exact moment depends on your fights). Open the WayneTech upgrade menu and spend the point on Inverted Takedown, in the Predator group. If the ring isn't full yet, buy it at your first level-up, before the Intensive Treatment Lobby.
Summary
A Predator upgrade: hanging from a gargoyle, Batman snatches a thug below and leaves him strung up. Rope-A-Dope-A-Dope needs it, and the next stretch has the best room for that trophy.
Intensive Treatment · Transfer Loop – Leave Decontamination by its south side into the Transfer Loop. The teeth are right in front of you, by a door with a green "HA HA" painted on it.
Joker teeth: Secure Treatment Transfer doorCollectible
Location
Intensive Treatment · Transfer Loop – Follow the green arrows south through the Transfer Loop, beating the two thugs on the way. The teeth are just outside the door with the Joker's face painted on it, the entrance to Secure Treatment Transfer.
Summary
One set of Joker teeth. Take it before the door: a cutscene starts as you go through.
Intensive Treatment · Secure Treatment Transfer – Go through the painted door. After the cutscene, don't try to beat it: it has no health bar. Keep dodging (double-tap jump with a direction) as it charges and throws bodies; a quick Batarang as it charges stuns it for a few free hits. After a while it drops dead and the trophy pops.
Summary
The Joker's first surprise: a huge, deformed thug you only have to survive. It collapses on its own and earns Malpractice Needs More Practice.
Trophies
Achievement · SteamMalpractice Needs More Practice
Achievement · XboxMalpractice Needs More Practice
Bronze · PlayStationMalpractice Needs More Practice
Riddler trophy: Secure Treatment Transfer boothCollectible
Location
Intensive Treatment · Secure Treatment Transfer – Once it is dead, a guard in one of the two control booths lowers the room's two Security Gates. The trophy is on the floor of the other, empty booth.
Summary
One of the 240 Riddler challenges, lying in plain sight.
Follow Frank Boles' trail up the Secure Transit shaft, sneak through Cell Block Transfer and the Lobby, take the Riddler's first call, then leave through the Utility Corridor and sweep Arkham East.
This stretch starts after the mutated henchman in Secure Treatment Transfer and ends with the first walk around Arkham East. You have the Batarang, the grapnel and Detective Mode; scanning opens at the first Chronicle of Arkham on the Secure Transit climb. The Riddler's challenge starts when he calls Batman at Frank Boles' body in the Lobby: riddles only count from that call, while the trophies, teeth, tapes and Chronicles you picked up earlier count already. Everything else in Intensive Treatment needs a later visit with gadgets you don't have yet, in sections 11 and 14; the Cell Block Transfer office riddle and Harley's third tape in particular should only be taken in section 11. In Arkham East the gel and Sequencer challenges come in sections 6 and 9, and its Joker teeth only appear later in the story.
Joker teeth: reception deskCollectible
Location
Intensive Treatment · Transfer Loop – From the Secure Treatment Transfer booth, head back north through the Transfer Loop (a few thugs wait at the junction) to the Holding Cells and, in Detective Mode, scan the alcohol spilled from Boles' flask to pick up his trail. Follow it south through the Transfer Loop to the reception area just before the locked Secure Transit door: three teeth scurry around the central desk, to the right of that door.
Intensive Treatment · Secure Transit – Go through the door into Secure Transit and walk up to the guard by the elevator. The cutscene that follows is Harley's first appearance: she wrecks the elevator and rides up the shaft out of reach, and Batman saves the guard.
Intensive Treatment · Secure Transit – Once you have control again after Harley's cutscene, walk round the wrecked elevator shaft to the far side of the room. A short flight of stairs on your left leads up to a security office; the tape lies on the desk against its left wall.
Summary
The first of five Harley Quinn interview tapes in Intensive Treatment, and one of the 240 Riddler challenges.
Chronicle of Arkham: Secure Transit shaftCollectible
Location
Intensive Treatment · Secure Transit – Climb the elevator shaft: grapple up the platforms, shimmy along the ledges and keep heading up. One level below the room where the thugs wait, a stone tablet with a beetle symbol sits right in your path; scan it in Detective Mode.
Summary
The first of the 24 Chronicles of Arkham. Scanning it also switches on scanning in Detective Mode, which riddles and Chronicles need.
Intensive Treatment · Secure Transit – From the Chronicle, grapple up once more to the top level of the shaft. A group of unarmed thugs waits there: counter their attacks and finish downed thugs with ground takedowns.
Intensive Treatment · Secure Transit – When the last thug at the top is down, look along the left side of the room: the tooth scuttles about in front of an electrified Security Gate, beside a dead guard.
The trophy below is done during the Lobby stealth fight in the step after it, so read both before you go in. It needs the Inverted Takedown upgrade from section 1.
Rope-A-Dope-A-DopeAchievement
Location
Intensive Treatment · Intensive Treatment Lobby – Do this during the Lobby fight in the next step: as you come out of the vent from Cell Block Transfer into the Lobby, grapple to the nearest gargoyle above the stairs ahead, hang upside down and string up a thug who walks underneath. Grapple away to a gargoyle out of sight; when another thug comes to look and stands right under the hanging one, cut the rope with a Batarang. The second thug only has to see him fall.
String up one thug with an Inverted Takedown, then drop him in front of a second thug. The Lobby is the first place it can be done; any later stealth room or a Predator challenge map works too.
PC (Steam)
Steam lists this achievement as Rope-a-dope-a-dope.
Cell Block Transfer and Intensive Treatment Lobby: clear the armed thugsQuest step
Location
Intensive Treatment · Intensive Treatment Lobby – From the top of Secure Transit, crawl through the vent on the right into Cell Block Transfer. Use the gargoyles to get behind its three armed thugs and take them out one by one with silent takedowns, then the guard posted in the hall's far control room, and use the vent in that room into the Lobby. Clear the Lobby's two waves of three armed thugs the same way, going back up to a gargoyle after each takedown and swinging away if they spot you.
Intensive Treatment · Intensive Treatment Lobby – With the Lobby clear, pick up the alcohol trail again in Detective Mode and follow it to the ledge of the Maximum Security Entrance; grapple up. Three teeth chatter around the body lying there: break them before you walk away.
Find Frank Boles; the Riddler's challenge beginsQuest step
Location
Intensive Treatment · Intensive Treatment Lobby – The body on the Maximum Security Entrance ledge is Boles. Walk away from it and the Riddler's call starts on its own; let it play out.
The trail ends at Boles' body. As Batman turns away, the Riddler breaks into his radio and sets the 240 Riddler challenges; riddles can be solved from this moment.
Intensive Treatment · Intensive Treatment Lobby – When the Riddler's call ends, turn round from Boles' body and look along the wall on your left: a portrait of Warden Quincy Sharp hangs there, by the ladder. Scan it in Detective Mode.
Intensive Treatment · Intensive Treatment Lobby – Drop from the ledge and go to the raised office block in the middle of the Lobby. Go up to its upper floor: the tape lies on a desk corner in an east-side office.
Riddle: question mark in the Lobby officeCollectible
Location
Intensive Treatment · Intensive Treatment Lobby – Before you talk to the guard at the exit, stay in the central office and follow the L-shaped run of floor grates round the corner to a broken TV by one of the office's exits. Face back through the windows toward Boles' ledge: in Detective Mode the curve of a question mark shows on a south-facing window, and the dot is beyond it, under a big round vent on the far wall. Move until the two join, then scan.
Intensive Treatment · Utility Corridor – Drop to the Lobby floor and talk to Officer William North, who opens the Utility Corridor and leads you in. On the way through you pass a locker room split into men's and women's sides: on the men's side a radio sits on a bench. Zoom in and scan it.
Escape to the island surface (Arkham East)Quest step
Location
Arkham East · Cave exit overlook – Carry on through the Utility Corridor, take the vent at its end into the caves and follow the passage out, grappling up to the ledge ahead. After the panorama of the island, the trophy pops when you get control back on the overlook.
Batman leaves Intensive Treatment through the Utility Corridor and a cave passage and comes out above Arkham East. The new objective is the Batmobile in Arkham North.
Arkham East · Southern guard tower – From the overlook ledge, look left to the nearer of the two guard towers (the southern one) and grapple up to it. The tape is on a desk inside, beside a seated guard.
Arkham East · Arkham East courtyard – Glide down from the tower to the courtyard below: Louie Green stands in the middle of it, next to a guard house. Talk to him.
Arkham East · Northern guard tower – Across from the southern tower stands the second guard tower, near the Botanical Gardens steps and the Arkham North door. Grapple onto its roof: the trophy is up there.
Arkham East · Graveyard – From the northern tower, head down past the Botanical Gardens, keeping to the left wall, into the graveyard. A small wooden shed stands near its middle with the door open; the trophy is on the table inside.
Arkham East · Graveyard – Step out of the shed and look to your right: an open, lit grave with a bare coffin and a lantern beside it. Its headstone is shaped like a letter A; zoom in and scan it.
Arkham East · Graveyard – Walk to the very back of the graveyard, its north end against the cliffs. The trophy sits in front of the last headstone there, in the bushes past the big crypt.
Arkham East · Mansion courtyard – Leave the graveyard through the archway and climb the steps to the courtyard by Arkham Mansion, left of the mansion's front stairs. Go left along it to a walled patio with a lone tree and grapple over the wall into it. On the right-hand wall (the mansion side) the tablet lies on the ground behind the railing, between the first two windows; scan it.
Arkham East · Mansion courtyard – Walk to the back of the patio, past the tree, and grapple up to the hidden balcony above. The trophy is tucked behind the pillar in the middle, on the side facing Gotham.
Arkham East · Arkham Mansion roof – From the balcony, grapple up onto the mansion roof. The trophy is right above the balcony, on the flat, narrowest stretch of roof that joins the mansion's north and south halves.
Arkham East · Clock tower – Grapple onto the clock tower rising from the middle of the mansion roof and climb to the very top. The trophy is just round the corner on the side with the clock face.
Arkham East · Clock tower – Still at the top, turn away from the trophy so you face south, and switch on Detective Mode. The dot is on the edge of the platform at your feet and the curve is painted across the roofs below; line the two up and scan.
Arkham East · Clock tower – Walk round the top of the clock tower until you look out to sea. Wayne Tower stands on the Gotham skyline below the moon; zoom in on the big W sign on it and scan. It can also be seen through a gap in the fence of the courtyard balcony.
Arkham East · Arkham Mansion roof – From the clock tower, look down toward the mansion's round tower: between the roof slopes in the middle of the roof is a rectangular dip. Glide down into it; the trophy sits in the open.
Arkham East · Southern jetty – Head for the south end of Arkham East, past Warden Sharp's statue and close to the mansion's front stairs. The trophy stands on a small jetty overlooking the harbour.
Arkham East · Clock tower – Grapple back up the mansion and climb the clock tower again. Stand on the ledge on the sea side, facing away from the asylum buildings, jump off and glide the length of Arkham East toward the Botanical Gardens steps and the Arkham North door. Landing near the Gardens steps is far enough; if it doesn't pop, climb back up and glide again.
Arkham East · WayneTech upgrade menu – Buy it from the WayneTech upgrade menu with your second upgrade point (one comes with each level-up). When that point arrives depends on your XP: if you have none to spend yet, buy it at the next level-up and do Catch! then.
Summary
A WayneTech upgrade that lets you steer a Batarang in flight. Catch! needs it, and so does a medal on one of the Extreme predator challenge maps.
Arkham East · Arkham East – In the open ground where you landed, select the Remote Control Batarang, throw it and steer it in a wide loop back toward Batman. As it reaches him he snatches it out of the air and the trophy pops.
Arkham East · WayneTech upgrade menu – Buy it from the WayneTech upgrade menu with your third upgrade point. That point may come here or early in the next section, depending on your XP.
Summary
A combat upgrade: an unblockable throw once the combo count is high enough. Freeflow Perfection, a combat trophy usually earned on a challenge map, needs it.
Save the Batmobile and take the Explosive Gel, sweep Arkham North and Arkham West for everything the gel opens, and break into the Medical Facility over its roof.
This stretch runs from the passage out of Arkham East to the roof of the Medical Facility. You arrive with the Batarang, the grapnel and Detective Mode, and pick up the Explosive Gel at the Batmobile; nothing below needs more than that. Arkham North and Arkham West hold many more Riddler challenges behind Security Gates, vent grates, gaps and high weak walls that need later gadgets (the Batclaw, the Cryptographic Sequencer, the Line Launcher and the Ultra Batclaw), and most of their Joker teeth only appear after later story events. The guide takes each one the next time the route passes with what it needs. The two gel spots in Arkham East, under the Botanical Gardens steps and in the courtyard by the Mansion, also wait until the route goes back there.
Defend the Batmobile in Arkham NorthQuest step
Location
Arkham North · Batmobile – From Arkham East, go through the big gate into the short passage to Arkham North. Two armed thugs guard the wrecked ambulance: wait until they turn away, grapple to the ledge above, then drop behind them for silent takedowns. Through the gate at the far end, climb a structure near the Batmobile, Glide Kick into the thugs around it and finish them off with counters.
Arkham North · Batmobile – With the thugs down, go to the back of the Batmobile and use its trunk to take the gel. To use it, pick it from the gadget selector, spray it on a weak spot and set it off.
A spray-on explosive that blows open walls, floors and roofs with a structural weakness, which Detective Mode highlights. Every weak spot on this stretch, the Medical Facility roof included, opens with it straight away.
Arkham North · Road by the security buildings – From the Batmobile, step onto the road between the two small security buildings that face Intensive Treatment. Detective Mode shows a weak panel in the road surface: gel it, blow it, and drop into the hole for the trophy.
Arkham North · Eastern security building – From the hole in the road, climb onto the eastern of the two security buildings, the one beside the Batmobile. Its roof has a weak patch: gel it, drop through, and take the map from the table inside.
Arkham North's Riddler Secrets Map. Once you hold it, the pause map marks where this area's other challenges are; Joker teeth are the one kind it never shows.
Arkham North · Cave beside Intensive Treatment – Walk back toward the door you came in by from Arkham East and hop the low wall between those doors and Intensive Treatment. Follow the path behind it into the cave, grapple up the first ledge, and scan the tablet on your left at the top.
Summary
A Chronicle of Arkham tablet, marked with a beetle symbol and scanned in Detective Mode. One of Arkham North's 20 Riddler challenges.
Arkham North · Cave beside Intensive Treatment – Carry on through the cave and the door beyond it until the passage opens into a wider chamber with a broken pillar piled with skulls. The wall on your right is weak: gel it and take the trophy behind, then head back out the way you came.
Riddler trophy: tunnel above the cave mouthCollectible
Location
Arkham North · Above the cave mouth – Back outside in Arkham North, turn round to face the cave. Grapple to the ledge directly above its entrance; the trophy sits at the dead end of the short tunnel there. A second trophy behind bars in the same tunnel needs the Ultra Batclaw, much later.
Arkham North · Intensive Treatment roof – Go to the front doors of Intensive Treatment and grapple onto the roof to the right of them. Walk along the shingles to the trophy.
Arkham North · Western guard tower – From the Intensive Treatment roof, face the Batmobile: a guard tower stands on each side of it. Grapple into the left one, the western tower; the tape is on the desk inside.
Summary
A Patient Interview Tape: a recording of one of the Joker's sessions, replayable from his biography. One of Arkham North's 20 Riddler challenges.
Arkham North · Ruined building – Drop to the road and follow it toward the front gates for about half its length. The ruined brick building stands on your left: go in under its arch, and the trophy is on the floor in the left-hand corner.
Chronicle of Arkham: ruined building alcoveCollectible
Location
Arkham North · Ruined building – Cross to the far side of the arch and grapple to the alcove up and to the right of the doorway: the lower ledge, not the top floor. The tablet is on your left as you climb up; scan it.
Summary
A Chronicle of Arkham tablet, scanned in Detective Mode. One of Arkham North's 20 Riddler challenges.
Riddle: question mark at the ruined building archCollectible
Location
Arkham North · Ruined building – Go back out and stand under the building's arched entrance. In Detective Mode the curve of a question mark shows on the outside of the building and the dot on the arch above you: move until they join into one mark, then scan it.
Summary
A perspective riddle: two painted pieces form one question mark from a single spot, then you scan it. One of Arkham North's 20 Riddler challenges.
Arkham North · Front gates – Follow the road to its far north end, where the asylum's main gates stand. The see-saws with a cap on each end are to the right of the gates: scan them.
Summary
A scan riddle: the answer is an object to scan in Detective Mode. One of Arkham North's 20 Riddler challenges.
Arkham North · Rock plateau – Walk back up the road and grapple onto the roof of the eastern guard tower, the one nearer the Arkham East door. Face the front gates: the big flat rock ahead on your right is the plateau. Glide over to it; the trophy lies in the open on top.
Back at the Batmobile, switch on Detective Mode and scan the pipe lying nearby: it starts a tobacco trail. The trail leads to the gate into Arkham West, which is locked. The wall to the right of the gate has a structural weakness: gel it, blow it, and take the tunnel beyond to the door into Arkham West.
Riddler trophy: above the Arkham North doorCollectible
Location
Arkham West · Arkham North door – As you step through the door from the tunnel into Arkham West, turn round: a ledge runs above the door. Grapple up to it for the trophy.
Arkham West · Waterfall – A waterfall pours into a basin right beside the Arkham North door. Drop down into it; the trophy is on the bank of the stream at the bottom.
Riddle: question mark at the Penitentiary doorCollectible
Location
Arkham West · Penitentiary entrance – Make your way to the Penitentiary entrance and grapple onto the balcony above its doors. Turn round and look down over the railing in Detective Mode: the curve is painted on the ground in front of the doors and the dot is on the railing, so shift until they join, then scan.
Summary
A perspective riddle: two painted pieces form one question mark from a single spot, then you scan it. One of Arkham West's 20 Riddler challenges.
Arkham West · Docks – Drop to the lower ground below the Penitentiary and find the small wooden shack by the water, on the Penitentiary side. Grapple onto its roof for the trophy.
Chronicle of Arkham: arch under the Penitentiary balconyCollectible
Location
Arkham West · Penitentiary entrance – Stand on the ground between the guard tower and the shack and look up at the Penitentiary: below the balcony, under the painted curve of the question mark, is a weak arch with a ledge in front of it (it shows up best from among the parked ambulances). Grapple to the ledge, gel the wall, and scan the tablet behind it.
Arkham West · WayneTech upgrades – Open the WayneTech upgrades menu and buy Special Combo Takedown from the Combat group; it unlocks once Special Combo Throw is bought. A big brawl waits at the Medical Facility doors, so this is a good moment if you have a point. Freeflow Perfection needs it later.
A WayneTech combat upgrade: once your combo count is high enough, one button press knocks a thug out for good, and blocking can't stop it. Buy it at your next upgrade point; the exact moment depends on your XP.
Arkham West · Medical Facility entrance – Head for the main doors of the Medical Facility, where a large group of thugs is waiting, and beat them. Three wind-up teeth scuttle around in front of the doors: break each with a Batarang.
Summary
Three of Arkham West's 10 Joker teeth, which count toward its Riddler challenges.
Go in through the main doors to the Medical Foyer and walk forward to trigger a short scene. The way on is blocked from here, so head back outside; the way in is over the roof.
Riddler trophy: Medical Facility roof, far endCollectible
Location
Arkham West · Medical Facility roof – Back outside, grapple onto the Medical Facility roof and walk to the end of it nearest the water, looking out toward the distant lighthouse. The trophy is there on the roof.
