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Takedown Guide

March 8, 2010

Josh's tips and tricks to stealth attacks and combat in Batman: Arkham Asylum

PC (Normal Difficulty).

This guide is meant to tell you how to knock out thugs taking minimal or no

damage at all. By the way, I do not include the Cryptographic Sequencer because

it does not help out in a combat. WARNING! Contains spoilers!


I. Introduction.

II. Combat Gadgets

1. Batarang

2. Explosive Gel

3. Batclaw

4. Line Launcher

5. Sonic Batarang

6. Radio-controlled Batarang

III. Special moves

1. Silent Takedown

2. Special Combo Takedown

3. Special Combo Throw

4. Inverted Takedown

5. Corner Takedown

6. Glass Takedown

7. Grate Takedown

8. Ledge Takedown

9. Ground Takedown

10. Overhead Knockdown

11. Glide Kick

12. Counter-attack

13. Dodge

14. Cape stun

15. Running kick

I. Intro.

Batman is just an ordinary man armed with an array of gadgets and skilled in

fighting. In Batman: Arkham Asylum, you must learn to utilise your gadgets to

your advantage and survive the madhouse. In this guide, I am going to tell you

of secrets of taking down enemies minimising or without taking any damage at

all. My methods have been proven to work so there is no need to worry about

failures. So, let us begin:

II. Combat Gadgets:

1. Batarang.

The Batarang is probably the probably the most prominent weapon of Batman.

Although the batarang cannot take out alarmed thugs immediately, it still has

some uses. When a henchman is not aware of your presence you can throw him a

batarang and perform a ground takedown while he is dazzled (note that doing

this will alert other baddies so take down the dazzled henchman quickly and

return to safety). The batarang also activates panels that are otherwise

unreachable by Batman to clear a room of Joker's Toxin.

When a sane enemy (not a lunatic) is running towards you, such as your first

encounter with the stun rod wielding guy, throwing a batarang at him will also

dazzle him, allowing you to execute a ground takedown on him.

When enough experience points are accumulated, you can opt for a Dual or

Triple batarangs upgrade, which allows you to knock two or three henchmen in

one throw. The Power Batarang upgrade also collaborates well with the multiple

batarangs upgrades, giving you enough time to perform ground takedowns on all

the dazzled enemies.

In combat, especially Challenge Mode, the Combo Batarang upgrade allows you to

throw batarangs in the heat of the battle without breaking your combo counts.

2. Explosive Gel

The explosive gel is totally useless without the environment. Please note that

the explosion itself will just dazzle a henchman. To take down henchmen, spray

it on the top of a ladder, on a weak walls/glass or the second last enemy you

took down (so that the last enemy will be dazzled and prone to a ground

takedown). I recommend purchasing the Auto-proximity Mine upgrade which will

automatically detonate your gel when it is in contact with a conscious henchman

(it will not detonate walls automatically unless you spray it on top of a floor

where a henchman will walk on). However, I do not recommend the Multiple

Frequency Detonator upgrade on your first run on the game as it is pretty

useless without fore planning.

3. Batclaw

The batclaw proves itself to be a useful gadget in stealth attacks. The

ability to attach itself on an enemy eases the game. On the second return to

the Intensive Treatment, Auto-proximity bombs are already mounted on the

gargoyles in the transfer hall, preventing you from hanging there too long, so

grapple to the top of the building in the middle and pull the enemies off the

walkways with your batclaw and enjoy hearing them knocked out. In later levels,

the batclaw can fire three hooks, giving it an extra ability to pull down weak

walls or three targets at once. The batclaw is also a method to deal with

knives wielders. Do not pull stun rod wielders as their stun rods will hurt you.

4. Line Launcher

Despite helping cross big gaps, this little gadget of yours can kick bad asses

too! Aim and zip kick a henchman off a ledge or high spot to knock him out. It

is best to do it when he is not aware of your presence or he'll shoot you dead

before you can knock him off. Also note that this move can kick multiple

enemies at a time.

5. Sonic Batarang(requires an upgrade)

The sonic batarang is an upgrade to the conventional batarang that allows it

to lure a collar-wearing enemy to it. Try setting a trap (explosive walls, gel

on the top of the ladders, exposure to a glide kick, etc.) and throwing a sonic

batarang to lure an enemy to it. It takes a longer time to recharge than a

multi-batarang so use it well.

