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Batman: Arkham Asylum

Batman-Arkham Asylum Opening
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The introduction section of Batman: Arkham Asylum serves as a basic tutorial for the gameplay elements.

Plot[ | ]

Batman brings the Joker back to Arkham Asylum after the latter held the mayor hostage at City Hall. While he relinquishes the Joker to the Arkham guards, Batman insists on accompanying Joker to his cell, suspicious of how easily the Joker surrendered.

The transfer goes smoothly: no weapons are found on Joker's body and the Crown Prince of Crime makes no moves to escape. Meanwhile, a fire at Blackgate Prison has resulted in hundreds of Joker's men to be moved to the asylum for the time being. Once Joker's envoy arrives at the Holding Cells, the Arkham staff insist on taking Joker to his cell alone, saying that Batman will unsettle the more violent inmates. Within seconds of the security gate closing behind him, Joker kills the two staff members accompanying him and runs deeper into the asylum. Batman breaks into the Holding Cells to follow, but is blocked by a security gate and is forced to fight some of Joker's thugs. Upon defeating the goons, Gordon informs Batman that Joker has taken control of the security gates. Batman instructs Gordon to warn Warden Sharp about Joker's escape, and pursues the deranged criminal.

As Batman chases after the Joker, the monitors reveal Blackgate thugs running loose, and the path is littered with the bodies of Arkham guards. Along the way, Batman makes contact with Oracle to inform her of the brewing situation. As the path following Joker is briefly blocked off, Batman heads to Patient Pacification to deal with Victor Zsasz, who has broken free and is holding one of the guards hostage. After neutralizing Zsasz, Batman is contacted by Harley Quinn, who reveals that she has kidnapped the warden. Once the message ends, Oracle informs Batman that Arkham Asylum has disappeared from the police network. Additionally, Joker has sent a warning to the GCPD, threatening to set off bombs across Gotham if anyone tries approaching Arkham Asylum, effectively cutting the island off from the mainland. Batman immediately dismisses the threat as a diversion, experienced with the Joker's tricks.

Leaving Pacification, Batman heads to the Decontamination Room, which has been filled with poisonous Joker Gas. Making his way inside, Batman rescues the occupants who managed to reach higher ground in time, and activates the ventilation system to clear the room of gas. Batman finally corners Joker in Secure Treatment Transfer, but the Joker unleashes his next surprise: a deformed mutant towering over Batman. The creature attacks Batman, but the fight stops suddenly when the mutant succumbs to a heart attack. The Joker offers Batman the chance to kill him (knowing that the Dark Knight will never do it) before disappearing behind a sealed door.

Walkthrough[ | ]

Intensive Treatment Escort[ | ]

For the introduction sequence, all the player is allowed to do is move and zoom in the camera.

The fight in the Holding Cells serves as a combat tutorial. The thugs will come in two waves: the first wave will be three of Joker's men, the second wave will be four. This battle is quite easy, so use this opportunity to practice stringing moves together and countering.

Once the security gate is unlocked, follow the hallway until you encounter two Blackgate thugs. After they are defeated, you can either head to the left for an optional conversation with guard Eddie Burlow, or head straight to Patient Pacification on the right, where your next task lies. Turn left at the end of the hall to reach it.

Patient Pacification[ | ]

To deal with Victor Zsasz and save the hostage guard, first head upstairs. Zsasz will kill his hostage if he sees you coming, but he won't see you on the balcony. From there, activate Detective Mode to locate the gargoyles. Grapple up to one of them, and then grapple around so that you're behind Zsasz. Once Zsasz is in position (a glowing bat logo will appear over his head), perform a Glide Kick to stun him, then finish him off with a Ground Pound: the instructions for both will be provided.

Once the conversation with Oracle ends, you will need to find another way out of Pacification. This way can be found with Detective Mode: pull off the grate located on the western side of the room, and crawl down the shaft to return to the hallway. From there, head forward to Decontamination.

Decontamination Room[ | ]

Joker has sealed the Decontamination Room and pumped it full of Joker Gas. To enter the room, look up and grapple up to the ledge. Go through the ventilation shafts, and you will be inside the Decontamination Room. The first guard is hanging from a ledge not far from the vent's exit: you'll see him once you turn right. Rescue him before he falls into the toxin, then jump to the platform directly in front.

The second guard to rescue is hanging from one of the platforms above you: you'll know by the explosion that happens directly next it. Grapple up to it, then head left to rescue Steve. From there, glide down to the final platform. Hanging from the edge is one of Joker's thugs: you can rescue him as well (although he will be knocked out immediately after). Activate Detective Vision to locate the control power, and hit it with a Batarang to clear the Joker Gas from the room.

Once it's clear, drop down from your position and exit Decontamination through the door on your right. The green arrows on the floor will lead to Joker: you'll have to take out two more thugs along the way. Enter the room with a face painted on it to trigger the cutscene.

Mutated Henchman[ | ]

This deformed thug serves as a miniboss. While the mutant will die on its own after a while, the player must be careful to avoid damage and survive the encounter.

The mutated henchman's main attack is a running charge, which you must evade to avoid getting hit. If you quickfire a Batarang before you evade, the henchman will slam into the wall, leaving it briefly stunned. In this state, it will blindly swing one of its arms around: if you avoid getting hit, you can use this window to hit the henchman. However, one it lets out a yell, be ready to evade, as it will punch the ground, releasing a shock wave that will damage the player if they are within range.

Defeating this henchman will award you with 1000 XP.

Trophies[ | ]

  • Shocking Rescue: Take down Zsasz in the Patient Pacification Chamber. (Secret)
  • Leave No Man Behind: Rescue the guards and henchman from the Joker toxin in Decontamination. (Secret)
  • Malpractice Needs More Practice: Survive the onslaught from the deformed Joker henchman. (Secret)

Trivia[ | ]

  • This is the only section of the game that is not listed as an objective.
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