Arkham West · WayneTech upgrades – In the WayneTech upgrades menu, buy it from the Explosive Gel group (it appears once the gel is yours). Buying it before you drop into the Medical Facility gives you gel traps for the armed thugs inside. The Watch Your Step medal on the predator challenge maps needs it later.
A WayneTech Explosive Gel upgrade: gel sprayed on the floor goes off by itself when an enemy comes close. Buy it at an upgrade point once you have the gel; the exact moment depends on your XP.
Track Gordon into Arkham West and break into the Medical Facility roofHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Arkham West · Medical Facility roof – Still on the Medical Facility roof, switch on Detective Mode: from where you grappled up, go forward and then left to a weak section of wall. Gel it, blow it, go through and open the small door into Maintenance Access.
Gordon's tobacco trail ends at the Medical Facility, where the front way in is sealed off. Batman goes in over the roof instead; the next section starts inside.
Into the Medical Facility through the roof: clear the Sanatorium, then rescue the doctors held in Patient Observation, the Surgery Room and the X-Ray Room.
This stretch covers the first visit to the Medical Facility, from the roof vents to the last doctor's rescue in the Upper Corridor. You have the Batarang, the grapnel, Detective Mode and Explosive Gel; the Batclaw comes later. Several Medical Facility challenges need the Batclaw, the Cryptographic Sequencer or the Ultra Batclaw (high vent grates in the Sanatorium and Patient Observation, the locked stairs in the Surgery Room, two high weak walls, and the rooms off Secure Access), so they are left for later visits. Joker teeth here come in groups; four groups are taken in this section and more appear after the doctors are rescued.
Riddler trophy: Maintenance Access side ductCollectible
Location
Medical Facility · Maintenance Access – After dropping through the weak roof section you blew open into the ventilation room, pull open the vent grate and crawl along the duct. At the first crossroads, take the branch that drops away to your right instead of carrying straight on, and kick out the grate at its end: the trophy is behind it.
Medical Facility · Sanatorium – Follow the ducts from Maintenance Access to the Sanatorium (when the last duct splits, the right branch is the better start) and grapple straight up to the nearest gargoyle. Take the armed thugs out one at a time with glide kicks and takedowns, going back to the gargoyles after each one; if they spot you, swing between gargoyles to lose them. Then drop to the ground floor and talk to the freed doctors by the elevator.
A stealth room: armed thugs hold a group of doctors in the Sanatorium. Clearing them frees the doctors and opens the way to the Medical Foyer and the Upper Corridor.
Medical Facility · Sanatorium – She is in the group of freed doctors by the Sanatorium elevator once the armed thugs are down; talking to the group after the fight counts as meeting her.
Medical Facility · Sanatorium – With the room clear, go down to the bottom floor. The three teeth scuttle about at its south end, on the left side close to the ramp up. Break them with Batarangs or a punch.
Three wind-up Joker teeth, the first of the Medical Facility's 20. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Riddler trophy: Sanatorium bottom floor, behind a weak wallCollectible
Location
Medical Facility · Sanatorium – From the teeth, cross to the room facing the ramp in the south-east corner of the bottom floor. Spray Explosive Gel on the weak wall and blow it; the trophy is in the room behind. A vent in the north-east corner is another way in.
Medical Facility · Sanatorium – Walk to the far end of the bottom floor, by the Sanatorium's west exit doors. The side room just left of them holds a cage piled with skeletons and skulls: scan it.
Chronicle of Arkham: Sanatorium sealed roomCollectible
Location
Medical Facility · Sanatorium – From the skull cage, drop into the floor grates on your right and crawl a short way under the dividing wall, then climb out into a sealed room and scan the tablet. You can also blow the weak floor by the west wall of the middle floor with Explosive Gel and drop in from above.
Riddle: question mark under the Sanatorium floorCollectible
Location
Medical Facility · Sanatorium – Climb the ramp to the upper floor and walk along the west side to a weak patch in the floor of the walkway (not the one above the Chronicle room). Blow it with Explosive Gel: the curve of the mark is on the wall and the dot is on the floor below. In Detective Mode, line them up from the south and scan.
Medical Facility · Sanatorium – Cross to the north-east side of the upper floor and enter the side room left of the doctors' room, where x-ray films hang on the wall. The tape is on a desk.
Medical Facility · Medical Foyer – Before going into the Upper Corridor, leave the Sanatorium by its exit doors into the Medical Foyer and walk back to the main entrance. The tape is on the table just inside the security gate, by the front desk you saw from outside.
Medical Facility · Medical Foyer – From the tape table, look along the foyer wall near the right-hand hallway for a gold plaque saying the unit was funded by Bruce Wayne, and scan it.
The Upper Corridor leads to three rooms, each with staff to rescue: Patient Observation (blue line on the floor), the Surgery Room (red line) and the X-Ray Room (yellow line). The game lets you take them in any order; this guide goes Patient Observation, Surgery Room, X-Ray Room. A gift box of Joker teeth appears in the corridor after each rescue, whichever order you choose.
Riddler trophy: Upper Corridor ventCollectible
Location
Medical Facility · Upper Corridor – As you come into the Upper Corridor, climb the stairs on the left and follow the blue and red lines on the floor. A little way along, an open vent sits to the left of a glass window on your right: climb in and turn right to find the trophy.
Rescue Dr. Kellerman and Aaron Cash, Patient ObservationQuest step
Location
Medical Facility · Patient Observation – Follow the blue line to Patient Observation, beating the two thugs in the corridor and two more inside. At the big glass wall, grapple up to a ledge and take the vent over the gassed room. Hit the three fan control panels with Batarangs: the first on your right, the second on the west wall after crossing the platforms (glide carefully: a fall gives you only a moment to recover), the third on your right after gliding down lower. On the way, Batarang the rope of the thug hanging from the ceiling so he drops into the small room below him. Once the gas is gone, drop down and talk to Aaron Cash.
Medical Facility · Patient Observation – Grapple onto the roof of the tape room for the first tooth. From there jump to the balcony where the wall fans turn: the second is near its left corner, and the third is at the far right corner of the same balcony. These single teeth are easy to overlook, so check both ends.
Medical Facility · Patient Observation – Before leaving Patient Observation, go into the small room you dropped the hanging thug into. Along its right side is a cabinet with newspapers about Firefly on it: scan them.
Medical Facility · Upper Corridor – Leaving Patient Observation, you find a gift box in the middle of the Upper Corridor. It springs open as you come near and throws out three teeth: break them.
Three Joker teeth from the first of the Upper Corridor gift boxes, which appear one after each rescue. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Medical Facility · Upper Corridor – Buy it from the WayneTech upgrade menu with your next upgrade point; the exact moment depends on your XP. Its quick Batarang keeps a combo going, which helps in the Surgery Room fight ahead.
Summary
A WayneTech upgrade: a quick Batarang keeps a combo going once it is at 3x or more. One of the 20 upgrades for 100%.
Medical Facility · Surgery Room – The fight that breaks out when you walk up to Dr. Chen in the Surgery Room (next item) throws eight thugs at you, the most so far, which makes it the first good chance. If it doesn't pop there, later big fights or the combat challenge maps give more chances.
Summary
Trophy task: string 20 moves together in one combo. Any play mode counts, so a combat challenge map works too if it doesn't pop in the story.
Medical Facility · Surgery Room – Go back to the Upper Corridor junction and follow the red line north to the Surgery Room door. Walking up to Dr. Chen starts a cut-scene, and thugs drop from the balcony above; none carries a melee weapon. Beat them all, then free him.
Medical Facility · Surgery Room – After freeing Dr. Chen, grapple up to the balcony the thugs dropped from. Scan the whiteboard in the right-hand corner near the security gate, the one with "T. Elliot" on it.
Medical Facility · Upper Corridor – Back out in the Upper Corridor after Dr. Chen's rescue, a second gift box sits close to the Surgery Room door. Break the three teeth that jump out.
Medical Facility · X-Ray Room – From the Upper Corridor junction, follow the yellow line east and then south-east, beat the two thugs near the door and enter the X-Ray Room. Move fast: spray Explosive Gel on the central room's weak west wall, then on its weak north wall, and detonate both together. The blasts knock out everyone inside; if she is shot, the scene restarts from the checkpoint. This is the last rescue on this route, and it pops the trophy for saving every doctor in the Sanatorium, Patient Observation, the Surgery Room and the X-Ray Room.
Medical Facility · X-Ray Room – With Dr. Young safe, grapple onto the roof of the central room she was held in. The trophy lies out in the open up there.
Medical Facility · X-Ray Room – It shows in the WayneTech upgrade menu once you have Explosive Gel and Dr. Young's rescue is done. Buy it with your next upgrade point; the exact moment depends on your XP.
All the doctors are safe. Coming out of the X-Ray Room, the third gift box waits in the Upper Corridor, and the route then heads back to the Sanatorium and its elevator: the next section picks up from there.
The Morgue, the Boiler Room and the Batcave
From the last Upper Corridor rescue down through the Morgue and the Experimental Chamber, out across Arkham West to the Batcave, and back up through the sewers to Arkham North.
This stretch takes you from the end of the doctor rescues down into the Medical Facility's lower floors, out across Arkham West to the hidden Batcave, and back to the surface through the sewers. You have the Batarang, the grapnel, Detective Mode, scanning and the Explosive Gel; the Batclaw arrives in the Batcave. Left for later on purpose: the Medical Facility challenges that need the Batclaw (Sanatorium and Patient Observation vent grates, Harley's old office in Secure Access) and the Experimental Chamber tape that only appears after this visit; the guide takes them on the next trip into the building, together with the Sequencer rooms. The Batcave and Dead Man's Point trophies need the Ultra Batclaw and the Line Launcher, so they wait for your second Batcave visit.
Joker teeth: Upper Corridor, third gift boxCollectible
Location
Medical Facility · Upper Corridor – Step back out of the X-Ray Room into the Upper Corridor after Dr. Young's rescue: a purple gift box springs open in the hall and a knife-carrying thug comes with it. Beat him, then Batarang the three teeth.
Back to the Sanatorium: clear the armed guardsQuest step
Location
Medical Facility · Sanatorium – From the gift box, follow the blue floor line east along the Upper Corridor and through the Medical Foyer to the Sanatorium doors; a scene plays as you enter. Grapple straight onto the nearest gargoyle and pick the three gunmen off one at a time as they split up to patrol.
With every doctor safe, the story sends you back to the Sanatorium, where a scene plays and three armed thugs take the room. Clearing them opens the elevator down to Secure Access.
Medical Facility · Sanatorium – With the gunmen down, drop to the floor where you first spoke to the doctors and go to the elevator: Batarang the two teeth in front of its doors before you ride it.
Scarecrow nightmare 1, MorgueHidden spoiler – activate to revealBossMinor spoiler
Location
Medical Facility · Morgue – Ride the Sanatorium elevator down to Secure Access, gel the weak wall on your left and follow the passage down into the Lower Corridor; take the vent on the left, go on into the Morgue and try to leave by the door you came in. In the nightmare move only while Scarecrow's sweeping eye faces away, crouch behind the low walls, blow the one gel wall from cover, and use the Bat-Signal at the end.
Medical Facility · Morgue – Back in the real Morgue after the nightmare, don't leave yet: the small jar stands on a table in the middle of the room, on your right near the beds. Scan it.
Medical Facility · Lower Corridor – Leave the Morgue and follow the painted arrows through the Lower Corridor until three thugs burst through a door (stun the knife carriers with your cape). Round the corner to the left: one tooth waits at the foot of the stairs and two at the top, at the end of the corridor before the Experimental Chamber door.
Medical Facility · Lower Corridor – Open the WayneTech menu from the pause screen and spend an upgrade point on it. If you have a point now, this is a good moment: a boss fight comes soon after the Experimental Chamber. Otherwise buy it at your next level-up.
Summary
A WayneTech upgrade that adds a quarter to Batman's health; the first of four armor tiers. The exact moment depends on your XP: buy it with your next upgrade point.
Medical Facility · Experimental Chamber – Go up the stairs at the end of the Lower Corridor and through the door into the Experimental Chamber. A short way in, the map lies on a table on your left.
The Riddler's Secrets Map for the Medical Facility; it marks the building's remaining challenges (not the teeth) on your map. Whether it counts toward the 240 is disputed, so pick it up either way.
The next room is a stealth rescue. If any guard spots you, Gordon is shot and the game sends you back to the last checkpoint, and anything picked up since that checkpoint has to be taken again. Use the vents, take the guards down one at a time, and hide unconscious ones from patrols.
Medical Facility · Experimental Chamber – Past the map table, take the vent on the right of the small room; it leads through two shafts and out through a grate into the main chamber. Crawl into the vent straight across from that exit (beside the first guard) and follow it to the trophy at its end, on the room's south side.
Riddler trophy: ledge above the Experimental Chamber security gateCollectible
Location
Medical Facility · Experimental Chamber – With the guards down, climb the stairs that lead up under the room where Harley holds Gordon. The way is barred by a security gate: grapple onto the ledge above it, and the trophy sits right there on your path to the glass roof.
Experimental Chamber: free Gordon unseenHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Medical Facility · Experimental Chamber – From the trophy ledge above the security gate, walk out onto the glass roof of the room where Gordon is held and use the takedown button there: Batman crashes through and frees him. The four guards must all be down unseen before this.
Bane, Boiler RoomHidden spoiler – activate to revealBossMinor spoiler
Location
Medical Facility · Boiler Room – The fight starts by itself after the Gordon rescue. Keep a wall behind you, quick-throw a Batarang as he charges and dodge sideways so he rams the wall, then punch and back off; each third of his health ends with a Venom tube torn out (three in all), and thugs join after the first, so let his charges flatten them. The trophy pops after the cut-scene, once Gordon has left by boat from the Arkham West docks.
Two Joker teeth inside the guard tower in front of the Penitentiary may already be there when you come out, or may only appear on your next visit. The guide lists them in "The Library and the Warden's Office"; if you see them now, break them and tick that item early.
Joker teeth: tunnel to Arkham NorthCollectible
Location
Arkham West · Tunnel to Arkham North – You come back to Arkham West by the Medical Facility. Head north-east, beating two groups of thugs, and take the tunnel back to Arkham North the way you first came. Two teeth wait at the foot of the slope up to Arkham North and the third at the top.
Reach the Batcave through Dead Man's PointQuest step
Location
Caves · Batcave – In Arkham North beat the group of thugs, then grapple over the brick wall beside the Intensive Treatment building into the cave behind it. Grapple up through the cave (its Chronicle and skull-chamber trophy were taken on your first visit) and open the door; a cut-scene plays in the large cavern, then glide down to the Batcave's lower platform and take the stairs up to the Batcomputer.
The Batcave and the rock pillars of Dead Man's Point outside it hold two Riddler trophies, but they need the Ultra Batclaw and the Line Launcher. The guide takes them on your second Batcave visit, later in the story.
Chronicle of Arkham: Old Sewer vent exitCollectible
Location
Caves · Old Sewer – Go back down to the Batcave's lower platform and Batclaw the crates off the broken bridge to clear a path, then jump across and open the door to the Old Sewer. Batclaw the grate overhead, grapple into the vent and crawl through; as you drop out, turn round and scan the tablet right behind you.
Caves · Old Sewer – Take out the lone thug near the vent quietly, then go up the stairs and round the corner and beat the group of thugs there. Carry straight on: the tape lies on the floor next to a dead orderly.
Caves · Old Sewer – From the tape, look up and to your left: a vent grate sits high on the east-end wall. Pull it down with the Batclaw, grapple up and take the trophy just inside.
Riddler trophy: Old Sewer east corridor weak wallCollectible
Location
Caves · Old Sewer – Walk on and left down the east corridor toward the Joker teeth (a short scene with Killer Croc plays at a door on the way). As you reach the first tooth, switch on Detective Mode: the weak wall is on your left. Blow it with Explosive Gel and take the trophy.
Caves · Old Sewer – In the same east corridor, between the weak-wall trophy and the door to the Main Sewer Junction: Batarang all three before you go through.
Riddler trophy: Main Sewer Junction, north-west platformCollectible
Location
Caves · Main Sewer Junction – Go into the Main Sewer Junction and climb into the broken bridge support ahead on your right. Jump to the platform in front, then to the next two on your left; the trophy is round the corner on the last one, in the north-west corner.
Riddler trophy: Main Sewer Junction, square supportCollectible
Location
Caves · Main Sewer Junction – Jump back across those platforms and on to the next solid ground. On your left is a square support with a thin ledge: jump to it, shimmy along and pull yourself up inside, in the north-east corner, to take the trophy.
Joker teeth: Main Sewer Junction, north-east ledgeCollectible
Location
Caves · Main Sewer Junction – From the square support you can see them on the next ledge ahead, in the north-east corner as you climb. Batarang them from there or jump across first.
Riddler trophy: Main Sewer Junction, below the waterfall bridgeCollectible
Location
Caves · Main Sewer Junction – Climb the toppled pillar to the second tier, hop onto the taller support, climb through it and leap onto the top of the bridge with water pouring off it. The trophy is inside the support straight ahead of where you land (to the south): jump across to it.
A Caves Riddler trophy inside a support facing the bridge that water pours off. One of this junction's trophies unlocks the Sewer Bat challenge map, most likely this one.
Riddler trophy: Main Sewer Junction, third-level supportCollectible
Location
Caves · Main Sewer Junction – Climb the following toppled pillar to the third tier. A ledge runs along the support on your left: jump to it, shimmy along, climb up and then up the smaller ledge above to the trophy.
Riddle: Main Sewer Junction question markCollectible
Location
Caves · Main Sewer Junction – Stay at the third-level trophy and switch on Detective Mode. The top of the question mark is painted on the underside of the bridge above you and the dot on the broken wall in front; move until they line up, then scan.
Joker teeth: Main Sewer Junction, Surface Access passageCollectible
Location
Caves · Main Sewer Junction – Climb back down to the third level and jump across to the next ledge, the way on: one tooth is on this ledge and two more are down the passage on your left that leads to Surface Access.
Caves · Surface Access – From the tape, turn right and follow the passage until it is blocked. Find the weak wall in Detective Mode, blow it with Explosive Gel, jump the gap behind it and open the door to Arkham North.
Back on the surface after the sewers: snipers now hold Arkham North and Arkham East, and the locked-down Mansion is entered through a roof vent with the new Batclaw, up to Dr. Young's Office.
This stretch starts at the Surface Access door into Arkham North and ends in the West Wing Corridor, with Dr. Young's fingerprint trail leading on into the South Corridor. You now have the Batarang, the grapnel, Detective Mode, Explosive Gel and the Batclaw, and the Batclaw opens the vent grates all over the Mansion. Left for later: the Mansion's Cryptographic Sequencer and Ultra Batclaw challenges (the Restricted Files room in the Records Room, which also needs the Line Launcher, and the weak wall on the West Wing Corridor landing), and the security-gated rooms in Arkham East.
Snipers from here on
Armed snipers now stand in the guard towers of Arkham North and Arkham East and on the roof over the Mansion entrance. Turn on Detective Mode to find them, ignore the laser sight, and wait for each one to look away before you grapple up behind him for a silent takedown. Clearing an area's snipers first makes its collectibles safe to pick up.
Joker teeth: Arkham East doorCollectible
Location
Arkham North · Door to Arkham East – Out of the Surface Access door, deal with the two tower snipers and the thugs on the ground, then walk to the door into the passage to Arkham East. The three teeth scuttle about in front of it: Batarang them.
Chronicle of Arkham: under the Gardens stepsCollectible
Location
Arkham East · Graveyard, Botanical Gardens steps – Through the passage (more thugs wait by the wrecked ambulance) and with the Arkham East tower snipers down, head into the graveyard. Detective Mode shows a weak wall in the side of the staircase that climbs to the Botanical Gardens: gel it, blow it and scan the tablet behind.
