Arkham Mansion - Batman: Arkham Asylum Guide - IGN (2024)

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One of the goons below has a gun, so target him with your Zip or Glide Kick. Hit him with a ground takedown and knock out the other two with punches and counters.

Head down the stairs towards the security gate and flip around to find a grate near the ground. This leads back to a Riddler Trophy (Arkham Mansion Riddle #26).

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The door out of this room is locked so you'll have to grapple above it. A vent on the ceiling here can be accessed via your Batclaw. Pull yourself up and detonate the wall here.

The cleared wall will reveal a Chronicle of Arkham marker (Arkham Mansion Riddle #5). You'll now be in the Main Hall. Below are a dozen or so thugs tearing through papers, looking for Young's work. Take them on directly for a big combo -- use your stun attack on the enemies with clubs to disarm them. While attacking, you can also use stun to prevent enemies from attacking instead of using counters. Doing so will make it easier to keep your combo going in large battles. Move from thug to thug quickly and move away from threats to safely maintain your combo.

A grate under the large statue in the Main Hall can be removed to reveal a trophy (Arkham Mansion Riddle #23). In the northeast corner of the room is a removable grate near the ground that will allow you into a small office. Here you can pick up a Scarecrow Interview Tape (Arkham Mansion Riddle #10).

Also in this area are several chattering teeth to destroy -- including one in a tiny office you'll only gain access to via a removable grate near the ground. Now head out through the door in the northwest of the area leading into the West Wing. Immediately crouch and use a silent takedown on the villain in front of you. Move through the long room and enter the door to the west.

The Arkham Records Room presents your greatest challenge yet. The five henchmen in this room constantly patrol, and to make things worse, they have collars that alert their buddies when you take one down. Use this against them by laying booby traps when you can.

Use a Hanging Takedown on a lone goon and spray some Explosive Gel around his body. Escape back to the gargoyles before you are found out. Otherwise, make sure you keep your distance from pairs of goons and try and go for solo ones with your Hanging takedowns and Zip Kicks. If they stay on the bottom level, try and use the underground passageways that run the course of the room to get behind them. Any man you take down you should mine. The proximity mine Explosive Gel upgrade helps quite a bit here!

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To Dr. Young's Office

With the final thug out cold, free the hostages in the middle of the room. There are stairs in the middle of the southern portion of the room. Above these stairs is a grate you can remove. Follow the vent behind it back to the gated off office area to retrieve a Scarecrow Interview Tape (Arkham Mansion Riddle #20).

In the far west area of the room there's another removable grate on the wall above the upper walkway. Enter this and follow it back to another gated area with a Riddler Trophy (Arkham Mansion Riddle #18). Exit the area via the door in the north.

In the North Corridor, you'll find the door leading to Young's Office locked -- no matter, Batman has no need for doors. Enter the vent shaft on the floor to the left of the locked door and follow it back to a room with some teeth and two holding cells. Execute and Environmental Scan on the holding cell with all the writing on the ground to solve the area Riddle (Arkham Mansion Riddle #16).

Don't leave this area. Instead, search the upper area near the high ceiling for a grapple point into another ventilation shaft. On the other side of this you'll come out on the cage-like ceiling of the area. Head south for a Riddler Trophy (Arkham Mansion Riddle #19).

Now, look for another crawlspace to bypass that pesky locked door. It's in the southeast corner of this upper area. This leads directly to Dr. Young's office area -- but you aren't at the safe quite yet.

Zip Kick the thug with the gun below, then melee attack all three enemies until they are no longer a threat.

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Move up into the laboratory area. Head over to the body whos feet are hanging out of the cooler, and scan it to complete a riddle. Check out the northern wall in Detective Mode for a removable grate. Grapple up, crawl through the cobwebby corridor and drop down into Dr. Young's office.

You'll now need to search the area for clues. You should be familiar with this process by now. The key clue is on the edge of the wall safe. Scan this to reveal a trail of greasy handprints -- this mysterious stranger is sure touchy! Remember to scan the painting with the black mask as shown above to complete a riddle.

Grapple up and out of the office and you'll be confronted by a group of thugs. Some of these are armed so be sure to stun them before attacking. They've conveniently cleared a path for you out of the area, but before leaving look at the desk behind the doorway they entered through for a Scarecrow Interview Tape (Arkham Mansion Riddle #30).

Follow the trail of prints east through the West Wing Corridor and into the Main Hall. You should encounter a present from joker -- teeth to eliminate. You can catch the two criminals here by surprise and make short work of them. Enter the door to the east of the henchmen and proceed into the South Corridor. But first, scan the portrait of Commissioner Gordon on the wall to the left of the door, to solve a riddle.

