Once you reach the top, use the Line Launcher to cross the gap to the central structure, then climb up a couple ledges to the right, where the Oracle will radio in with your next objective. Climb the nearby ramp then Line Grab across the gulf, but only after the giant wall-thing swings out of the way. Go ahead and escort the police as they drag the Joker through the asylum. Now, look along the west side of the room for a platform you can grapple to. Absolutely not. Head east and then turn north. After going through a door, you'll spot the Doctor trapped within a small room, being guarded by two inmates. It's best to glide-kick the armed one to knock him down, then focus on the other two before he gets back up. Anyway, the event will drop you off in a small room, look for a second vent you can enter embedded in same the wall, but on the opposite half of the room as the one you just came from. Alright, it's time to give the Batclaw a whirl. Toss a Batarang at it to activate the fans, clearing the room of the toxic gas. Soon thereafter, you'll regain control of Batman himself--head to the far door at the end of the alley. Consider mining the upper level with Explosive Gel as well. As soon as he's passed by, quickly head right, jumping and climbing when necessary, and hide again before he spins toward you. Choose the tunnel and you'll soon be allowed to use your hook. With the snipers dealt with, you now just after the small task of finding a way into the mansion (the main entrance is blocked by an electrified gate inside). Batman will hop on his back and grapple his head, turning him into a blind, damage-inflicting machine. If you turn on detective mode, you can make him out, pacing in a control room far above the cages. Follow it into a large, poison-filled room. Of course, it's easier said than done, and Bane has a few tricks up his sleeve. There is a vent that is below the control room that you can get to with out much probs. This item allows you to plant and detonate charges to destroy weak walls or floors, creating entrances into otherwise inaccessible areas. Look up when instructed to find a grapple point at the top of the vent directly above. Oh, and make sure to grab the Interview Tape from the table within the closest tower. After fleeing the room, venture into the nearby control room (where Quinn was) to find an Interview Tape, then exit back into the Main Cell Block, where Quinn will unlock a door on the opposite side you can continue through, leading to Controlled Access. Now you have to look for the lab's hidden entrance. Having solved the puzzle, meet-up with the friendly guard just ahead to learn of what's happened. Now head to the opposite side of the walkway and glide from it to a platform ahead, then jump across a couple more. Use your special takedowns and stun moves to make things easier. Exit back outside, then grapple to the roof of the facility. Follow it out the other side and grapple up a couple of ledges above and jump another gap. First, you should know that they have two long-range attacks -- a dash attack, and a move where they toss a dead body -- in addition to their general close-range melee attacks. Once clear, you'll find that the main door is locked--instead, grapple on top of the ventilation piped overhead, then use the Batclaw to rip off the ventilation grate just above before grappling inside. With the Cryptographic Range Amplifier upgrade (get this early! Upon reaching the Spotlight, Batman will be tossed into a ring with numerous skeletons. Now use detective mode to follow the DNA trail up to a door that will open. There's a guard on the walkway just overhead--grapple onto the railing and sidle along it to the right, close to the ladder leading into the contorl room. After coming to, you'll be surrounded by four enemies, one armed with a stun rod--you know what to do. Description. Head back to the Flooded Corridor via the Statue Corridor and the Glasshouse. Look up and use your grapple to pull rip off the venting grate, allowing you to grapple inside. You'll wind up in the Intensive Treatment Lobby, where you'll discover the gargoyles have been booby-trapped. To cross this room, drop onto the walkway to the right and follow it as far as you can, then Line Launch to the walkway on the other side. Inside the Guard Room, proceed through the door to find Harley Quinn torturing a couple of cops. Start off by heading right and climbing up the ledge of the structure and then leap to the platform out the other side. The products discussed here were independently chosen by our editors. You can also use an additional trick when you notice that one of the beasts has kneeled down. You should be able. Here you'll find some teeth to destroy. Riddle #2 - Arkham Island, East. Continue to use detective mode as you follow the fingerprints down the stairs on the left and through the door, into the Main Hall. To counter, simply tap the respective button anytime the blue symbol is displayed, this will knock your opponent back before they can attack, stunning them briefly. Before Line Launching across, use the Batclaw to safely pull most of them into the abyss, leaving just a few stragglers for you to deal with upon crossing. If not, then try to get behind them for a silent takedown. Like before, you'll have to use the various objects to hide while evading his gaze. Snap a shot of this to solve a riddle (Botanical Gardens Riddle #1). Once inside, turn around and exit back outinto the Morgue? Inside the Generator Room, you'll find a group of baddies, one of whom's armed with a stun rod. Once you've eliminated the first mutant you should go back to your standard pattern, using Batarangs and throwing quick punches to inflict some minor injuries. You'll find that the only exit out of the Control Room is blocked, but worry not, for you can rip the vent grate off overhead revealing a hole you can grapple through. You may now approach a large cap. Try to destory all the tanks in the room during the battle or you will have to destroy them afterwards to get your prize! Now follow that path as far as you can, then Line Launch to the far wall and speak with Aaron Cash. Throughout the course of the battle, a couple large ones will appear--these are based on the large thugs you battled earlier, and fighting them is similar--just toss a Batarang during their charge, and they'll shatter upon slamming into the wall.