A Chronicle of Arkham tablet sealed behind a weak wall, one of the Riddler's challenges in Arkham East. It needs Explosive Gel, so this is the first pass that can take it.
Arkham East · Courtyard by the Mansion entrance – From the graveyard walk toward the Mansion. In the open courtyard to the left of the Mansion entrance, look for a cracked floor panel beside one of the central rectangular planters: gel it, blow it and drop in for the trophy.
Arkham East · Mansion stairs – On the steps up to the Mansion's main entrance, about halfway up, two teeth scuttle about. Two snipers stand on the roof right above the doors, so take them down first (next step) or be quick with the Batarang.
Clear the snipers and enter the Mansion by the roof ventQuest step
Location
Arkham East · Roof over the Mansion entrance – Take out the Arkham East snipers: the one in the left guard tower, the one in the southern tower (grapple to the long metal balcony that runs to it) and the two on the small roof over the Mansion doors (come at them from the north and wait behind cover until they turn); the roof pair must be down before you can go on. The front door is behind a force field, so grapple onto that roof, look up, pull the vent grate away with the Batclaw and grapple in; the small room inside opens into the Mansion Entrance Hall.
Arkham Mansion · Mansion Entrance Hall – You come in above the hall, guarded by three thugs: knock the one with a gun down first. Then walk to the force field over the main doors and turn round to face the stairs. A vent grate sits to the right of them: Batclaw it off and crawl in for the trophy.
Chronicle of Arkham: Entrance Hall secret roomCollectible
Location
Arkham Mansion · Mansion Entrance Hall – Go to the far end of the hall and grapple onto the ducts above its exit. From there look up and to the right: Batclaw down the grate in the ceiling, grapple up into the secret room and gel and blow its weak wall to reach the tablet. The vent route on from here leads to the Main Hall.
Arkham Mansion · Main Hall – The vent drops you above the Main Hall, where a large group of thugs waits. With them all down, turn right from the stairs that come down from the blocked entrance: the photo hangs in an alcove on the north wall, left of the doors to the South Corridor. Scan it.
Summary
A Riddler riddle in the Main Hall: the answer is a portrait of Commissioner Gordon.
Riddler trophy: inside the Main Hall statueCollectible
Location
Arkham Mansion · Main Hall – At the foot of the stairs, the base of the large central statue has a vent grate. Batclaw it off and climb inside the statue for the trophy.
Arkham Mansion · Main Hall, upper floor – Take the stairs past the statue to the upper floor. Two teeth wander near a small cubicle facing the door to the West Wing Corridor; Batclaw the cubicle's vent grate to reach the third inside.
Arkham Mansion · Main Hall, upper floor – Across from that cubicle stands an identical one, just left of a cage closed by a Security Gate (the north-east corner). Batclaw the vent grate off its side, go in and take the tape from a counter.
Chronicle of Arkham: Main Hall high balconyCollectible
Location
Arkham Mansion · Main Hall, high balcony – Climb onto the top of the Security Gate cage, then look high above the statue at the north end of the hall: grapple up to the balcony there. The tablet is against its back wall.
Summary
A Chronicle of Arkham on a high balcony above the Main Hall statue.
Arkham Mansion · West Wing Corridor – From the upper floor of the Main Hall, take the doors across from the gated cage into the West Wing Corridor. Crouch as you enter: one thug holds Kevin Liew and a guard, and a silent takedown frees them. Thugs from here on wear collars that sound an alarm when one of them is knocked out.
Summary
An Arkham orderly held hostage in the Mansion with a guard, freed by Batman.
Arkham Mansion · WayneTech upgrade menu – Buy it from the WayneTech upgrade menu with your next upgrade point (one comes with each level-up). If no point is ready when you reach the West Wing Corridor, buy it at the next level-up.
Summary
A WayneTech upgrade that throws two Batarangs at once, at two targets. Triple Batarang needs it; the exact moment you can buy it depends on your XP.
Arkham Records Room: free Aaron Cash and Zach FranklinQuest step
Location
Arkham Mansion · Arkham Records Room – Go on down the West Wing Corridor and through the door ahead into the Arkham Records Room, and grapple straight up to the nearest gargoyle. Take the armed thugs one at a time from above; the collars raise the alarm, so move to another gargoyle after each takedown. With the room clear, drop to the middle and free the hostages.
Arkham Mansion · Arkham Records Room – In the south corner of the room, a Restricted Files room sits behind a Security Gate. Look up and to the left from the gate: Batclaw the vent grate there and crawl through into the barred section. The tape lies on a big table on the ground floor.
Riddler trophy: Records Room barred cornerCollectible
Location
Arkham Mansion · Arkham Records Room – Follow the second-floor balcony to the far west corner of the room, past a second barred-off area. Just past it, pull a vent grate down with the Batclaw, crawl through and drop into the barred space; the trophy is on the ground floor there.
Joker teeth: North Corridor hidden cellsCollectible
Location
Arkham Mansion · North Corridor, hidden cell block – Leave the records room by its north door into the North Corridor and walk to the door of Dr. Young's Office. Batclaw the vent grate to the left of that door and crawl through; you drop into a cell in a hidden cell block. Step out of it and Batarang the two teeth outside.
Arkham Mansion · North Corridor, hidden cell block – Go into the cell next to the one you dropped into and scan the circular writing scratched over its walls.
Summary
A Riddler riddle in the hidden cell block: the answer is Amadeus Arkham's cell, its walls covered in circular writing.
Arkham Mansion · North Corridor, ceiling space – Climb the short flight of stairs in the hidden area and look up at the open vent above you. Grapple in, go straight along the ceiling space and then right: the trophy waits at the dead end in the south-west corner.
Summary
A Riddler trophy at a dead end in the crawl space above the North Corridor.
Dr. Young's Office: scan the body before you leave
In Dr. Young's Office, scan the toe tag on the body bag at the mortuary wall (Riddle: Ra's al Ghul's body) before you do anything else there. The body is gone if you come back later, and the exact trigger isn't known, so treat leaving the office as the deadline. Missing it costs a Riddler challenge that 100% needs.
Riddle: Ra's al Ghul's bodyCollectibleMissablePoint of no return
Location
Arkham Mansion · Dr. Young's Office, mortuary wall – Back in the ceiling space, take the other vent route above the North Corridor and drop into Dr. Young's Office, where three thugs stand outside her inner room; knock the one with a gun out first. Then climb the stairs to the wall of morgue drawers: one is pulled out, a bagged body's feet showing. Scan the tag tied to its toe.
Why you can lose it
The body is gone on a later return to Dr. Young's Office, and the exact trigger isn't known: scan it before you leave the office on this first visit.
Point of no return
Leaving Dr. Young's Office for the West Wing Corridor on this first visit. The body at the mortuary wall is gone on a later return and the exact trigger isn't known, so the guide treats leaving the office as the deadline.
Summary
A Riddler riddle: the answer is the toe tag on Ra's al Ghul's body in Dr. Young's Office. It can be lost, so scan it on this first visit.
Arkham Mansion · Dr. Young's Office, private study – From the mortuary wall, look up and to the left: Batclaw the vent grate there and crawl through into Dr. Young's private study, the room the thugs were trying to get into. Turn round to the wall with the vent opening and scan the mask hanging on it.
Dr. Young's Office: follow her fingerprintsQuest step
Location
Arkham Mansion · Dr. Young's Office – In the study, turn on Detective Mode at the safe in the corner, zoom in on the handprint and scan it until the investigation starts. Crawl back through the vent to the mortuary room.
Arkham Mansion · Dr. Young's Office – Back in the mortuary room, thugs (some with melee weapons) smash through the doors on the West Wing Corridor side. Beat them, then go into the room they came from: the tape is on a desk on the left.
Joker teeth: West Wing Corridor gift boxCollectible
Location
Arkham Mansion · West Wing Corridor – Go out through the broken doors into the West Wing Corridor. A gift box waits at the foot of the stairs and bursts open as you get near: Batarang the three teeth. Dr. Young's fingerprint trail then leads on toward the South Corridor.
Dr. Young's fingerprints lead through the South Corridor to the Library, then Scarecrow's second nightmare, the Warden's Office, and Warden Sharp's DNA trail through the Abandoned Tunnel to the Penitentiary doors.
This stretch picks up at the West Wing Corridor gift box outside Dr. Young's Office and ends at the Penitentiary's front doors in Arkham West. You have the Batarang, grapnel, Detective Mode, Explosive Gel and the Batclaw, which is enough for every Mansion item on this pass except four: the Library interview tape (behind a security field: Cryptographic Sequencer), the Hugo Strange files in the Records Room (Sequencer and Line Launcher), and the high weak walls in the East Wing and West Wing corridors (Ultra Batclaw). The Arkham West items behind security gates also wait until you have the Sequencer.
Riddle: Penguin's umbrellasCollectible
Location
Arkham Mansion · South Corridor – From the West Wing Corridor gift box, follow Dr. Young's fingerprints in Detective Mode back through the Main Hall, where three thugs jump you, to the South Corridor door. An armed thug waits just round the first corner: take corner cover on the left wall, stun him with a Batarang and finish him and his partner. Go right down the hall; after the turn, the case stands by the left-hand wall, a few steps beyond a green bin.
Joker teeth: South Corridor display casesCollectible
Location
Arkham Mansion · South Corridor – From the Penguin case, one tooth scuttles beside the long rectangular case in the middle of the hall and two more circle the next central case ahead.
Summary
Three more Mansion teeth, scattered round the display cases in the middle of the hall. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Arkham Mansion · South Corridor – At the second central case, the curve of the question mark is on the wall to your right. Turn round and grapple onto the vent ducts overhead; from up there the dot sits above the central cases. Shift your view until the two pieces join, then scan.
Summary
A question-mark alignment riddle: line up the mark's two halves in Detective Mode and scan.
Chronicle of Arkham: South Corridor high wallCollectible
Location
Arkham Mansion · South Corridor – Still standing on the vent ducts, turn round: a weak wall is high on the east side behind you. Gel it, blow it and scan the Chronicle in the gap.
Riddler trophy: South Corridor high ventCollectible
Location
Arkham Mansion · South Corridor – Drop back to the floor and walk on to the bend where the hall turns left. A vent grate sits high on the right-hand wall: tear it off with the Batclaw and grapple up into the vent.
Arkham Mansion · Library – Go through the door into the Library and beat the large gang in the round room; some carry weapons, so keep your counters ready. Then turn to the wall on your right: Batclaw its vent grate and crawl in.
Arkham Mansion · Library – The only way on from the round room is straight ahead. One tooth runs at the end of that hall by a railing, one on the first landing of the stairs down, and one at the foot of the next flight.
Summary
Three Mansion teeth on the way down to the Library's lower floor. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Library: rescue the hostages, find the notesQuest step
Location
Arkham Mansion · Library – At the bottom of the stairs the two hostages sit behind a field, tied to a Joker box while gas fills their room; the countdown is a bluff, so there is no rush. Go back to the round room with the glass floor, grapple two floors up to the top and crawl through the vent until you are over the chandelier, then Batarang its rope so it smashes through the floor; glide down and free the hostages. In Detective Mode, search the bookcase to the left of the freed men at eye level and take the notes.
Arkham Mansion · Library – He is one of the two hostages you free in the step above, on the Library's lowest level; he talks to Batman once the trap is disarmed.
Arkham Mansion · Library – With the hostages free, return by grapple to the top floor where you cut the chandelier loose. Another vent grate is up there: pull it off with the Batclaw for the trophy.
Arkham Mansion · WayneTech menu – Buy it in the WayneTech upgrade menu as soon as a level-up gives you a point; it needs Armor Upgrade V1. The nightmare that starts when you leave the Library has two skeleton fights, so extra health is welcome now.
The second of four armor upgrades, each adding a quarter to Batman's base health. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Scarecrow nightmare 2Hidden spoiler – activate to revealBossMinor spoiler
Location
Arkham Mansion · South Corridor – Exit by the Library's second-floor door, heading back to the South Corridor: the corridor turns into the nightmare, and at first you only walk forward through the memories. In the ruins, move only while the giant Scarecrow looks away, pull the two crates down with the Batclaw for cover, beat both skeleton waves (four, then six) and time the jumps past the swinging obstacle. Light the Bat-Signal at the end.
Arkham Mansion · East Wing Corridor – The nightmare drops you in a small dark room above the Main Hall: Batarang the bell's rope, glide down and take the East Wing Corridor door the bell has opened. A thug with a stun baton waits round the corner: vault over him or pull him in with the Batclaw so his baton never touches you. Once he is down, turn round: the Catwoman case is in the hall behind you.
Warden's Office: save Dr. Young from ZsaszHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Arkham Mansion · Warden's Office – Take down the lone thug in the washroom off the corridor, then open the Warden's Office door. Crouch, take corner cover on the right-hand wall, aim a Batarang at Zsasz and throw only when he turns his head; if he sees you or you take too long, the scene replays. After the cutscene, beat Harley's thugs (stun baton first) and scan the small object on the floor in Detective Mode: it starts Warden Sharp's DNA trail.
Arkham Mansion · Warden's Office – Just before the stairs inside the office, stick three Explosive Gel charges on the wall to your left and set them off: the wall opens onto the hidden room. Detective Mode does not mark this wall as weak, so place the gel by eye.
Arkham Mansion · Warden's Office – Before you leave, look up near the office's exit door for a railing and grapple to it. Two teeth are at the back of the big records loft up there, and the third hides in a small alcove beside the cabinets in the middle of the room.
Three Mansion teeth in the records loft above the Warden's Office, the Mansion teeth players miss most often. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Joker teeth: East Wing Corridor gift boxCollectible
Location
Arkham Mansion · East Wing Corridor – Head back down the East Wing Corridor toward the Main Hall: a gift box now waits just before the door. Batarang the three teeth that spill out.
The Mansion's last three Joker teeth, in a gift box that appears once Zsasz is dealt with. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Arkham Mansion · WayneTech menu – Buy it in the WayneTech upgrade menu with your next level-up point; Twin Batarang must be bought first. If no point is free yet, take it at the first level-up after this.
Lets one Batarang throw hit three targets; an Extreme predator medal needs it later. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Sharp's DNA trail leads back through the Main Hall, where armed thugs have moved in. Grapple onto the gargoyles at once and pick them off one at a time: each wears a collar that raises the alarm when he goes down, so get back up high after every takedown. Then go out through the Mansion Entrance Hall into Arkham East.
Arkham West · Abandoned Tunnel – Follow the DNA trail across Arkham East to the Abandoned Tunnel by Sharp's statue at the south end, and grapple past its closed gates. Where the trophy shows behind bars, grapple up to the arch above it, over six thugs (two with guns), drop into the alcove on the right and gel the weak floor, then drop through. The blast alerts the thugs, so clear them first.
Arkham West · Central guard tower – Out of the tunnel, a sniper now holds the guard tower in the middle of Arkham West. Check which way he faces in Detective Mode, come at the tower from the south-east, grapple up and take him out; the two teeth are inside. They may appear earlier, right after Bane: if you broke them then, just tick this.
Two of Arkham West's 10 Joker teeth, inside the guard tower in front of the Penitentiary. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Arkham West · Penitentiary entrance – A big group of thugs, some with stun batons, guards the Penitentiary's front doors ("Cell Block" above them): beat them first. Then, standing at the doors, find the vent grate high on your right; Batclaw it and climb in.
Follow Sharp's DNA through the Abandoned Tunnel to the PenitentiaryQuest step
Location
Arkham West · Penitentiary entrance – With the doorway clear and the grate trophy taken, go through the large front doors into Cells Access to finish the trail.
Into the Penitentiary after Warden Sharp: Cells Access, the Main Cell Block and The Green Mile, the Cryptographic Sequencer from the Security Control Room, Harley's ambush and the timed Guard Room rescue.
This stretch starts at the Penitentiary's front doors in Arkham West and ends in the Main Cell Block, outside the doors to Controlled Access. You come in with the Batarang, grapnel, Detective Mode, Explosive Gel and the Batclaw; Warden Sharp's codes complete the Cryptographic Sequencer halfway through. Three Guard Room items wait for a later visit (a vent route that needs the Ultra Batclaw and the Line Launcher, an invisible question mark and a wanted poster in the gassed room), and so does the Generator Access Chronicle across the electrified water (Line Launcher).
Interview tape: Victor Zsasz #1Collectible
Location
Penitentiary · Cells Access – Go through the front doors into Cells Access: the tape is on the desk immediately to your right.
Joker teeth: Cells Access, before the cell blockCollectible
Location
Penitentiary · Cells Access – Stay crouched as you go on: an armed convict is just ahead, with others nearby. Take him down quietly before dealing with the rest, then follow the passage on the left through the lockers and showers. Three teeth scuttle around the area just before the Main Cell Block doors.
Summary
Three of the Penitentiary's 20 Joker teeth, at the far end of Cells Access. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Penitentiary · Cells Access – Before going through to the Main Cell Block, take the stairs down on the right to the restrooms. On the men's side, the trophy sits in the last stall on the right.
Summary
A Riddler trophy in plain view in the restrooms beside the Main Cell Block doors.
Joker teeth: Main Cell Block upper officeCollectible
Location
Penitentiary · Main Cell Block – Back up the stairs, let the scanner at the doors check Batman and walk into the Main Cell Block. Grapple onto the railing above the entrance and walk down the ramp into the security office: three teeth wait inside.
Summary
Three more Penitentiary teeth, in the security office high above the cell block entrance. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Penitentiary · Main Cell Block – Back in the office, face the wall opposite the ramp you came down: the tommy gun hangs on it. Scan it before you leave.
Summary
A scan riddle in the upper security office: the gangster puppet's tommy gun, mounted on the wall.
Riddler trophy: weak wall by the Green Mile stairsCollectible
Location
Penitentiary · Main Cell Block – Follow Sharp's DNA trail in Detective Mode across the cell block to the southern door that leads to The Green Mile. At the bottom of the stairs before that door, a weak wall is on your left: gel it, blow it and take the trophy behind it.
Poison IvyHidden spoiler – activate to revealNPCMinor spoiler
Location
Penitentiary · The Green Mile – Go on into The Green Mile: walking into its main room plays a short scene with her in her cell. Leave her there and take the southern corridor to the Security Control Room door.
Summary
Ivy, locked in her cell on The Green Mile, tries to talk Batman into letting her out. Meeting her is optional and does not count toward 100%.
ClayfaceHidden spoiler – activate to revealNPCMinor spoiler
Location
Penitentiary · Security Control Room – Inside the Security Control Room, he is in the cell with the glass front at the far end of the lower floor. You can walk past him for now; his riddle comes after the warden.
Summary
A shape-shifting inmate held behind a glass wall in the Security Control Room, wearing the face of someone Batman knows. Optional; not part of 100%.
Riddler trophy: Security Control Room, north stairsCollectible
Location
Penitentiary · Security Control Room – From the glass cell, climb the stairs on your left, not the ones up to the tower where Sharp is held. A weak wall at the top closes off a cell: gel it, blow it and take the trophy inside.
Security Control Room: free Warden SharpQuest step
Location
Penitentiary · Security Control Room – Back on the lower floor, take the stairs up to the top of the security tower, walk up to Sharp and press the action button to free him. There is no timer or fail state here.
Penitentiary · Security Control Room – Sharp's codes complete it as soon as he is free, and the way out of the tower needs it at once: at the nearby control panel, keep the display in its bright green zone for about a second and the panel blows.