In the South Corridor, look for a display case with a top hat and some umbrellas to along the east wall as you enter. Perform an Environmental Scan on these objects to solve a riddle! (Arkham Mansion Riddle #2)

Grapple up to the left as soon as you have the opportunity to. Just past the ventilations shafts is a hidden alcove with a destructible wall. Behind the wall is a Chronicle of Arkham marker (Arkham Mansion Riddle #3).

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Before hopping down, you can also complete a Riddle from this area. A dot on the ventilation shaft up here aligns with the body of a question mark on the wall below (Arkham Mansion Riddle #1).

There are several enemies around the bend just ahead, but since they can't see you you'll have time to prepare for them. Mine the ground with Explosive Gel, then take a corner cover spot so you can send a Batarang at the first goon to disarm him. Grapple up high or back away and let the fireworks fly as the thugs walk into your trap. Finish them off with close range attacks.

Look up high in the southwest area of the room for a grate you can Batclaw down off the wall. Grapple up for an easy trophy. Don't forget to take out all the teeth in this area before moving on (Arkham Mansion Riddle #27). Now enter the Library.

The Library

NOTE: MAKE SURE YOU HAVE ALREADY SCANNED THE PRINTS ON THE SAFE IN DR. YOUNG'S OFFICE BEFORE YOU PROCEED IN THE LIBRARY. The Library has several armed thugs waiting for you as you enter. You can take them on directly -- but there's a far more creative way to do this. Grapple up the floors of the library until you are under the massive chandelier.

Look for a grate you can pull off and enter the shaft behind it. On the other side you can grapple up to another shaft. Follow this path until you reach the top of the area above the chandelier.

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Look for another grate by the top of the chandelier and enter the shaft behind it for a Riddler Trophy (Arkham Mansion Riddle #28).

Now, hit the cord holding the chandelier with a Batarang to cut it and send it plummeting to the floors below. Hop down and approach the hostages immediately to free them from ... danger. Now, grapple back up to the floor you entered on.

A grate on the wall can be yanked down with your Batclaw to reveal yet another ventilation shaft with a Riddler Trophy (Arkham Mansion Riddle #24). Head down the stairs from this level to hit some pesky teeth chattering about in the stairwell. Search the bookshelf near the hostages in Detective Mode and you'll find a book you can interact with. The book is covered in the hand prints you've been following since Dr. Young's office. This will lead to a cutscene.

The Scarecrow Part II

As you leave the Library, you may notice things get a bit ... weird. Walk to the end of the hallway and, after you transform, keep walking to the far door.

The Scarecrow has returned with one of his odd 2.5-D levels. This time you won't have nearly as much time between his passes. You'll need to really move fast when he passes his gaze past you. When you come to a long, open stretch with no cover, shoot your Batclaw at the crates above the area.

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Yank these down to make cover spots. Run around the corner and the insidious Dr. Crane will summon a few skeletons to fight. You shouldn't have a problem cutting through them with basic combos.

Climb up and leap off the ledge, using the handhold to shimmy around. Make your way up to the cover spot and wait for the Scarecrow to pass his gaze over your spot.

Continue until you reach more skeletons. You'll have to stun these since they have melee weapons. After this, grapple up.

Wait at the stretch before the pendulum until Scarecrow has just passed over you and started to move away. Time your jumps across the pits and wait in the alcove on the other side before climbing.

When he passes back over you, dash down the long strip away from him. You're in the clear now!

When the good doctor looks away, make a mad dash for the spotlight and you'll end the scene.

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The Warden's Office

Safely returned to the Main Hall, you may feel some disorientation. Aim a Batarang at the giant bell's support rope and let 'er fly.

The security door blocking your path into the East wing Corridor is now smashed. Enter the corridor and take out your Batclaw. Hit the nearby thug with it to disarm him, then beat him senseless.

Look for a display case with Catwoman's claws and mask in the southeast corner. Scan this to solve a riddle (Arkham Mansion Riddle #17).

There's an easy thug to silently takedown in the adjacent bathroom area. After doing so, head through the door into the Warden's Office.

Crouch and approach the corner to take cover. You can now toss a Batarang at Zsasz's exposed face.

After the cutscene, take out the unarmed thugs with attacks, but hit the armed thug with your Batarangs, Explosive Gel or Batclaw. Scan the area with your Detective Vision when prompted -- Harley left a bit of her scepter behind to scan.

Before leaving the area, grab the Secrets Map on the desk in the southeast part of the office (Arkham Mansion Riddle #13). Also, there's a n easy Riddler Trophy to nab in the northwestern office area on a desk (Arkham Mansion Riddle #21).

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Finally, scan the museum display case in the southern part of the Warden's Office with the puppet in it to solve the area's only Riddle (Arkham Mansion Riddle #6).

Up Next: The Penitentiary

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Arkham Mansion - Batman: Arkham Asylum Guide - IGN (1)

Batman: Arkham Asylum

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