!Normal difficulty.9th playthrough.We enter the Botanical Gardens looking for Joker's Secret Lab.For a full playlist and to look at any other ga. Batman: Arkham Asylum | Chronicles of Arkham | Map Genie All the while, you'll be battling large groups of henchmen, many of whom are equipped with bats and stun rods. Focus on him first, then go for the remainders. 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. Where can I find Joker's Teeth in Arkham Mansion? Cross this and enter the vent near the collapsed portion. Five new inmates have appeared in the area and they're all heavily equipped, so it won't be easy to succeed. Because the scarecrow rotates consistently in a circle, you simply have to duck behind a wall or some other object to avoid being seen as he glances your way. A short cut-scene will feature Poison Ivy, however you won't fight her at this moment of the game. In addition, if you know your platform's about to become electrified, try keeping your opponents there by stunning them (such as with your cape, or Batarangs), causing them to be taken out by the electricity. Rescue the guard clinging to the ledge, then jump the gap (simply by running toward it) to the next platform. Simply follow the path back and use Stealth Takedowns as you encounter each of the three guards (just make sure to wait for the first to turn away before approaching). Soon you'll see some larger targets for your 'rangs. Want us to remember this setting for all your devices? Now quickly perform a ground takedown before he can get back up. Take them down quickly, before they can grab a gun from the weapon stash. With the room cleared, meet up with the doctors by the Morgue on the upper level. After Batman opens the gate, turn west (down river) and Line Launch towards the door into the Old Sewers. Like before, wait for Scarecrow to turn away, then run up and plant a gel charge on it. 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). Beneath it is a Riddler Trophy (Arkham Island, North Riddle #3). You may want to stop reading and go back to the game for this next part. Which is located in the room where you first shut off the power to the flooded room. Whenever an enemy's about to attack, a blue. For the first one, follow the walkway to the right and use Detective mode to find a control panel a few meters below the vent you emerged from--toss a Batarang at it to activate it, clearing the poisonous air from the upper levels. There's a panel you can hack here. Aim a Batarang at the ledge with the ladder and hit anyone who comes up. Good--cross the room and enter the vent on the far side. 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. After coming to, you'll be surrounded by four enemies, one armed with a stun rod--you know what to do. It's best to focus on them first, before returning to Bane. Now use detective mode to follow the DNA trail up to a door that will open.