A hacking tool that shuts down Security Gate Control panels: the electric fields and locked cells found all over the island. Many Riddler items open with it from here on.
Riddler trophy: Security Control Room, south stairsCollectible
Location
Penitentiary · Security Control Room – Before leaving the room, take the staircase on the right-hand side of the exit door. At the top, hack the security box with the Sequencer: it opens a cell with the trophy inside.
Riddle: Clayface posing as Aaron CashHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Penitentiary · Security Control Room – Go back down to the glass-fronted cell at the far end of the lower floor and scan the man inside. He changes his look when you turn away from him, so scan him whoever he seems to be.
Penitentiary · The Green Mile – Leave by the door you hacked and go back into The Green Mile. Every cell is open now and a lunatic leaps at you: counter when the blue icon shows over his head (if he grabs you, tap the button fast to throw him off), then finish him. From the Security Control Room doors, walk along the cells on your left: the trophy is in the third cell from the end.
Penitentiary · WayneTech menu – It appears in the WayneTech upgrade menu now that you own the Sequencer. Buy it with your first free point, ahead of any other upgrade you have not bought yet (four Riddler items in the next three sections need it); if you have no point yet, take it at the next level-up. Nothing in the Penitentiary needs it: the first items that do are outside in Arkham West.
Lets the Sequencer hack panels from much farther away, even from outside the field a panel powers; a few Riddler items later depend on it. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Back in the Main Cell Block, a few steps in, Harley switches on the Patient Pacification System and the floor turns deadly. Grapple up to the platforms above at once and fight the convicts there, some with stun batons. Take down first anyone running for the riot gun lockers, and keep the rest from picking up dropped guns. When the fight ends, go into the control room nearby, turn left and hack the panel to shut the floor down.
Riddle: Calendar Man's cellCollectible
Location
Penitentiary · Main Cell Block – With the floor safe, get back down (jump over the railing, or hack the panel by the stairs) and take the small passage into the western half of the cell block, after Harley. As you come in, the second cell on your right is covered in calendar pages: scan it.
Riddler trophy: Main Cell Block west, sixth cellCollectible
Location
Penitentiary · Main Cell Block – Still in the western half, follow the left-hand (south) wall: the trophy is on the bed of the sixth cell from where you came in. Freed lunatics roam here, so deal with them first.
Keep heading west to the stairs up to the Guard Room. Inside, Harley has two guards, one of them Louie Green, hanging over electrified pools, and a toxin countdown of about two minutes begins. Order matters: hack a power box first and only then Batarang the rope above that pool, because a guard cut down into live water dies. A death or the clock running out is a Game Over and the scene restarts from the checkpoint, so nothing here is lost for good. The Chronicle below is an extra detour inside the timer: skip it if the clock is tight.
Chronicle of Arkham: Guard Room flooded cornerCollectible
Location
Penitentiary · Guard Room – As you walk in, hack the power box just to your left, then cut that guard down with a Batarang. Before you hack the second box, wade into the water in the left (south-west) corner, gel the weak wall, blow it and scan the Chronicle in the gap; the pools can go live again, so be quick. If the clock forces a restart, leave this unticked and take it when you return to the Guard Room later with the Ultra Batclaw.
Penitentiary · Guard Room – Move right to the second power box, hack it and Batarang the second rope. Once both guards are down a 30-second warning sounds: run back to the door you came in by, hack its panel and get out. Talk to Louie Green in the safe area beyond it.
Three Penitentiary teeth that appear in the Guard Room's entry area after the rescue. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Penitentiary · Guard Room – From the door to the toxic room, go into the control room on the left where Louie Green and the other guard went. The tape is right on your left as you walk in.
Riddler trophy: vent from Louie Green's roomCollectible
Location
Penitentiary · Guard Room – Turn round as you leave Louie Green's room: a vent grate sits in the right-hand wall beside the switched-off security gate. Pull it off with the Batclaw, grapple in and follow the duct to a ceiling space over the Main Cell Block, where the trophy is.
Joker teeth: Main Cell Block, west doorwayCollectible
Location
Penitentiary · Main Cell Block – Leave the Guard Room and head back toward the cell block with the electrified floor; another lunatic is on the way. Three teeth wait in the doorway just before you step into the cell block.
Three Penitentiary teeth that appear on the way back from the Guard Room. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Penitentiary · Main Cell Block – From that doorway, look straight across to the eastern part of the cell block: three teeth run around in front of the Controlled Access doors. Harley soon calls out that a new way is open; those doors are the way on.
Three more Penitentiary teeth, in front of the doors to Controlled Access. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Through Controlled Access to Harley Quinn's fight in Extreme Incarceration, then out of the Penitentiary and across Arkham West and Arkham East to the Botanical Gardens, opening every security gate on the way with the Cryptographic Sequencer.
This stretch starts at the doors from the Main Cell Block into Controlled Access, right after the Guard Room, and ends on the middle floor of the Botanical Glasshouse. You now carry the Batarang, grapnel, Detective Mode, Explosive Gel, the Batclaw and the Cryptographic Sequencer, and with the Sequencer the security gates on the grounds open at last: the walk out takes every gated room in Arkham West and Arkham East that it passes. Two Arkham West items also need the Range Amplifier upgrade. Left for later: the Line Launcher gaps and the high weak walls (Ultra Batclaw) in Arkham West, and the Arkham North security offices, which the route reaches after the Gardens.
Riddle: Two-Face's cellCollectible
Location
Penitentiary · Controlled Access – Go through the doors from the Main Cell Block into Controlled Access. Climb the first flight of stairs and look into the second cell on your right: scan the big "Vote Dent" poster. (It may instead be in a ground-floor cell on the north wall.)
Penitentiary · Controlled Access – Walk to the far end of Controlled Access, where a security gate blocks the way, and look up: pull the ceiling vent grate down with the Batclaw. A lunatic drops in as it falls; knock him out, then grapple up into the control station. The tape is on a desk facing the gate's control panel.
Riddler trophy: Controlled Access cell below the walkwaysCollectible
Location
Penitentiary · Controlled Access – Hack the control panel in the station with the Sequencer: it opens the door onto the upper walkways. Follow them to the far side, where three weak walls stand in a row; gel the one furthest along and drop through into the cell below for the trophy.
Penitentiary · Extreme Incarceration – Back on the ground floor of Controlled Access, go through into Extreme Incarceration and walk forward until Harley starts talking. The centre platform and the two balconies charge one after another in a fixed order: move off any section whose floor panels light up, and watch for knives and stun batons in the later waves. When the last inmate is down, Harley is captured in a cutscene. Then switch to Detective Mode and scan her fingerprints: they set the trail to the Botanical Gardens that the rest of this section follows.
Harley sends wave after wave of inmates at you in a room whose floor electrifies in turn; beat them all and she is locked up. Earns Solitary Confinement.
Penitentiary · WayneTech menu – Buy it in the WayneTech upgrade menu at the first level-up after the Range Amplifier. Every gate from here to the Gardens is a Sequencer hack. (The menu may call it the Power Amplifier.)
A Sequencer upgrade that halves the directions you have to sweep in a hack, so panels crack faster. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Penitentiary · Extreme Incarceration – With Harley locked away, Extreme Incarceration is yours to search. Face away from her cell: opposite it, cell number 4 is completely encased in ice. Scan it.
Penitentiary · Extreme Incarceration – Go through the doors in the middle of the room that lead up to Harley's tower: the two teeth are right in front of you inside.
Two Penitentiary teeth just inside the building in the middle of Extreme Incarceration. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Penitentiary · Extreme Incarceration – Carry on up the ramp on your left and then the stairs to Harley's control room. The tape is on a desk on the left.
Penitentiary · Extreme Incarceration – In the same control room, hack the security control for Cell 5 with the Sequencer. Go down to the cell it opens and take the trophy inside.
Penitentiary · Extreme Incarceration – Still in Cell 5, a weak wall stands behind the spot where the trophy was. Gel it, blow it and scan the Chronicle behind it.
Joker teeth: Controlled Access gift boxCollectible
Location
Penitentiary · Controlled Access – Leave Extreme Incarceration the way you came in: as you step back into Controlled Access, a gift box waits in front of you. Walk up to it and Batarang the three teeth that jump out.
Three Penitentiary teeth in a gift box that appears after Harley is caught; the building's last teeth. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Arkham West · Gated hut across from the Medical Facility – Walk back out through Controlled Access, the Main Cell Block and Cells Access; lunatics now wait in the dark corridor, the restrooms and by the exit. Leave by the front doors into Arkham West and head for the small ground-floor hut opposite the Medical Facility, about halfway there and left of the Facility's lift; hack its security gate and take the map inside.
Arkham West · Medical Facility lift – Carry on to the large lift standing idle at ground level in front of the Medical Facility. Hack the panel beside it: the lift rises and the trophy is on the ground where it rested.
The next two items sit in a room over the Penitentiary entrance whose gate panel is inside its own electric field. Only the Range Amplifier lets you hack it from outside. If you have not been able to buy it yet, leave both for the island sweep before the finale, which passes this door again.
Riddler trophy: balcony room over the Penitentiary doorCollectible
Location
Arkham West · Penitentiary entrance balcony – Walk back to the Penitentiary's front doors and grapple onto the balcony right above them (the stairs to its left also lead up). The room's gate is electrified: with the Range Amplifier, hack its panel from outside the field, then walk in for the trophy.
Arkham West · Penitentiary entrance balcony – In the same room, turn round to the right-hand corner: three dead guards sit at a card table with tally marks on the wall. Scan them.
Riddler trophy: guard room by Sharp's statueCollectible
Location
Arkham East · Guard room by Sharp's statue – Cross Arkham West to the Abandoned Tunnel, the road to Arkham East: knock out the lunatic on your left inside, grapple over the closed gates and glide-kick the second one. Coming out into Arkham East, the small ground-floor building near Sharp's statue and the Mansion stairs is straight ahead; hack its gate panel, and the trophy is on a table just inside on the right.
Joker teeth: foot of the Gardens stairsCollectible
Location
Arkham East · Botanical Gardens stairs – Walk on through Arkham East to the bottom of the long stairs up to the Botanical Gardens. The two teeth scuttle beside a dead guard there; lunatics attack in this spot, so clear them first.
Two Arkham East teeth that turn up once Harley's trail leads to the Gardens. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Arkham East · Catwalk office – From the foot of the stairs, grapple onto the guard tower near the Gardens and walk its catwalk to the office where the two towers' walkways join. Hack the gate control; the trophy sits in the middle of the room between the barred sections.
Follow Harley's trail to the Botanical GardensQuest step
Location
Botanical Gardens · Glasshouse Entrance – Drop back to the foot of the stairs and climb them to the Botanical Gardens. Go in by the main door at the top: you are in the Glasshouse Entrance.
The first three of the Gardens' twenty teeth, waiting as you walk in. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Botanical Gardens · Glasshouse Entrance – Two armed thugs wait ahead; take corner cover, stun both with Batarangs and finish them. Then, in the main part of the room on your left, two dead guards sit on a bench as if reading: scan them. If the scene is not there yet, it appears on a later visit.
Chronicle of Arkham: under the Glasshouse EntranceCollectible
Location
Botanical Gardens · Glasshouse Entrance – Walk back to the entrance door and climb over the barrier to its left or right into a small crawl space. Crawl through and drop into the area under the room; the Chronicle is in the middle of it.
Botanical Gardens · Glasshouse Entrance – Grapple back up and follow the room round the right-hand side of the large central fountain; the tape lies on a bench there.
Botanical Gardens · WayneTech menu – Buy it in the WayneTech upgrade menu once you have a point. The next room is patrolled by armed inmates, where a lure that pulls one away from the others helps. It is also needed for the Sonic Shock Batarang later.
Summary
A Batarang upgrade that turns it into a decoy: it lures the nearest henchman to where it lands. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Riddler trophy: under the Botanical Glasshouse statueCollectible
Location
Botanical Gardens · Botanical Glasshouse – Hack the nearby control panel to open the way on, and go into the Botanical Glasshouse. There, grapple to a gargoyle at once and take out the armed inmates one by one. Then drop into the flooded area under the central statue: gel the weak wall on its left side, go in and follow the crawlspace in the left wall to the trophy at its end.
Botanical Gardens · Botanical Glasshouse – Take the stairs to the second (middle) floor and go to the back, under the balcony above. In a small alcove a tea set sits beside a lit lantern: scan it.
Botanical Gardens · Botanical Glasshouse – From the tea set, walk right along the second floor to the floor grates. Drop in and check the short dead ends; the trophy is in one of them.
Through the Statue Corridor to the Glasshouse Generator Room to cut the Flooded Corridor's power, round the vents and the Abandoned Chamber, the caged guards in the Aviary, two Titans in the hidden lab and the Line Launcher.
This stretch starts on the second floor of the Botanical Glasshouse and ends in the Titan Production Facility with the Line Launcher in hand. You carry the Batarang, grapnel, Detective Mode, Explosive Gel, the Batclaw and the Cryptographic Sequencer with its Range Amplifier. If you have not been yet, the Glasshouse's north door leads to the Flooded Corridor, where a short Joker scene shows that its water is live; that is why the way on is through the Statue Corridor. Left for later on purpose: the Flooded Corridor trophy and teeth across the big chasm (Line Launcher, next section, on the way to Poison Ivy), the Glasshouse Entrance teeth that appear only after you meet Ivy, the Flooded Corridor teeth that appear after Killer Croc, and the Abandoned Chamber and Titan Production Facility items behind high weak walls (Ultra Batclaw). The Line Launcher also opens a Mansion riddle and a Penitentiary Chronicle; the guide takes those later, because you should not leave the Gardens before you have met Ivy.
Riddle: Thomas and Martha Wayne bench plaqueCollectible
Location
Botanical Gardens · Statue Corridor – From the Botanical Glasshouse's second floor, go through the door into the Statue Corridor. The Waynes' memorial bench is in front of you as you walk in: scan the plaque on it.
Botanical Gardens · Statue Corridor – One tooth runs by the memorial bench, one near the tape's bench round the right-hand corner, and the third further down the next hall, the one that leads to the Generator Room.
Summary
Three Gardens teeth spread along the Statue Corridor. With the three in the Glasshouse Entrance they bring the Gardens to 6. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Glasshouse Generator Room: cut the Flooded Corridor powerQuest step
Location
Botanical Gardens · Glasshouse Generator Room – Follow that hall east and then north to the Glasshouse Generator Room door. Inmates hold a janitor inside: drop the one with the stun weapon first, then the rest are easy. Free the janitor, then use the Sequencer on the room's control panel; this hack has three stages, each needing a green screen, and a short scene confirms the power is off.
Botanical Gardens · Glasshouse Generator Room – He is the man you untie after the fight in the step above; he stays sitting in the room and talks to Batman.
Botanical Gardens · Glasshouse Generator Room – From the tape's terminal, look up to your left: a raised platform has a security field across its doorway. Grapple up, stand close to the field and hack the panel behind it from range with the Sequencer, then walk in; the trophy is on a terminal in the left corner.
A Riddler trophy in a small room above the Generator Room floor, sealed by a security field whose panel you hack from outside, which needs the Range Amplifier.
Botanical Gardens · Flooded Corridor – Go back through the Statue Corridor and the Botanical Glasshouse to the Flooded Corridor and cross the now-safe water to the far side of the first room. The two teeth scuttle about by the south end's vent cover.
Two Gardens teeth on the far side of the Flooded Corridor's first room, reachable once the power is off. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Riddle: Ratcatcher's gloves and gas maskCollectible
Location
Botanical Gardens · Ventilation System – Pull open that vent cover and crawl in. About halfway along you cross a grating with a gas mask, a pair of gloves and a book lying beneath it: scan them.
Riddler trophy: Ventilation System dead endCollectible
Location
Botanical Gardens · Ventilation System – Crawl on a short way past the Ratcatcher's things, take the branch on the right, then turn left: the trophy waits in a dead end beside some odd-looking mushrooms.
Summary
A Riddler trophy in a side branch of the vent that runs south toward the Abandoned Chamber.
Botanical Gardens · Abandoned Chamber – Back on the main vent, follow it out, go right and blow the weak wall (Detective Mode shows it) with Explosive Gel; drop to the lower platform and open the door into the Abandoned Chamber. Drop to the ground floor and walk round to the far side, where floor grates sit under a broken bridge. Crawl through to the middle and climb out through another grate into a sealed room: the trophy is in its right-hand corner.
Botanical Gardens · Abandoned Chamber – Climb back out of the grates and carry on to the right along the ground floor to an open sewer stream. Drop into it and follow it into a low tunnel; the trophy is at the dead end.
Summary
A Riddler trophy at the end of a tunnel that an open sewer stream runs into.
Riddler trophy: Abandoned Chamber east wallCollectible
Location
Botanical Gardens · Abandoned Chamber – Go up the stairs toward the door back to the Flooded Corridor, but before you leave, jump to the platform left of that door. Walk up the ramp, climb and shimmy along the wall, pull yourself up through the waterfall and jump to the ledge opposite. Follow it to its end, Batarang the rope of the hanging walkway so it drops, cross, and jump to the trophy's platform.
Summary
A Riddler trophy on a platform high on the Abandoned Chamber's east wall, reached by a climb through a waterfall.
Botanical Gardens · Flooded Corridor – Leave the Abandoned Chamber by the door to the Flooded Corridor's northern part. Climb up a few times, grapple on, walk through the tunnel and beat the inmates picking on him; then talk to him.
Summary
A janitor being harassed by inmates in the Flooded Corridor. Meeting him is optional and does not count toward 100%.
Botanical Gardens · Flooded Corridor – With Fraser safe, head back to the middle part of the Flooded Corridor, where the wall was blown open in the Joker scene: the toy soldiers sit on a park bench there. Scan them.
Botanical Gardens · Flooded Corridor – Go down the steps on your right toward the ruined statue in front of the Aviary doors. The tape lies on a bench just left of the statue.
Summary
The fourth Poison Ivy interview tape, and one of the 240 Riddler challenges.
Botanical Gardens · WayneTech upgrade menu – Buy it in the WayneTech upgrade menu with your next level-up point; the Sonic Batarang must be bought first. The Aviary ahead has to be taken unseen, so a quiet way to drop a thug from hiding is welcome there.
Upgrades the Sonic Batarang so the henchman it lures is knocked out by an electric shock; a predator challenge medal needs it. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Two Arkham staff hang in cages over the Aviary. If an inmate spots you, or you knock one out, before the inmate in the control booth is down, the cages drop. Take the booth first and unseen; after that the hostages are safe and being spotted no longer matters.
Aviary: free the caged guards and find the hidden labHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Botanical Gardens · Aviary – Go through the Aviary doors beside the statue. Creep from low wall to low wall, then through the wall vents to the top of the room, and work round to the control booth (along the balcony and up a ladder, or down through a small shaft) to take its inmate down silently. Clear the rest of the inmates and the hostages are freed. In Detective Mode find the hidden alcove in the wall and hack its panel (three stages again): a passage opens.
Botanical Gardens · Aviary – Before you take the new passage, go back up to the control booth where you took down its inmate: the three teeth are inside.
Three Gardens teeth in the Aviary control booth, the set players most often miss. They bring the Gardens to 11. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Botanical Gardens · Aviary – From the ground floor, climb the first ladder, turn round at the top and look high up the west wall above you: the cocooned skeleton is there, easier to spot in Detective Mode. Scan it.
Summary
A scan riddle high in the Aviary: a skeleton wrapped in a silk cocoon on the wall.
Mano-A-ManoHidden spoiler – activate to revealAchievementMinor spoiler
Location
Botanical Gardens · Titan Production Facility – Go through the passage you opened into the Titan Production Facility; after a scene two Titans attack at once. The first Titan, back in Intensive Treatment, could not count (he dies on a timer), so this is the first fight that can: throw no Batarang until one of them is down. Keep them close so their charges hit each other, punch only a dazed Titan, and when one kneels, climb on and ride it into the other; the trophy pops as the first falls. If a Batarang slips out, any challenge map with a Titan in it is another chance.
Two Titans, Titan Production FacilityHidden spoiler – activate to revealBossMinor spoiler
Location
Botanical Gardens · Titan Production Facility – Finish off the second Titan. Batarangs are fine again now: stand with a wall behind you, Batarang it as it charges and sidestep, and it rams the wall and is stunned; punch, then back off. Their health bars show at the top right of the screen.
Botanical Gardens · Titan Production Facility – With both Titans down, hack the nearby control panel with the Sequencer to wreck it, then walk to the edge of the big gap. Once Batman says he can't get across, the Batwing drops a package into the room: pick it up.
Riddler trophy: Titan Production Facility alcoveCollectible
Location
Botanical Gardens · Titan Production Facility – Before you leave, look to the right of the doorway across the gap, the one you must go through next: the trophy sits in an alcove there. Line Launch to it from the west side of the room.
The Glasshouse, the Mansion and Intensive Treatment
Line Launcher in hand, cross the Flooded Corridor chasm to talk to Poison Ivy, fight back out of the Gardens, cross the toxic Mansion to Aaron Cash, retake Intensive Treatment from its roof, beat Scarecrow's last nightmare and follow the Secure Transit shafts down toward the Caves.
This stretch starts in the Titan Production Facility with the Line Launcher just picked up and ends in the Secure Transit basement, at the door into the Caves. You have the Batarang, grapnel, Detective Mode, Explosive Gel, Batclaw, Cryptographic Sequencer with the Range Amplifier, and now the Line Launcher, which opens a run of Arkham North items and the way back into Intensive Treatment. Left for later on purpose: the Ultra Batclaw walls (the Abandoned Chamber trophy, the Arkham North cave trophy and others), the last three Flooded Corridor teeth (they only appear later in the story), and the Mansion's Library tape and Records Room files, which this pass over the toxic floor doesn't reach. In Intensive Treatment this route only takes what lies on the way from the roof down to the basement; the rest of the building waits for the island sweep before the finale.
Talk to Ivy before you leave the Gardens
From here, go straight to Ivy's glasshouse and don't leave the Botanical Gardens until you have talked to her. The three Joker teeth at the top of the Glasshouse Entrance stairs only appear after that talk, and one report says that leaving the Gardens first stops them from ever appearing, which would cost the 100% on this file. Break the three teeth on the far side of the chasm before you open Ivy's door, too. The story path already runs this way; just don't turn back early.
Riddler trophy: Flooded Corridor chasmCollectible
Location
Botanical Gardens · Flooded Corridor – Line-launch from the Titan Production Facility back across its gap to the door, and go back through the Aviary to the Flooded Corridor. Climb the stairs from the Constance Arkham statue: a trophy sits beyond a wide chasm, on the landing before the next door. Line-launch over to it.
Elizabeth Arkham Glasshouse: talk to Poison IvyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Botanical Gardens · Elizabeth Arkham Glasshouse – From the landing, go right and open the door into the Elizabeth Arkham Glasshouse; the talk plays as a short cutscene.
Poison Ivy, freed from her cell by Harley, has made the Elizabeth Arkham Glasshouse her lair. Batman asks for her help, and she points him to the spores in Killer Croc's lair. There is no fight yet.
Botanical Gardens · Abandoned Chamber – Beat the thugs waiting across the chasm (Batarangs from the landing, or line-launch into them) and crawl back through the vent to the Abandoned Chamber. Climb to the walkway you cut down on your first visit; halfway along, jump at the central wall, shimmy left along the small ledge and pull up onto the middle bridge, then crawl under the pillar at its end: one half of the mark is at the end of the bridge, the other on the platform below. If no way up shows, this and the Chronicle below may instead need the Ultra Batclaw on the chamber's east wall later.
Chronicle of Arkham: Abandoned Chamber alcoveCollectible
Location
Botanical Gardens · Abandoned Chamber – From where you scanned the question mark, jump the gap ahead and grab the ledge on the far side. Shimmy left and pull yourself up into the alcove, then scan the tablet.
Botanical Gardens · Glasshouse Entrance – Go back into the Flooded Corridor the way you first came: its middle is electrified again, so Batarang the thugs ahead or line-launch to them. In the Botanical Glasshouse five heavily armed thugs have moved in: use the gargoyles and take them one at a time. Then go through to the Glasshouse Entrance, where the three teeth chatter at the top of the stairs in front of you.
Arkham East · Sharp's statue – Roots now block the Glasshouse Entrance's main path: drop through the hole in the floor, follow the tunnel and grapple up to the main door out to Arkham East. Ivy's plant pods outside fire glowing orbs as you come near, so Batarang the orbs before they hit you. Go to the south end, between the Mansion and the Abandoned Tunnel: Warden Sharp's statue stands on a mass of roots, and the two teeth run round it on the side facing the Gardens.
Mansion: cross the toxic floor to Aaron CashHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Arkham Mansion · Main Hall – Roots block the front door, so go in as before: onto the roof over the entrance and through the vent into the Mansion Entrance Hall. Keep off the toxic floor: line-launch to the balcony across the hall, drop down near the door and go into the Main Hall. Grapple to the metal balcony on your right, follow it to the obstacles, turn left and line-launch to the next balcony; at its far end vault the rail, glide to the staircase ahead and go right to Cash and the guards.
Ivy's plants have filled the Mansion with poison fumes; Aaron Cash and the guards are holding out inside. Cash tells Batman the way to Killer Croc's lair runs through Intensive Treatment.
Joker teeth: sniper post on the Intensive Treatment roofCollectible
Location
Arkham North · Intensive Treatment roof – Leave the Mansion: go back over the balconies to the Entrance Hall, grapple to the small roof section above you and line-launch to the platform beyond, then head for the passage to Arkham North and beat the thugs inside (the one with the stun weapon first). In Arkham North a sniper watches from the Intensive Treatment roof: grapple up the nearest guard tower, wait in cover until he turns away, line-launch onto his balcony and take him down. His three teeth scuttle around the platform.
Arkham North · Security office opposite Intensive Treatment – Glide down to the two small security offices across from Intensive Treatment. Hack the Security Gate of the western one with the Sequencer; the tape lies on a table inside.
Arkham North · Security office opposite Intensive Treatment – Still in that office, turn round: the "Vote Dent" posters cover the wall and the table behind you. Scan them.
Arkham North · Front gates – Walk up the road to the main gates at the far north end. Facing them, the guard post on your left is sealed by an electrified gate: grapple up to it, hack the panel from outside the field and take the trophy inside.
A Riddler trophy in the small guard post by the asylum's main gates, behind an electrified Security Gate whose panel you can only reach with the Range Amplifier.
Riddler trophy: cliff alcove from the western guard towerCollectible
Location
Arkham North · Western guard tower – Head back down the road to the guard tower nearest the Arkham West door, grapple up and go into its office. An open doorway faces the cliff to the west, where the trophy sits in an alcove; line-launch across to it.
Intensive Treatment · Maintenance Access – Climb a guard tower again and line-launch onto the Intensive Treatment roof as you did for the sniper; the passage there leads into Maintenance Access, which has no enemies. In the far right corner the trophy sits behind bars: climb up above the cage and drop into the narrow passage beside it, which lets you in through a gap in its left side.
Intensive Treatment: retake the Lobby by the roofQuest step
Location
Intensive Treatment · Intensive Treatment Lobby – Grapple to the upper platform at the north end of Maintenance Access and crawl through the vent; go right, down to a lower platform and into the second vent, where a cutscene shows the rigged gargoyles. Pull the grate, take the first gunman with a silent takedown and work along the balcony, going back to the roof of the central office after every attack. With the room clear, hack the big wall panel inside the central office (three stages) to open the two passages to Cell Block Transfer.
The Joker's armed men, some dressed as guards, hold the Intensive Treatment Lobby, and every gargoyle in it is rigged to explode. Clear them without perching, then open the way to Cell Block Transfer.
Intensive Treatment · WayneTech upgrades – Buy it in the WayneTech menu with your next upgrade point; it needs Special Combo Takedown. The nightmare ahead ends in a run of skeleton fights, so quicker finishers help now, and Freeflow Perfection needs them later.
Lowers the combo count that Special Combo Throw and Special Combo Takedown need. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Cell Block Transfer: leave its two offices for after the nightmare
Both small offices in Cell Block Transfer hold Riddler items (Aaron Cash's family photo and a Harley Quinn tape), but walk past them on the way in. One player found that going into that corridor's side office before the nightmare left the story door stuck on "Door Opening". Take the right-hand of the two passages from the Lobby: both items are on that side, and you come back to them once Scarecrow is beaten.
Scarecrow nightmare 3Hidden spoiler – activate to revealBossMinor spoiler
Location
Intensive Treatment · Cell Block Transfer – Walk on into Cell Block Transfer. It opens with a warped replay of the game's start and a fake Game Over screen: choose retry, it is part of the dream. Climb out of the grave, line-launch to the far balcony without touching anything that moves, then dodge the giant Scarecrow's gaze from cover to cover and beat the skeleton waves; keep your health for the end. When the last Bat-Signal fails, an arena follows: skeletons, then a huge skeleton (Batarang it and dodge until it hits a wall), then both together.
Scarecrow's toxin takes Batman one last time in Cell Block Transfer. Survive the dream and beat the skeletons at its end to defeat Scarecrow for good. Earns Resist The Fear.
Intensive Treatment · Cell Block Transfer – The dream ends back in Cell Block Transfer. Go to the Lobby end of the right-hand hall: right beside the door from the Lobby is a Security Gate Control. Hack it, climb the stairs into the office and scan the photo on the desk.
Intensive Treatment · Cell Block Transfer – Walk to the far end of the same hall: another Security Gate is on your right, and its panel can only be hacked from a distance. Hack it with the Range Amplifier, climb the stairs and take the tape from the terminal near the top.
Intensive Treatment · Secure Transit – Carry on north into Secure Transit, where a cutscene shows Scarecrow riding the central elevator down. On this top level, go right: past an open Security Gate, stairs climb to an office, and the tape is on the desk against the left wall.
Chronicle of Arkham: Secure Transit Level 5 roomCollectible
Location
Intensive Treatment · Secure Transit – Don't drop down the shaft yet: from Level 1 at the top, climb back down the platforms you came up at the start of the game until you reach Level 5. Crawl under the beams toward Level 6 and take the side passage across the middle to the far side of Level 5, an empty room with two weak walls. Blow the left one with Explosive Gel and scan the tablet.
Secure Transit: follow Scarecrow down to the basementHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Intensive Treatment · Secure Transit – Glide down to the bottom of the first shaft and find the stairs near where you land in Detective Mode. Beat the thugs at the top, gunman first, and hack the wall panel there (three stages). Back at the shaft, vault the railing over the big hole and glide down to the basement. Its thugs run for the gun lockers: stop them, and punch anyone who grabs a gun until he drops it.
Intensive Treatment · Secure Transit basement – With the basement clear, turn round: short stairs lead up to an office crammed with notes on Killer Croc, across from his meat locker. The map is on a table on your left just inside.
Intensive Treatment · Secure Transit basement – Back on the basement floor, stand on the elevator and look up: an open vent sits in the shaft wall between this floor and the one above. Grapple in, go right along the red-lit duct to Scarecrow's straw-filled hideout and scan the big blueprint on the wall ahead. Then return to the basement: the door to Control Room Access is next.
From the Secure Transit basement into Killer Croc's Lair for the spore samples, through the Old Sewer to the Batcave for the antidote and the Ultra Batclaw, then across the sewers to shut down the Titan pumps and fight the Titan in the Pressure Control Junction.
This stretch starts at the door from the Secure Transit basement into Control Room Access and ends in the Pressure Control Junction, at the lift shaft that leads up to Arkham West. You come in with the Batarang, grapnel, Detective Mode, Explosive Gel, Batclaw, Cryptographic Sequencer and Line Launcher; the Ultra Batclaw is built in the Batcave halfway through, and from then on it pulls down the high weak walls and ceilings that the gel can't reach. Every Caves challenge on this route is taken as you pass it. Left for later on purpose: the weak ceiling in Croc's Lair (it is only there after the Poison Ivy fight) and the Ultra Batclaw walls in the Medical Facility, Arkham Mansion and Penitentiary, which this route never enters.
Interview tape: Killer Croc #3Collectible
Location
Caves · Control Room Access – Go through the door from the Secure Transit basement into Control Room Access. The tape lies on a crate straight ahead of you; if a gap is in the way, Line Launch across to it.
Riddler trophy: Croc's Lair, by the leaking pipesCollectible
Location
Caves · Croc's Lair – Take the stairs and the door on your right into Croc's Lair; a cut-scene plays at the big channel. Stand over the water and look left: the trophy sits against the far wall, in the south-east corner beside concrete pipes dripping water. Line Launch over to it, then come back to the path.
A Caves Riddler trophy on the far wall of the big sewer channel, reached only with the Line Launcher. It also unlocks the Survival Tactics challenge map.
Running is loud and brings Croc to you: walk or crouch, and watch the on-screen meter, which shows your noise, the distance to the next goal and turns red when you take a wrong turn. When Croc charges out of the water, one Batarang to his shock collar drives him back; if he reaches you it is a Game Over and you restart from the last checkpoint.
Killer Croc, Croc's LairHidden spoiler – activate to revealBossMinor spoiler
Location
Caves · Croc's Lair – From the channel, Line Launch to the metal balcony on the left, then to the platform on your right, and walk on north until Batman plants Explosive Gel in a cut-scene and drops into the canals. Follow the meter: each spore glows near the ceiling, so knock it down with a Batarang and pick up the sample (five in all). When Croc smashes the wooden planks, keep running without stopping. After the fifth sample a checkpoint comes about 140 m from the exit; sprint back to the first tunnel and, at the closed gate, detonate the gel the moment Croc reaches it.
A stealth chase through Croc's flooded lair: find five glowing spore samples while he hunts you, then lure him onto a gel trap. Escaping alive gives Crocodile Tears.
Joker teeth: Croc's Lair, Old Sewer doorCollectible
Location
Caves · Croc's Lair – Back in the partly flooded corridor after the trap, walk a few steps and turn right: Line Launch to the door to the Old Sewer in the south-west corner. The three teeth scuttle in front of it; Batarang them before you go through.
Three Joker teeth that only appear once Croc has been dealt with. They finish the Caves' second set of five. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Riddler trophy: Old Sewer, across the waterCollectible
Location
Caves · Old Sewer – In the Old Sewer a big group of thugs waits round the corner, one with a gun: hit him first and keep the others from picking his weapon up. Walk on toward the vent that leads up to the Batcave, but before you grapple into it, look across the water on your left: Line Launch to the trophy on the far side, then come back.
Batcave: make the antidoteHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Caves · Batcave – Grapple into the vent and crawl through. Stop at the wall until the scanner checks Batman and lets you into the Batcave, jump the small gap and take the stairs up to the Batcomputer; the cut-scene starts there.
The upgraded Batclaw: it fires three claws at once, so it can grab three enemies together or rip down weak walls and ceilings too high for gel. Many of the last Riddler challenges need it, and so does the final fight.
The next two Riddler trophies sit on the rock pillars of Dead Man's Point outside the Batcave. The way out of that area is a glide down to a vent, the cave is wrecked by now, and this guide never comes back here. It is not clear that the area can be reached again later, so pick up both before you drop into the vent back to the Old Sewer.
Riddler trophy: outside the Batcave, first rockCollectible
Location
Caves · Batcave (Dead Man's Point) – When you have control again, turn left from the computer platform and pull down the weak wall there with the Ultra Batclaw. Climb in and grapple up the ledges to the opening outside; a short scene shows the trophy. Glide east from the cliff edge and land on the low ledge of the first big rock, where it sits.
Riddler trophy: outside the Batcave, second pinnacleCollectible
Location
Caves · Batcave (Dead Man's Point) – From the first trophy, climb to the top of that rock and Line Launch to the second pinnacle. Inside it there are two grapple points: take the lower one, halfway down on the right, and walk out onto the ledge. The trophy is on a ledge below you to the right (the north-east rock): glide down to it.
Riddler trophy: Old Sewer, weak ceiling over the ventCollectible
Location
Caves · Old Sewer – Make your way back up the second pinnacle to its highest ledge and Line Launch to the cliff to the north-west. Go into the big cave, glide to the passage beside Ivy's roots, turn round and grapple into the vent above, which drops you into the Old Sewer. Look up over the spot where you came out (the south-west end): tear the weak ceiling open with the Ultra Batclaw and grapple up to the trophy.
From here on, the plants Ivy has grown in both the Main Sewer Junction and the Old Sewer shoot two glowing orbs at a time. Twin Batarang knocks both down with one throw; otherwise throw two Batarangs quickly, then destroy the plant once the orbs have burst.
Riddler trophy: Main Sewer Junction, far supportCollectible
Location
Caves · Main Sewer Junction – Head north through the Old Sewer to the door into the Main Sewer Junction (a radio call plays). Climb back up to the bridge with water pouring off it, as on your first visit, and leap to the support straight ahead. The trophy is in the support at the far end, to the south-east: Line Launch over (gliding down also works).
A Caves Riddler trophy in a bridge support seen from the waterfall bridge. One of this section's three Main Sewer Junction trophies unlocks the Rumble in the Jungle challenge map.
Riddler trophy: Main Sewer Junction, opposite bridgeCollectible
Location
Caves · Main Sewer Junction – Climb the broken pillar to the next level, where the way out to Surface Access is. Jump across to the Ivy plant on your right, then look right again: the trophy is on the bridge opposite, to the west. Line Launch to it.
Riddler trophy: Main Sewer Junction, high north-east cornerCollectible
Location
Caves · Main Sewer Junction – From the opposite-bridge trophy, climb to the very top of that bridge and look to the far north-east corner: the trophy is high up in the distance. Line Launch across to it.
Caves · Pump Control Room – At the top of the junction, find the weak wall in Detective Mode and tear it away with the Ultra Batclaw. Back off: three thugs come out to look, so grab all three at once with the Ultra Batclaw and finish them. Grapple up into the Pump Control Room, beat the one thug inside, and look right as you enter: the map is there.
Caves · Pump Control Room – Follow the pipe-lined hallway of the Pump Control Room to the door into the Pressure Control Junction: the tape is on a barrel beside it. Hack the door with the Sequencer to go on.
Joker teeth: Pressure Control Junction, east passageCollectible
Location
Caves · Pressure Control Junction – In the Pressure Control Junction beat the two unarmed thugs, then take the passage on your right (east): the teeth are in the hall leading to the Control Room.
Three Joker teeth on the way to the Control Room. They start the Caves' third set of five. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Caves · Pressure Control Junction – Open the WayneTech menu from the pause screen and spend an upgrade point on it. If you have one now, this is a good moment: in the Control Room just ahead, stunning a guard with a Batarang and gliding down to finish him is one of the safest moves. Otherwise buy it at your next level-up.
Summary
A WayneTech upgrade: a Batarang hit stuns for longer. The exact moment depends on your XP: buy it with your next upgrade point.
The Control Room is a predator room with gunmen who stand close together and gargoyles in awkward spots (none of them rigged this time). Take down the first guard, who appears right in front of you, quietly, then back off into the corridor and grapple to the upper balcony. Stun guards with Batarangs and glide down to finish them, use the vents to move, and gel the breakable floors and walls: one charge can drop two guards standing together. More may arrive after each takedown.
Riddler trophy: Control Room, west weak wallCollectible
Location
Caves · Control Room – With every armed guard down, go back to where you came into the Control Room. On the second floor, in the left (west) corner, a weak wall sits under a gargoyle: tear it open with the Ultra Batclaw and take the trophy.
Chronicle of Arkham: Control Room, south weak wallCollectible
Location
Caves · Control Room – Return to the entrance and this time follow the second floor round to the right: by another gargoyle on the south wall is a second weak wall. Tear it open with the Ultra Batclaw and scan the tablet. Then go into the main control room and hack the pump panel on its wall with the Sequencer, the first of three.
Joker teeth: Pressure Control Junction, west passageCollectible
Location
Caves · Pressure Control Junction – Head back to the junction, where two more thugs have turned up; beat them and take the passage on the left (west), up the stairs. The teeth are in the hall leading to the Pump Room doors.
Three Joker teeth on the way to the Pump Room. They finish the Caves' third set of five. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
Riddler trophy: Pressure Control Junction, by the Pump RoomCollectible
Location
Caves · Pressure Control Junction – Just outside the Pump Room doors, look up at the wall on your right: tear the weak section open with the Ultra Batclaw, then grapple into the gap for the trophy.
Caves · Pump Room – Go through the doors into the Pump Room. The tape is on a barrel on the ledge straight across from the entrance: Line Launch over to it. Thugs wait on the floor below.
Shut down the Titan pumpsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Caves · Pump Room – Drop on the thugs below, rifleman first (a glide kick and a takedown, or a Triple Batarang on him and the two beside him). Cape-stun the knife and stun-baton carriers, keep the rest off the rifle, and stay clear of the running pumps on both sides of the room. Then hack the two control panels with the Sequencer, climb up to the upper balcony again and unlock the door that leads back to the junction.
The three pump panels, one in the Control Room and two in the Pump Room, stop the Titan pumps. Once they are off, Joker springs a trap in the junction.
Joker teeth: Pressure Control Junction gift boxCollectible
Location
Caves · Pressure Control Junction – Coming back into the junction from the Pump Room, a gift box holding three teeth is waiting: Batarang all three. If the fight starts before you reach them, take them once the room is clear.
Three Joker teeth in a gift box that only appears once the pumps are off. They complete all 20 in the Caves. Joker teeth count toward the location's Riddler challenges as a group, not one by one.
This is the first Titan the story sets among ordinary thugs, so it is the guide's place for Freakshow Rodeo. The first one, in Intensive Treatment, has no health bar and can't be fought, and the two in the Titan Production Facility come without any thugs to knock over. Here Joker sends waves of thugs alongside it, and a new wave arrives each time you climb on its back. Leave the Titan standing until the thugs are down.
Freakshow RodeoAchievement
Location
Caves · Pressure Control Junction – When Joker locks the junction, ignore the thugs at first and work on the Titan: let it charge, throw a quick Batarang and dodge so it rams a wall or, better, an electrified barrier, then punch it. Once it has lost a health bar and kneels, attack it to climb on and steer it into the thugs. Knocking the same thug down again also counts; keep riding until 10 knockdowns.
Titan henchman, Pressure Control JunctionHidden spoiler – activate to revealBossMinor spoiler
Location
Caves · Pressure Control Junction – Same pattern as every Titan: keep your distance, Batarang it as it charges and sidestep, then punch it while it is stunned. Each ride brings in more thugs; clear them before you finish the Titan, or keep moving and let its charges flatten them for you.
Chronicle of Arkham: Pressure Control Junction lift shaftCollectible
Location
Caves · Pressure Control Junction – With the Titan and the thugs down, walk into the lift shaft the Titan came out of, on the north side. Find the weak wall high on the wall ahead in Detective Mode, tear it away with the Ultra Batclaw, grapple up and scan the tablet.
Carry on up the lift shaft: from the Chronicle ledge, turn round and rip down a second weak wall with the Ultra Batclaw to climb higher. At the top, jump to the small platform, gel the weak floor, step back and blow it. After the scene, pull down one last weak wall above you, grapple up and walk on to the door into Arkham West.
Return to the Botanical Gardens
Out of the Caves into Arkham West with the Ultra Batclaw, round the island through Arkham North and Arkham East picking up the newly reachable Riddler items, back into the overgrown Botanical Gardens, and the fight in the Elizabeth Arkham Glasshouse.
This stretch starts in the Pressure Control Junction lift shaft, just after the Titan fight, and ends in Arkham North after the Poison Ivy fight. You now have every gadget: Batarang, grapnel, Explosive Gel, Batclaw upgraded to the Ultra Batclaw, Cryptographic Sequencer and Line Launcher. The walk takes the long way round: Arkham West, the tunnel into Arkham North, Arkham North, then Arkham East (with a step back into the Abandoned Tunnel from its far end), which finishes all three outdoor areas apart from one Arkham North trophy you take after the fight. The Ultra Batclaw items inside the buildings (Medical Facility, Penitentiary, Mansion, Intensive Treatment and the Gardens' side rooms) are left for the island sweep that follows.
Snipers and spore pods outside
The island is overgrown now. Spore pods sit along every path and fire glowing orbs at you: Batarang the orbs, then the pod. Snipers are back on the guard towers in all three areas. Before you climb to one, check in Detective Mode which way he faces, and take him from behind or from a hanging ledge.
Riddler trophy: ceiling over the Abandoned Tunnel gateCollectible
Location
Arkham West · Abandoned Tunnel doors – Keep climbing the Pressure Control Junction lift shaft: pull down the weak walls with the Ultra Batclaw, gel the weak floor, and go through the door at the top into Arkham West. Drop to the corner below, outside the doors of the Abandoned Tunnel to Arkham East; stand at the big gate, look straight up, rip the ceiling panel down and grapple into the gap.
Arkham West · Abandoned Tunnel doors – Back by the same doors, grapple up to the concrete arches overhead and move along to the second one. A weak patch shows in the rock wall on your left: tear it open with the Ultra Batclaw, grapple in and scan the canisters painted with pumpkin faces.
Riddler trophy: cliff alcove seen from the Medical Facility roofCollectible
Location
Arkham West · Medical Facility roof – Grapple onto the Medical Facility roof and walk to its far north end, facing back toward the Abandoned Tunnel doors. Across the gap, a small brick alcove in the cliff holds the trophy: Line Launch over to it.
Riddler trophy: grate on the arches, tunnel to Arkham NorthCollectible
Location
Arkham West · Tunnel to Arkham North – From the Medical Facility, cross Arkham West to the tunnel to Arkham North. Just inside, grapple up to the concrete arches; on your left is a wall grate. Yank it free and crawl inside.
Riddler trophy: high weak wall, tunnel to Arkham NorthCollectible
Location
Arkham West · Tunnel to Arkham North – Drop back onto the arches and look up the wall on your right, toward the Arkham North end: a patch of weak bricks sits almost as high as the spikes along the roof. Tear it open with the Ultra Batclaw and grapple up to the trophy.
Arkham North · Western guard tower – Go on through the door into Arkham North. The guard tower straight ahead, the western one, has a sniper in it; Arkham North has a second sniper too, so keep to cover. Take him out, then break the two teeth inside the tower.
Summary
Two of Arkham North's 10 Joker teeth, inside the guard tower nearest the Arkham West door. Joker teeth count toward the Riddler challenges as a group, not one by one.
Riddler trophy: weak wall below the cliff alcoveCollectible
Location
Arkham North · Western guard tower – From inside the same tower, look west across to the cliff: there is a small alcove there, the one you reach with the Line Launcher. Just below it is a weak wall. Tear it open with the Ultra Batclaw and grapple up to the ledge.
Joker teeth: Arkham East door, the last twoCollectible
Location
Arkham North · Door to Arkham East – Head across Arkham North to the door into the passage to Arkham East. Two teeth scuttle about close to it.
Summary
The last two of Arkham North's 10 Joker teeth, by the door to the passage into Arkham East. Joker teeth count toward the Riddler challenges as a group, not one by one.
Arkham East · Southern guard tower – Through the passage into Arkham East: snipers hold both guard towers, one each side. Grapple to the tower on your right, the southern one, and hang below the railing until its sniper turns away; take him down quietly so the other doesn't spot you. The two teeth are inside.
Summary
Two of Arkham East's 10 Joker teeth, inside the southern guard tower. Joker teeth count toward the Riddler challenges as a group, not one by one.
Joker teeth: Abandoned Tunnel, Arkham East endCollectible
Location
Arkham West · Abandoned Tunnel – Make your way to the south end of Arkham East, where the Abandoned Tunnel doors stand by the root mass that covers Warden Sharp's statue. Step through into the tunnel: the two teeth are right at this end, just before the doors.
Summary
The last two of Arkham West's 10 Joker teeth, just inside the Abandoned Tunnel at its Arkham East end. Joker teeth count toward the Riddler challenges as a group, not one by one.
Arkham East · Botanical Gardens stairs – Back out in Arkham East, climb the stairs to the Botanical Gardens. Two teeth run about among the mutated plants on the steps.
Summary
The last two of Arkham East's 10 Joker teeth, on the stairs up to the Botanical Gardens. Joker teeth count toward the Riddler challenges as a group, not one by one.
Arkham East · Botanical Gardens stairs – Open the WayneTech menu from the pause screen and spend an upgrade point on it. If you have a point now, buy it before going in: the boss ahead sends waves of thugs at you in its second half. Otherwise buy it at your next level-up.
Summary
A WayneTech combat upgrade: a well-timed strike hits twice as hard and adds twice as much to the combo count. The exact moment depends on your XP: buy it with your next upgrade point.
Return to the Botanical Gardens through the overgrowthHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Botanical Gardens · Glasshouse Entrance – Go in at the top of the stairs. Roots still block the main way through the Glasshouse Entrance, so grapple up into the small opening and follow the short tunnel; the pods in here fire three orbs at a time. Carry on through the Botanical Glasshouse, clearing its new pods, to the door of the Flooded Corridor; a cutscene plays as you step in.
Three teeth appear by the Flooded Corridor door after the cutscene, and they are the Gardens' last. Count your Gardens teeth before you leave the door. If the three aren't there, restart from the last checkpoint while still in this room, which has brought them back before.
Joker teeth: Flooded Corridor doorCollectible
Location
Botanical Gardens · Flooded Corridor – When the cutscene ends you are standing by the door you came in by, at the south end of the Flooded Corridor. The three teeth scuttle round you there.
The fight has two halves, and the game checkpoints between them. Each half switches between two phases. In the first, roots burst up on the left, in the middle or on the right: keep moving away from them. In the second, dodge the red orbs and throw a quick Batarang (no aiming) whenever Ivy shows herself in the plant. When her health bar is empty, run in and gel her. In the second half, spore-controlled thugs join the root phases: keep to single hits and knock them into the pit.
Poison Ivy (Titan plant), Elizabeth Arkham GlasshouseHidden spoiler – activate to revealBossMinor spoiler
Location
Botanical Gardens · Elizabeth Arkham Glasshouse – From the teeth, Line Launch across the pool and destroy the glowing orbs and the pod on the far side. The main corridor north is open now: two guards you rescued earlier block it, under Ivy's control, so knock them out. Go left to the next gap, Line Launch across, and take the door on the right into the Elizabeth Arkham Glasshouse.
After the fight you land in Arkham North, and the game points you to the Visitor Center in Arkham West. Don't go yet: take the trophy below, then the island sweep in the next section, and leave the Visitor Center for the finale.
Riddler trophy: barred trophy on the cave routeCollectible
Location
Arkham North · Cave beside Intensive Treatment – From where you land in Arkham North, go into the cave beside Intensive Treatment and grapple up to the Chronicle ledge, then up once more to the steel door. Before going through, turn round: a weak wall behind you comes down with the Ultra Batclaw. Cross the gap (Line Launch if you can't jump it) to the trophy behind the bars.
With Poison Ivy beaten and every gadget in hand, one loop round the island for the last Riddler challenges: Intensive Treatment, Croc's Lair, the Botanical Gardens, the Mansion, the Medical Facility and the Penitentiary, ending next to the Visitor Center.
This stretch starts in the Arkham North cave beside Intensive Treatment, where the last section ended, and ends in the Penitentiary's Guard Room, a short walk from the Visitor Center. You now carry everything: the Batarang, grapnel, Detective Mode, Explosive Gel, the Ultra Batclaw (it has replaced the Batclaw and does all its jobs), the Cryptographic Sequencer with the Range Amplifier, and the Line Launcher. The game's objective points to the party at the Visitor Center; ignore it until this loop is done. Nothing here is lost if you skip it: free roam carries on after the ending, and every Riddler challenge can still be taken then. Doing it now keeps Perfect Knight on track and means the finale is the last thing you do. The loop visits each building once, in an order that never doubles back across the island. Only one Riddler item is left after it: the 24th Chronicle, which appears once the other 23 are scanned and starts the next section.
Check what is left before you leave each place
Every location's Secrets Map marks its remaining Riddler items on the pause map, and the Riddler challenge list shows each location's count. Joker teeth are the exception: the map never shows them. Before you leave a building, check its count against the items below; anything an earlier section left unticked can be picked up on the same visit. That includes the items that needed the Range Amplifier if you bought it late: the gated balcony room over the Penitentiary entrance, the Glasshouse Generator Room trophy and Secrets Map, the Arkham North front-gate trophy and the Intensive Treatment tape behind a powered gate.
Intensive Treatment · Utility Corridor – Climb one of the Arkham North guard towers and line-launch onto the Intensive Treatment roof, as you did for the sniper, then go through Maintenance Access and its vents down into the Lobby. From the Lobby walk into the Utility Corridor: right as you enter, near the stairs, a weak wall faces you. Blow it with Explosive Gel and take the trophy.
Intensive Treatment · WayneTech menu – Buy it in the WayneTech upgrade menu with your next upgrade point; it needs Armor Upgrade V2. Every Riddler trophy, riddle, tape and Chronicle on this loop is worth 200 XP, so the points come quickly now.
The third of four armor upgrades, each adding a quarter to Batman's base health. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
Riddler trophy: Secure Transit shaft grate at B6Collectible
Location
Intensive Treatment · Secure Transit – Go back through the Lobby and Cell Block Transfer into Secure Transit, and work your way down the platforms of the shaft to Level B6. A wall grate there glows orange with the trophy behind it: pull it off with the Batclaw, take a running jump to the ledge and climb in.
Intensive Treatment · Transfer Loop – From B6, carry on to the door into the Transfer Loop, the one you first came into Secure Transit by, and follow the hall to your right. An office there is half closed off by a gate marked "Emergency Shutdown": crouch and crawl under it, and scan the poster on the south (right-hand) wall.
Summary
A scan riddle in a half-shut office in the Transfer Loop: a poster for the Penguin's Iceberg Lounge.
Chronicle of Arkham: Transfer Loop secret roomCollectible
Location
Intensive Treatment · Transfer Loop – Keep following the hall toward the Decontamination doors. Just before them, a big square pillar in the middle of the hall carries a portrait of Quincy Sharp, with a high vent grate above it. Climb the crates nearby, pull the grate off with the Batclaw, then jump or grapple up to the ledge and go in to scan the tablet.
Intensive Treatment · Decontamination – Go through the doors into Decontamination and on to the far end of the room. An office there sits behind an electrified Security Gate on your left: hack it with the Cryptographic Sequencer, walk in and take the tape from the desk against the left wall straight ahead.
Intensive Treatment · Decontamination – In the same office, climb the ladder by the right-hand wall up through the hole in the ceiling; the trophy is right beside you at the top.
Intensive Treatment · Patient Pacification Chamber – Leave Decontamination by the door you first came in by, into the Processing Corridor. Hack the Security Gate there to get back into the Patient Pacification Chamber, and take the stairs opposite up one floor to the west side where you stood before the Zsasz fight. At the top of the ramp a wall grate comes off with the Batclaw: the trophy is in the vent behind it.
Intensive Treatment · Patient Pacification Chamber – Go back down to the ground floor and into the room where you first met Zsasz. Follow the wall with the low vent grate you used at the start of the game (if the trophy behind that grate is still unticked, pull the grate with the Batclaw now); at that wall's right-hand end is a weak wall: blow it with Explosive Gel and scan the symbol-covered wall of the cell behind it.
Intensive Treatment · Holding Cells – Head back into the Processing Corridor and go into the Holding Cells by the top entrance. Walk down the ramp: the first cell on your right is covered in question marks. Zoom in and scan it. If the scan won't take, hack the control panel nearby with the Sequencer first.
Riddler trophy: Croc's Lair weak ceilingHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Caves · Croc's Lair – Walk back through the Processing Corridor, Decontamination and the Transfer Loop to Secure Transit, and go down the elevator shaft Scarecrow took, gliding over the railing into the basement as before. Go through Control Room Access into Croc's Lair and cross to its far west side, to the door to the Old Sewer in the south-west corner (Line Launch to it, as when you left the lair). Look up: the ceiling directly over that door is weak. Bring it down with the Ultra Batclaw, then grapple up into the gap for the trophy.
The last Caves Riddler trophy, behind a weak ceiling in Killer Croc's lair that only shows after the Poison Ivy fight. It also unlocks the Rumble in the Jungle (Extreme) challenge map.
Abandoned Chamber: the riddle and Chronicle, if still open
The Abandoned Chamber's question-mark riddle and the Chronicle in the alcove beside it were on the way out of the Gardens before the Croc chase. If either is still unticked, take it on this stop: pull down the weak wall on the chamber's east side with the Ultra Batclaw, Line Launch to the central platform and crawl north under the wreckage, then look down to line up the question mark. From that spot, jump the gap to the ledge ahead and shimmy left into the alcove for the Chronicle.
Riddler trophy: Abandoned Chamber, behind the high weak wallHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Botanical Gardens · Abandoned Chamber – Go through the Old Sewer door, then through the Main Sewer Junction and out by the Surface Access door into Arkham North, as on your first trip through the sewers. Cross to Arkham East and go into the Gardens the way you went in for the Ivy fight, then on to the Abandoned Chamber. Climb to its upper level, where the walkway you cut down with a Batarang hangs, get onto the pillar beside it and climb onto the central bridge. Pull down the weak wall across from you with the Ultra Batclaw and Line Launch over to the trophy.
Chronicle of Arkham: Titan Production FacilityHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Botanical Gardens · Titan Production Facility – Leave the Abandoned Chamber by its door to the Flooded Corridor's northern part, go down the steps past the Constance Arkham statue and through the Aviary into the Titan Production Facility. Cross its gap with the Line Launcher, then turn round to face the doors you came through: a weak wall sits to their left. Once the Ultra Batclaw has torn it out, Line Launch over to the tablet.
Arkham Mansion · Library – Leave the Gardens the way you came in and cross Arkham East to the Mansion. Go in by the roof vent over the entrance, as on your last visit, and cross the Entrance Hall to the Main Hall, keeping to the balconies if the floor is still toxic. Take the South Corridor through to the Library; as you walk in, go round this floor to the left to a Security Gate. Hack it with the Sequencer: the tape is straight ahead.
Riddler trophy: East Wing Corridor high wallCollectible
Location
Arkham Mansion · East Wing Corridor – Go back to the Main Hall and through to the East Wing Corridor. Walk up to the door of the Warden's Office and look up to your left, just round the corner: a weak wall high up there comes down with the Ultra Batclaw. Grapple into the opening for the trophy.
Arkham Mansion · West Wing Corridor – Back through the Main Hall, take the West Wing Corridor. On the landing between the Arkham Records Room and Dr. Young's Office, a weak wall is on your left (the south side). Bring it down with the Ultra Batclaw and climb through to the tape.
Arkham Mansion · Arkham Records Room – Go through into the Arkham Records Room. In its south corner, the Restricted Files room sits behind a Security Gate: hack it with the Sequencer, then Line Launch across into the room rather than walking in. Scan the filing cabinets where folders marked with Strange's name poke out.
In Arkham West a crowd of the Joker's men stands outside the Visitor Center next to the Penitentiary. They won't attack you. Walk past them: Party Pooper needs all 20 knocked out in one go at the start of the finale, and going into the Visitor Center starts the ending.
Chronicle of Arkham: Medical Foyer high wallHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Medical Facility · Medical Foyer – Leave the Mansion the way you came in, go to the south end of Arkham East and take the Abandoned Tunnel through to Arkham West. Go into the Medical Facility (by the roof into Maintenance Access, as on your first visit, if the front doors are still shut) and make your way to the Medical Foyer. With your back to the Sanatorium doors, look across the foyer: pull down the weak wall behind you with the Ultra Batclaw, then zoom in and scan the tablet from the floor.
Medical Facility · Sanatorium – Go through into the Sanatorium and on to the far right (north-east) corner, past the last gargoyle. A vent grate sits high in that corner (not the one over the elevator): pull it off with the Batclaw and grapple up into the hidden room for the trophy.
Chronicle of Arkham: X-Ray Room high wallCollectible
Location
Medical Facility · X-Ray Room – Go up to the Upper Corridor and follow its halls to the right to the X-Ray Room. Walk a little way in, turn round and look high above the door for a weak wall. Tear it out with the Ultra Batclaw, then grapple into the space behind for the tablet.
Medical Facility · Surgery Room – Back along the Upper Corridor, go into the Surgery Room. A Security Gate is immediately on your left: hack it with the Sequencer, climb the stairs behind it and take the trophy from the small trolley at the top.
Riddler trophy: Patient Observation high ventCollectible
Location
Medical Facility · Patient Observation – Go on to Patient Observation. As you enter its main room, look up to your right: a vent grate is high on the south wall. Pull it off with the Batclaw and grapple into the hidden room behind it for the trophy.
Medical Facility · Secure Access – Go back down to the Sanatorium and pull the vent grate above the elevator with the Batclaw, then drop down the elevator shaft. At the bottom, grapple into the open vent and follow it to a grate you have to kick out. Before you kick it, look down the side passage on your right: it looks into a room of Joker magazines. Drop in and scan Harley's hat (or the Harley bobblehead beside it).
Medical Facility · Secure Access – Climb back into the vent and kick out the grate at its end into Secure Access. Walk left to the south end of the hall, hack the Security Gate there with the Sequencer, and take the tape from the counter on your right in the room behind it.
Riddler trophy: Secure Access high wallCollectible
Location
Medical Facility · Secure Access – Go back into the hall and walk to its right-hand (north) end. A weak wall is high up ahead of you. Tear it out with the Ultra Batclaw, then grapple through the opening. Inside, turn into the room on your left: the trophy lies on a table beside a Security Gate.
Interview tape: The Riddler #5Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Medical Facility · Experimental Chamber – Go on through the Lower Corridor and down the stairs to the Experimental Chamber. Walk into the small room you found Bane in: the tape is inside.
Penitentiary · Generator Access – Leave the Medical Facility for Arkham West and go up to the Penitentiary front doors, still walking past the party thugs. Go through Cells Access to the Main Cell Block. Hack the Security Gate into Generator Access with the Sequencer and Line Launch across the electrified water: the tablet is just to your right where you land.
Guard Room: the flooded-corner Chronicle, if you skipped it
If the clock made you skip the Chronicle during the timed Guard Room rescue, it is still there: a weak wall in the water in the left (south-west) corner of the room with the pools. Blow it with Explosive Gel and scan the tablet in the gap while you are in the Guard Room for the three items below.
Riddler trophy: Guard Room north hallwayCollectible
Location
Penitentiary · Guard Room – Back in the Main Cell Block, head west and up the stairs to the Guard Room, and go into the control room on the left, where Louie Green stands. Grapple up to the vents over his head and blow the weak wall there with Explosive Gel, then pull down the second weak wall ahead with the Ultra Batclaw. Line Launch across into the hallway beyond: the trophy is right on your right.
The last Riddler trophy on the island, in a hallway past two weak walls above the Guard Room. It also unlocks the Invisible Predator (Extreme) challenge map.
Penitentiary · Guard Room – Joker toxin fills this side: switch on the ventilation at the power box to clear it. Then, standing on the north ledge, turn back toward Louie Green's room in Detective Mode: the question mark forms around the spot you line-launched from. Move until the two parts line up and scan.
Penitentiary · Guard Room – Drop down into the room below the ledge and look to your left: the poster hangs on the east wall, in the north-east corner. Scan it.
Penitentiary · WayneTech menu – Buy it in the WayneTech upgrade menu as soon as a point is free; it needs Armor Upgrade V3. If the point hasn't come yet, buy it at the next level-up, ideally before the party: twenty thugs and the last fights of the story are next.
The last of the four armor upgrades; with all four, Batman has twice his starting health. One of the 20 WayneTech upgrades; the exact buy point depends on your XP.
That finishes every Riddler challenge the route can reach before the ending; check the Riddler page for anything still missing. Don't leave the building yet: the next section starts with the 24th Chronicle, in the Security Control Room along The Green Mile from the Main Cell Block.
The finale
The last Chronicle in the Security Control Room, then the Joker's party at the Visitor Center (Party Pooper and Freeflow Combo 40 in one fight), the Throne Room, the final fight on the Penitentiary Roof and free roam after the credits.
By now the island sweep is done and you carry every gadget: the Ultra Batclaw, Explosive Gel, the Cryptographic Sequencer and the Line Launcher. No Riddler item is left for later: the sweep should have finished them, and anything missed can still be done in free roam after the credits. One thing is lost for good on this save: the Party Pooper trophy, decided by the fight outside and in the hallway of the Visitor Center. Take the last Chronicle first, while you are still in the Penitentiary and the party waits.
Chronicle of Arkham: Security Control Room floor (the 24th)Collectible
Location
Penitentiary · Security Control Room – The island sweep ends in the Penitentiary's Guard Room. From there go back out to the Main Cell Block and along The Green Mile to the Security Control Room (if you are coming from elsewhere, enter at the Penitentiary front doors and go through Cells Access first, leaving the party thugs outside alone), and climb the stairs to the control room where you rescued Warden Sharp. A circle of the word "Batman" written over and over covers the floor there: scan it.
The last Chronicle of Arkham, which only shows once the other 23 are scanned; it completes the Spirit of Arkham story and earns World's Greatest Detective. Needed for its trophy whether or not the Riddler count includes it.
Party Pooper: all 20 party thugs before the Visitor Room
The door at the end of the Visitor Center hallway leads into the Visitor Room, and from there the game runs on to the ending with no way back out. Before you go through it, knock out all 20 party thugs: the 4 outside the Visitor Center front and the 16 in the hallway behind the red side entrance. They never strike first, so you have to start every fight. Down the outside four before you step into the hallway, as the way back out may close behind you. This is also the moment to finish anything else you want before the ending; Riddler challenges are not lost, because free roam returns after the credits. If a thug is left standing, pause and Restart From Checkpoint while you are still outside or in the hallway: it takes you back to just outside the Penitentiary. Once you are in the Visitor Room, only the Hard run (run 2) gives another chance.
Party Pooper: knock out all 20 party thugsHidden spoiler – activate to revealAchievementMissablePoint of no returnMajor spoiler
Location
Arkham West · Visitor Center – Back out of the Penitentiary, go to the Visitor Center front, the doors painted with the Joker's face, and take on the 4 thugs standing there. With all four down, go in by the smaller red-painted side entrance and knock out all 16 thugs in the hallway behind it before you touch the door at its far end. Read the next item before you go in: the hallway fight is your best Freeflow Combo 40 chance.
Why you can lose it
Lost once you go through the hallway's far door into the Visitor Room with any of the 20 still standing: there is no way back out until the credits, and the thugs are gone afterwards. Only the Hard run gives another try.
Point of no return
Going in by the red side entrance into the Visitor Center hallway (the 4 thugs outside may be out of reach once you are inside), and at the latest through the door at the far end of the hallway into the Visitor Room. From there the story runs on to the ending with no way back out, the checkpoint moves past the party, and the party thugs are gone after the credits. Party Pooper is then lost on this save; the Hard run is the next chance.
A missable trophy for knocking out every thug at the Joker's party, 4 outside the Visitor Center and 16 in its hallway, before going into the Visitor Room.
PC (Steam)
Before you leave the Penitentiary for the party, copy the save file (.sgd) somewhere safe: it is a way back if the fight goes wrong after the checkpoint has moved on.
Freeflow Combo 40: the party hallwayHidden spoiler – activate to revealAchievementMajor spoiler
Location
Arkham West · Visitor Center hallway – In the hallway behind the red side entrance, keep the chain going by working on the bunched-up thugs who are not attacking, moving up and down the hall, and counter or dodge any thug who raises his fists. If the chain breaks short of 40, pause and Restart From Checkpoint before the far door: you are back outside the Penitentiary, with the party to fight again from the outside four. Missing it here is not final, as the combat challenge maps also count.
Throne Room: the Joker's men and two TitansHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Penitentiary · Throne Room – In the Visitor Room a cutscene ends with an explosion; go into the next room and keep right, and a second cutscene opens the Throne Room fight. While thugs keep coming, dodge the two Titans and stay close to thugs so the charges hit them; thin the thugs between charges, Batarang a Titan only as it runs at you, then pound it, and climb on its back when you get the chance to smash the thugs and the other Titan. With one Titan down the rest gets much easier.
Each of the three rounds runs the same way. Beat every thug the Joker sends and keep clear of the wind-up teeth, which blow about a second after their laugh (let them go off near thugs to stun them). Only when no thug and no tooth is left and he turns away to pose for the helicopter, fire the Ultra Batclaw at his back and mash the button to pull him off his balcony; a thug or a tooth breaking the pull means another, smaller wave first. Round two adds thugs with knives and stun batons. Round three adds a gun locker right under his balcony (keep the thugs from opening it, and keep any gun they get on the floor) and electrified barriers beside it, which you can knock thugs into. If he stands still and the round won't move on, or the camera drifts out of the arena, pause and Restart From Checkpoint.
Titan Joker, Penitentiary RoofHidden spoiler – activate to revealBossMajor spoiler
Location
Penitentiary · Penitentiary Roof – After the Throne Room the Joker fires a Titan dart at Gordon, Batman takes it himself, and the fight moves up to the Penitentiary Roof. Circle the Joker out of reach of his claws until he climbs to his balcony, then play the rounds as the tip above says: after the first two pulls, run in and hit him while he is down; the third pull ends the fight.
Ending and free roamHidden spoiler – activate to revealEndingMajor spoiler
Location
Penitentiary · Penitentiary Roof – Let the closing cutscenes and the credits play out; don't skip them, a good habit for the Hard run, where a skipped final cutscene has stopped the last difficulty trophy from unlocking. Afterwards you are back on the island in free roam with every gadget: few enemies remain, some of Ivy's overgrowth is still there, and any Riddler challenge left open can still be finished.
Back on the run-1 save after the credits: all 48 medals on the 16 Combat and Predator challenge maps, the three challenge trophies, the optional downloadable maps and, last, Perfect Knight.
Load the run-1 save once the credits have rolled. By now it holds every gadget, all 20 WayneTech upgrades and all 240 Riddler challenges, and each Riddler trophy below has already opened its map. The 16 base maps (four Combat, four Predator, plus an Extreme version of each) carry three medals apiece: all 48 are needed for 100%. Challenge maps always play at Normal difficulty, whatever the campaign was set to. The order here is the trophy warm-ups first, then the base Combat maps, the Extreme Combat maps, the base Predator maps and the Extreme Predator maps; the downloadable maps come after them and are optional. The maps where you play as the Joker are not covered.
Keep the medals on the run-1 save
The story, the 240 Riddler challenges and all 48 medals have to sit on one save for the 100% count. Do every map on the run-1 save, and start the Hard run (run 2) in a different slot; nothing on this page can be lost, so the two runs can be played in either order.
Missed a combat trophy in the story?
The trophies whose text says "any play mode" (the Freeflow Combo trophies, Rope-A-Dope-A-Dope, Mano-A-Mano, Catch! and Freakshow Rodeo) also count on challenge maps. Rumble in the Jungle brings Titans for the Titan ones, and any Predator map works for an Inverted Takedown string-up.
Combat maps: how the score builds
Each Combat map is four rounds, and the medals go by total score. A long combo multiplier is worth more than early finishers, so save the takedown finisher for knife and stun-baton thugs. Mix moves within one combo: the end-of-round bonus grows with every different move used, up to all nine. Bonuses also pay for a round without damage, a whole round in one combo and four rounds without damage. A combo breaks on a hit taken, a move that hits nothing or a pause of about a second; vaulting over a thug never breaks it. Knives need a cape stun or a finisher, not a plain strike; vault behind stun batons. Weapons dropped in one round stay on the floor for the next.
Flawless Freeflow Fighter: Intensive Treatment without a hitAchievement
Location
Intensive Treatment · Challenge Mode – Open Challenge Mode on the run-1 save and start Intensive Treatment, the first Combat map; it opened when you destroyed the fifth set of Joker teeth ("Joker teeth: Eddie Burlow's hall", Intensive Treatment: arrival). Get through all four rounds without being hit: the combo may drop, so counter everything and vault over thugs when they crowd you.
Intensive Treatment · Challenge Mode – Same map as the trophy above, opened by "Joker teeth: Eddie Burlow's hall" (Intensive Treatment: arrival). Medals at 6,000, 12,000 and 18,000 points; a run that earned Flawless Freeflow Fighter often reaches all three, so check the map's medal count before playing again.
All nine have to land in one combo, in any order, with no hit taken and no miss: a plain strike; a Batclaw pull and then a strike on the thug as he comes in; a counter; a vault over a thug; a cape stun; the Special Combo Throw; the Special Combo Takedown; a quick Batarang throw (Combo Batarang); and a ground takedown, kept for the last thug standing. Both finishers need the combo built up, so you build it twice in the same chain; Special Combo Boost lowers the count needed.
Freeflow Perfection: all nine moves in one comboAchievement
Location
Intensive Treatment · Challenge Mode – Stay on Intensive Treatment: round 3, with its pipe thugs, gives the most room to work through the list in the tip above. Sewer Bat, the next map, works too if you would rather do it there while chasing medals.
Caves · Challenge Mode – Opened by the Riddler trophy inside a support of the Main Sewer Junction ("Riddler trophy: Main Sewer Junction, below the waterfall bridge", The Morgue, the Boiler Room and the Batcave; it may instead be one of the trophies beside it in that junction). Medals at 6,000, 12,000 and 18,000 points. Keep the knife thugs in sight and stun or finish them, and watch for thugs throwing objects.
Penitentiary · Challenge Mode – Opened by "Riddler trophy: Flooded Corridor chasm" (The Glasshouse, the Mansion and Intensive Treatment). Medals at 10,000, 20,000 and 30,000 points. The rounds last 43 seconds, 58 seconds, 1:13 and 1:28, so keep the combo going to clear them in time; a stun-baton thug joins from round 2 and Zsasz turns up in the last round.
The hardest base Combat map, in the Penitentiary: every round has a time limit, and when it runs out the floor is electrified and the run fails. On this order your 8th Combat medal comes here, for Freeflow Bronze.
Combat: Rumble in the Jungle (3 medals)Achievement
Location
Botanical Gardens · Challenge Mode – Opened by one of the three Line Launcher trophies in the Main Sewer Junction ("Riddler trophy: Main Sewer Junction, far support", "opposite bridge" or "high north-east corner", The sewers and the Ultra Batclaw). Medals at 10,000, 20,000 and 30,000 points. Round 2, full of plain thugs, is where to score big; a stun baton shows up in round 3, and in round 4 stop the Titan's charge with a Batarang, then ride him into the thugs.
The Extreme maps add gun cases on the walls: watch for thugs running to them and deal with an armed one first. Use the easy opening rounds to bank a no-damage or one-combo bonus, and aim for seven or more different moves in every combo. On a bad streak, stop and come back later.
Intensive Treatment · Challenge Mode – Opened by the Sequencer cell trophy in the Penitentiary ("Riddler trophy: Security Control Room, south stairs", Penitentiary). Medals at 10,000, 20,000 and 30,000 points. There is one gun case on the wall, a knife thug late on and Zsasz in round 4.
Caves · Challenge Mode – Opened by the caged trophy in Intensive Treatment ("Riddler trophy: Maintenance Access cage", The Glasshouse, the Mansion and Intensive Treatment). Medals at 10,000, 30,000 and 50,000 points. Rounds 2 and 4 bring the most thugs, so build the longest combos there, and keep an eye on both gun cases.
Combat: Shock and Awe Extreme (3 medals)Achievement
Location
Penitentiary · Challenge Mode – Opened by "Riddler trophy: Secure Access high wall" (Island sweep before the finale). Medals at 10,000, 20,000 and 30,000 points. The rounds last 43, 43, 53 and 58 seconds; take every stun-baton thug (and knife thug when you can) out with the takedown finisher, since the clock only allows a run that keeps its combo. Zsasz joins in round 4.
Combat: Rumble in the Jungle Extreme (3 medals)Achievement
Location
Botanical Gardens · Challenge Mode – Opened by "Riddler trophy: Croc's Lair weak ceiling" (Island sweep before the finale). Medals at 30,000, 40,000 and 50,000 points. Round 1 is the easiest place to bank a one-combo round; Zsasz is in round 3, and armed thugs are easy to lose track of in the Titan rounds.
Each Predator map has three set tasks, one medal each, and the clock does not affect the medals, so take your time. Do the tasks that need a group of thugs or a set-up first, while they are still walking their patrols, and finish the easy ones afterwards.
Medical Facility · Challenge Mode – Start Silent Knight, opened by "Riddler trophy: ledge above the Experimental Chamber security gate" (The Morgue, the Boiler Room and the Batcave). Take all six thugs out with silent takedowns (corner takedowns count) and never let one see you; ignore the medals on this run. One sighting or one noisy knockout spoils the attempt, so restart.
Medical Facility · Challenge Mode – Replay Silent Knight for the medals: a silent takedown from behind ("Silence Is Golden"); a thug knocked out by a wall you blow with Explosive Gel ("Blast Zone"); and a thug knocked down by a Batarang and then finished on the ground ("Mind Your Head").
Arkham Mansion · Challenge Mode – Opened by "Riddler trophy: Warden's records room desk" (The Library and the Warden's Office). Tasks: Batclaw a thug off a walkway ("Fall Guy"); a takedown while hanging from a ledge ("Over The Ledge"); and a takedown from behind cover round a corner ("Round The Bend").
Intensive Treatment · Challenge Mode – Opened by "Riddler trophy: Croc's Lair, by the leaking pipes" (The sewers and the Ultra Batclaw). Tasks: crash through a glass ceiling onto a thug ("Smash Landing"); an Inverted Takedown from a gargoyle ("Hang Time"); and a drop attack onto a thug from above, then knock him out on the ground ("Break Your Fall"; the knock-down alone may be enough).
Caves · Challenge Mode – Opened by "Riddler trophy: high weak wall, tunnel to Arkham North" (Return to the Botanical Gardens). Tasks: a thug walks onto Explosive Gel sprayed on the floor and is knocked down ("Watch Your Step", which needs the Auto Proximity Detonator); one gelled wall takes out three thugs at once ("Crowd Control"); and burst out of a floor grate straight into a takedown ("Grate Moves").
On every Extreme Predator map the gargoyles are wired with explosives and blow when you perch on one. Use it: the blast draws every thug to that spot, which sets up the tasks that need a group. These maps lean on late gadgets and upgrades, which the run-1 save already has.
Medical Facility · Challenge Mode – Opened by "Riddler trophy: Titan Production Facility alcove" (Botanical Gardens). Tasks: three thugs knocked out by three different gelled walls at the same moment ("Three For Three"; set it up at the very start); Line Launch through a window into a thug ("Break Through"); and a glide kick that you finish with a ground takedown ("Aerial Assault").
Predator: Record Breaker Extreme (3 medals)Achievement
Location
Arkham Mansion · Challenge Mode – Opened by "Riddler trophy: outside the Batcave, second pinnacle" (The sewers and the Ultra Batclaw). Tasks: one Line Launcher kick that hits two thugs ("Chain Reaction"); one Remote Control Batarang flight that knocks down three ("Three In A Row"); and a knockout with the Sonic Shock Batarang ("Sonic Boom").
Intensive Treatment · Challenge Mode – Opened by "Riddler trophy: East Wing Corridor high wall" (Island sweep before the finale). Tasks: one Triple Batarang throw that knocks down three thugs ("The Magic Number"); a Line Launcher kick that sends a thug off an edge and out ("Kick Off"); and simply punch an armed thug ("Hit and Run").
Caves · Challenge Mode – Opened by "Riddler trophy: Guard Room north hallway" (Island sweep before the finale). Tasks: Ultra Batclaw a weak section of floor out from under two thugs ("Two For The Price Of One"); scare a thug who is already terrified by appearing right beside him ("Shock Tactics"); and Ultra Batclaw three thugs off a walkway at once, knocking all three out ("Tug Of War").
The maps below came as downloadable content. Crime Alley and Nocturnal Hunter are in both editions this guide covers; Heart of Darkness and Hothouse Prey are in Return to Arkham only. Their medals are extra: they don't count toward the 48, the medal trophies or 100%. Two more bundled maps, Totally Insane (endless waves) and Scarecrow Nightmare (a skeleton-wave survival map that one hit ends), keep only a score and award no medals, so they have no entry here.
Challenge Mode · Crime Alley – Part of the bundled downloadable content: no Riddler challenge is tied to it. Medals at 5,000, 10,000 and 20,000 points over four rounds; every round starts with unarmed thugs, and two pipes hang on the walls.
Challenge Mode · Nocturnal Hunter – Part of the bundled downloadable content, with no Riddler unlock. Tasks: knock a thug back down a ladder just as he reaches the top; leave the red High Security thug until last; and an Inverted Takedown through the glass ceiling from a gargoyle.
Combat: Heart of Darkness (3 medals, optional, Return to Arkham)Achievement
Location
Challenge Mode · Heart of Darkness – On PS4 and Xbox One it comes with the bundled downloadable content, with no Riddler unlock. Medals at 10,000, 30,000 and 50,000 points.
Predator: Hothouse Prey (3 medals, optional, Return to Arkham)Achievement
Location
Challenge Mode · Hothouse Prey – On PS4 and Xbox One it comes with the bundled downloadable content, with no Riddler unlock. Tasks: clear the room without taking any damage; take out the red High Security thug first; and punch three different armed thugs.
Challenge Mode · Run-1 save – Check the run-1 save's game-completion percentage: it should read 100%. If it is short, the gap is a missing medal (look for a map below three), a Riddler challenge, an unbought WayneTech upgrade or the 24th Chronicle of Arkham; finish it on the same save. The downloadable maps make no difference.
A second, story-only playthrough on a new save at Hard for the last difficulty trophy, with a Hard note for every boss and second chances at the two missable trophies if run 1 lost them.
Run 1 earned everything except the Hard difficulty trophy. This run is the story again on a fresh save, nothing else: no Riddler hunt, no challenge maps. On Hard the counter warning over an attacking enemy is gone and every hit you take hurts more, so you counter by reading each enemy's wind-up. The route is run 1's story route: each step below names the run 1 section to follow, and you can skip every Riddler and optional item listed there. Your gadgets come back in the same story order as in run 1. Keep the run 1 save: the challenge maps and Perfect Knight belong to it, and those maps always play at Normal, so you can switch back to them whenever Hard wears you down.
Hard run: start a new save on HardQuest stepNG+1
Location
Intensive Treatment · Entrance and Intensive Treatment Lobby – From the main menu, start a new game on a save file other than run 1's and choose Hard. Leave the difficulty on Hard for the whole run, as it is not confirmed that lowering it partway still counts. The story then opens as in run 1, at the start of "Intensive Treatment: arrival".
Summary
The start of run 2: a whole new story playthrough at Hard, on its own save. There is no New Game+, so it starts from the opening walk.
Upgrades come from XP on this save too, and the Armor upgrades matter most on Hard. Solving Riddler challenges you happen to pass earns XP quickly and may restore some health as well. Buying an Armor upgrade may also refill your health, so a level-up saved for a hard fight can work as a spare health bar.
Every boss fight on the Hard run, in story order, with the run 1 section that routes to it
#
Fight
Run 1 section
On Hard
1
Victor Zsasz, Patient Pacification Chamber
1. Intensive Treatment: arrival
Not a fight but a stealth takedown. Keep to the gargoyles and Glide Kick him when the prompt appears; if he spots you, the hostage dies and the checkpoint reloads.
2
Mutated henchman, Secure Treatment Transfer
1. Intensive Treatment: arrival
Don't hit it: it has no health bar and falls on its own after a while. Just keep dodging the charges and the bodies it hurls.
3
Scarecrow nightmare 1
5. The Morgue, the Boiler Room and the Batcave
No combat. Move only while the giant Scarecrow looks away, duck behind low walls, blow the one gel wall from cover, then reach the Bat-Signal.
4
Bane, Boiler Room
5. The Morgue, the Boiler Room and the Batcave
Stand with a wall at your back, quick-Batarang his charge and sidestep so he hits the wall, punch, then back off. Once thugs join in, let his charges flatten them.
5
Scarecrow nightmare 2
7. The Library and the Warden's Office
More gaze dodging, using the two crates you pull with the Batclaw as cover. With no counter prompts, watch each skeleton's wind-up and clear every wave before you move on.
6
Zsasz and Dr. Young, Warden's Office
7. The Library and the Warden's Office
Crouch behind the corner on the right and throw the Batarang only when he turns his head; be slow or seen and the hostage dies. In the brawl after, drop the stun-baton thug first.
7
Harley Quinn, Extreme Incarceration
9. Extreme Incarceration and the way to the Gardens
Thug waves while the floor charges a section at a time: step off any section whose panels light up. Later waves bring knives and stun batons; Harley falls straight after the last one.
8
Two Titans, Titan Production Facility
10. Botanical Gardens
Get them in a line so they ram each other; hit only a stunned Titan, and ride a kneeling one into the other. Both health bars sit top right.
9
Scarecrow nightmare 3
11. The Glasshouse, the Mansion and Intensive Treatment
The fake replay of the opening and the fake failure screen are part of it. Save your health for the closing arena: skeletons, then a big skeleton (Batarang and dodge), then both at once.
10
Killer Croc, Croc's Lair
12. The sewers and the Ultra Batclaw
The stretch players dread most on Hard: see the tip before its step below.
11
Titan henchman, Pressure Control Junction
12. The sewers and the Ultra Batclaw
Batarang and dodge it, steer it into the electrified barriers, and ride it into the thugs while it kneels; or keep moving and let its charges do the work.
12
Poison Ivy, Elizabeth Arkham Glasshouse
13. Return to the Botanical Gardens
Far harder than on Normal: see the tip before its step below.
13
Throne Room, Visitor Center
15. The finale
See the tip before the last step below.
14
The final boss, Penitentiary Roof
15. The finale
See the tip before the last step below.
Leave No Man Behind, second chance: skip if run 1 has it
Only if Leave No Man Behind did not unlock in run 1. The Decontamination rescue in the next step works exactly as before: two guards and a thug hang over the Joker toxin, and all three must be pulled up. If one falls, pause and Restart From Checkpoint before you leave the room; once you are out of Decontamination the chance is gone on this save too, and there is no third run in this guide.
Hard run fallback: Leave No Man Behind (only if run 1 missed it)Quest stepMissablePoint of no returnNG+1
Location
Intensive Treatment · Decontamination – Reached as in run 1, in "Intensive Treatment: arrival", after Zsasz and the vents. Coming out of the vent, pull up the guard ahead of you, then the second guard one level up, then glide down for the thug on the lower platform; Detective Mode shows all three. Clear the gas with a Batarang to the fan control panel. When Leave No Man Behind pops here, also tick run 1's Decontamination step, so your 100% count is complete.
Why you can lose it
Lost if one of the three falls into the toxin and you then leave Decontamination: the room never comes back on this save, and this is the last run the guide plans.
Point of no return
Leaving Decontamination for the Transfer Loop on the Hard save. If any of the three men fell, Leave No Man Behind is lost on this save as well.
Walk or crouch, never run: the noise meter also shows how close he is and turns red when you head the wrong way. When he bursts out of the water, one Batarang to his shock collar drives him back; if he reaches you it is a Game Over. Knock each glowing spore down with a Batarang, then pick it up (five in all), and keep running without a pause whenever the planks break under you.
Hard run: Killer Croc's LairHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Caves · Croc's Lair – Reached as in run 1, in "The sewers and the Ultra Batclaw": through the door from the Secure Transit basement after the third Scarecrow nightmare. Play the hunt as the tip above says; after the fifth sample a checkpoint comes about 140 m from the exit, and the chase ends when you detonate the gel at the closed gate the moment he steps onto it.
Each half of the fight swaps between two phases. First, keep moving away from the roots that burst up on the left, in the middle or on the right; then, when she opens the plant, dodge her orbs and hit her with a quick Batarang. With her bar empty, gel her. The second half adds spore-controlled guards during the root phase: each goes down in one hit, so knock them into the pit.
Hard run: Poison IvyHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Botanical Gardens · Elizabeth Arkham Glasshouse – Reached as in run 1, in "Return to the Botanical Gardens": through the Flooded Corridor and across the last gap with the Line Launcher, then the door on the right. Play both halves as the tip above says. Don't quit the game during the fight or at its door: one Hard save was reported stuck outside the arena after a restart there.
Only if Party Pooper did not unlock in run 1. After Ivy the game sends you to the Visitor Center in Arkham West. Knock out all 20 party thugs, the 4 outside the front and the 16 in the hallway behind the red side entrance, before you go through the hallway's far door into the Visitor Room. They never attack first. Down the outside four before stepping into the hallway. If one is left standing, Restart From Checkpoint while you are still outside or in the hallway; once in the Visitor Room the story runs to the ending and the chance is gone.
Hard run fallback: Party Pooper (only if run 1 missed it)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Major spoiler
Location
Arkham West · Visitor Center – From Arkham North, where the Ivy fight ends, follow the objective to the Visitor Center and play the party as in run 1, in "The finale" (this run skips that section's Chronicle). Start on the 4 thugs at the Joker-painted front doors, then go in by the smaller red side entrance and drop all 16 in the hallway before you touch the far door. When Party Pooper pops here, also tick run 1's Party Pooper item.
Why you can lose it
Lost once you go through the hallway's far door into the Visitor Room with any of the 20 still standing: there is no way back out before the credits, and this is the last run the guide plans.
Point of no return
Going in by the red side entrance into the Visitor Center hallway on the Hard save (the 4 thugs outside may be out of reach once you are inside), and at the latest through the door into the Visitor Room. The story then runs to the ending; any party thug still standing means Party Pooper is lost on this save as well.
Throne Room: thugs keep coming in a small room; dodge the two Titans first and stay near thugs so the charges hit them, and Batarang a Titan only while it runs at you. One Titan down and the rest is much easier. Roof, every round: clear every thug and keep away from the wind-up teeth, which go off about a second after their laugh. Only when nothing is left and he turns to the helicopter, pull him down with the Ultra Batclaw and hit him. If he freezes or the camera drifts out of the arena, Restart From Checkpoint.
Hard run: Titan JokerHidden spoiler – activate to revealQuest stepNG+1Major spoiler
Location
Penitentiary · Penitentiary Roof – Reached as in run 1, in "The finale": past the Visitor Room into the Throne Room, then up to the roof, played as the tip above says. Once he falls, let the final cutscene and the credits play without skipping: a skipped ending has been reported to stop the trophy from registering, which would mean a whole new Hard run.
The Throne Room and the three-round fight on the Penitentiary Roof, at Hard. Winning gives Biggest Bang; a Hard finish also counts for the two easier difficulty trophies.
Every trophy and achievement with the item that earns it on this route, how the lists differ between platforms, and the PlayStation platinum.
There are 47 trophies and achievements, and PlayStation adds a platinum for earning them all. Two can be lost on a save: Leave No Man Behind at the very start and Party Pooper before the finale (both have warnings where they happen, and the Hard run repeats them as a backup). One Riddler riddle can be lost too, the body in Dr. Young's office on your first Mansion visit; without it the 240 cannot be finished on that save, which costs Crack The E Nigma and Perfect Knight. The difficulty trophies stack, so finishing on Hard also gives the Easy and Normal ones. Rows whose item names a late story moment are hidden until you reveal them.
All 47 trophies and achievements (PlayStation adds the platinum), with the item that earns each on this route
Trophy
PlayStation grade
Section
Item
Shocking Rescue
Bronze
1. Intensive Treatment: arrival
Victor Zsasz, Patient Pacification Chamber
Leave No Man Behind
Bronze
1. Intensive Treatment: arrival
Decontamination: rescue both guards and the thug, clear the toxin
Malpractice Needs More Practice
Bronze
1. Intensive Treatment: arrival
Mutated henchman, Secure Treatment Transfer
Born Free
Bronze
2. Intensive Treatment to Arkham East
Escape to the island surface (Arkham East)
Just What The Doctors Ordered
Bronze
4. Medical Facility
Rescue Dr. Young, X-Ray Room
Daydreamer
Bronze
5. The Morgue, the Boiler Room and the Batcave
Scarecrow nightmare 1, Morgue
Baneful Payback
Silver
5. The Morgue, the Boiler Room and the Batcave
Bane, Boiler Room
Breaking And Entering
Bronze
6. Arkham Mansion
Clear the snipers and enter the Mansion by the roof vent
Recurring Nightmare
Bronze
7. The Library and the Warden's Office
Scarecrow nightmare 2
Zsasz Cut Down To Size
Bronze
7. The Library and the Warden's Office
Warden's Office: save Dr. Young from Zsasz
Solitary Confinement
Silver
9. Extreme Incarceration and the way to the Gardens
Harley Quinn, Extreme Incarceration
Double Trouble
Silver
10. Botanical Gardens
Two Titans, Titan Production Facility
Resist The Fear
Silver
11. The Glasshouse, the Mansion and Intensive Treatment
Scarecrow nightmare 3
Crocodile Tears
Silver
12. The sewers and the Ultra Batclaw
Killer Croc, Croc's Lair
Poisoned Ivy
Silver
13. Return to the Botanical Gardens
Poison Ivy (Titan plant), Elizabeth Arkham Glasshouse
Big Bang
Silver
15. The finale
Titan Joker, Penitentiary Roof
Bigger Bang
Silver
15. The finale
Titan Joker, Penitentiary Roof
Biggest Bang
Silver
17. Run 2: Hard
Hard run: Titan Joker
Party Pooper
Bronze
15. The finale
Party Pooper: knock out all 20 party thugs
Freeflow Combo 20
Silver
4. Medical Facility
Freeflow Combo 20
Freeflow Combo 40
Silver
15. The finale
Freeflow Combo 40: the party hallway
Night Glider
Bronze
2. Intensive Treatment to Arkham East
Night Glider
Rope-A-Dope-A-Dope
Bronze
2. Intensive Treatment to Arkham East
Rope-A-Dope-A-Dope
Mano-A-Mano
Silver
10. Botanical Gardens
Mano-A-Mano
Catch!
Bronze
2. Intensive Treatment to Arkham East
Catch!
Freeflow Combo 5
Bronze
1. Intensive Treatment: arrival
Holding Cells: stop the Joker's thugs
Freeflow Combo 10
Bronze
1. Intensive Treatment: arrival
Holding Cells: stop the Joker's thugs
Freeflow Perfection
Silver
16. Challenge maps
Freeflow Perfection: all nine moves in one combo
Freakshow Rodeo
Bronze
12. The sewers and the Ultra Batclaw
Freakshow Rodeo
Freeflow Bronze
Bronze
16. Challenge maps
Combat: Shock and Awe (3 medals)
Freeflow Silver
Bronze
16. Challenge maps
Combat: Sewer Bat Extreme (3 medals)
Freeflow Gold
Silver
16. Challenge maps
Combat: Rumble in the Jungle Extreme (3 medals)
Predator Bronze
Bronze
16. Challenge maps
Predator: Survival Tactics (3 medals)
Predator Silver
Bronze
16. Challenge maps
Predator: Record Breaker Extreme (3 medals)
Predator Gold
Silver
16. Challenge maps
Predator: Invisible Predator Extreme (3 medals)
Invisible Predator
Bronze
16. Challenge maps
Invisible Predator: clear Silent Knight unseen
Flawless Freeflow Fighter
Bronze
16. Challenge maps
Flawless Freeflow Fighter: Intensive Treatment without a hit
Crack The E Nigma
Silver
14. Island sweep before the finale
Riddle: Prometheus wanted poster
Arkham Analyst
Bronze
2. Intensive Treatment to Arkham East
Interview tape: Harley Quinn #2
Cryptic Investigator
Bronze
2. Intensive Treatment to Arkham East
Riddle: clock-tower question mark
Lateral Thinker
Bronze
4. Medical Facility
Riddle: Firefly news clipping
Mystery Solver
Bronze
6. Arkham Mansion
Interview tape: Scarecrow #3
Conundrum Cracker
Bronze
9. Extreme Incarceration and the way to the Gardens
Secrets map: Penitentiary
Mental Athlete
Bronze
10. Botanical Gardens
Riddler trophy: Titan Production Facility alcove
Riddle Resolver
Silver
13. Return to the Botanical Gardens
Riddler trophy: grate on the arches, tunnel to Arkham North
World's Greatest Detective
Silver
15. The finale
Chronicle of Arkham: Security Control Room floor (the 24th)
The platinum unlocks once the other 47 are earned.
Steam (Game of the Year Edition)
47 achievements
The same 47 as PlayStation without the platinum; none are hidden. A few names are spelled differently, for example "Freak Show Rodeo", and its text asks for fewer thugs (this guide asks for 10 everywhere).
Xbox One (Return to Arkham)
47 achievements, 1,000 Gamerscore
The same 47 names.
PlayStation 3 and Xbox 360 (2009)
48 trophies / 47 achievements
The original releases have lists of their own with the same names and grades; this guide follows the Return to Arkham and Game of the Year Edition versions.
Platinum TrophyAchievement
Location
Anywhere – There is nowhere to go: it pops the moment the last other trophy does, which on this route is usually Biggest Bang at the end of the Hard run or Perfect Knight after the challenge maps. If it doesn't appear, open the trophy list, find the one still locked and look it up in the table above.