An upgrade is also available when enough experience points are accumulated

which will pacify a nearby or targeted enemy when activated or thrown but can

only be used once in an area if an enemy is pacified.

6. Radio-controlled batarang(requires an upgrade)

As the name suggests, this is your RC version of the batarang. It is capable

of taking down several enemies in a throw and will only stop if it hits a dead

end like a wall. One advantage over the ordinary batarang is that you can throw

it to a target even when there is a hindrance. You use the W, S, A, D buttons

to move it up, down, left, right respectively. When the batarang is still being

thrown, the game will enter a slow motion state. The RC batarang takes

approximately the same time like the multi-batarang to recharge.

III. Special moves

1. Silent Takedown

A very important move. Hold your left Ctrl button to crouch and sneak behind

an enemy. When close enough, an indicator at the bottom of the screen will urge

you to take out the guy silently by right-clicking.

2. Special Combo Takedown(requires an upgrade)

Used in an unarmed combat, the quick takedown allows you to knock out a thug,

regardless of what he arms, with unique varying animations by holding Shift and

clicking the right-click. It can only be performed when you have achieved a

minimum combo of 8. With enough experience points, you can purchase an upgrade

(Combo Booster) which allows a quick takedown with a minimum combo of 5. I have

never been attacked by ordinary henchmen but do not

do this when there is a conscious Titan as their charge attack will hurt you

and end your combo.

3. Special Combo Throw(requires an upgrade)

If you feel overwhelmed in a crowd of Blackgate prisoners, press

Shift+left-click to carry a faced enemy and throw him in a desired direction.

The thrown enemy will be dazzled once he hits the ground and the enemies he hit

will also be dazzled. This move requires a minimum combo of 8 (5 after the

Special Combo Boost upgrade) to be performed. You are still vulnerable to

attacks while doing this.

4. Inverted Takedown(requires an upgrade)

This is probably the first upgrade you might want to consider purchasing.

Batman strikes fear with style so this move is definitely a must. To perform an

inverted takedown, grapple to a gargoyle and wait for a henchman to pass under

you, then right-click to swoop down on him and hang him upside-down. Note that

you do not necessarily need to hang down to do this and this move will call for

enemies. I recommend throwing the rope a batarang after the victim is

unconscious or not you will not be able to do another inverted takedown again

while the enemy is still hanging there.

5. Corner Takedown

Pretty easy to do. Hold the left Ctrl button to crouch and find a bending

point to lean on by pressing Space. When an enemy comes near, there will be an

indicator at the bottom of the screen will urge you to perform a corner

takedown. This method of takedown is silent and does not attract any enemies.

6. Glass Takedown

This can be performed when there is an enemy under the glass Batman is

standing on. Right-click to take him down. This takedown unfortunately attracts


7. Grate Takedown

A little bit tricky. Hide under a grate (Ctrl+Shift) and wait for an enemy to

approach. When he is near, jump out and right-click to silently take him out.

After that, leave the grate(s) awhile until some enemies have checked the body

because if they see an unconscious body near to a grate, they will check the


8. Ledge Takedown

Easy to do. Simply grapple up to a ledge and wait for an enemy to pass close

to the ledge. When they are near, right-click to perform this takedown. Great

for the last sniper. This takedown is loud and attracts enemies.

9. Ground Takedown

Whether in unarmed or armed combat, dazzled enemies on the ground can be

knocked out by holding the left Ctrl and right-clicking. You do not have to be

so near to them as Batman will pounce onto a nearby dazzled henchman and knock

him out. Note that you are still prone to damage when doing this and this move

will attract other enemies in stealth combat.

10. Overhead Knockdown

This move has no official name and does not knock an enemy unconscious. When

there is an enemy below you, you can drop on them and dazzle them. Then quickly

perform a ground takedown on him and escape to safety before other henchmen

comes. It is a little bit riskier to do it on top of a gargoyle but just

guess-time it well and you'll get the guy.

11. Glide kick

This move does not knock an enemy unconscious but just dazzles them. Stand on

a ground higher than tour target's (Gargoyle, watchtower, etc.) and wait for

some distance. When he is within your glide range, an overhead holographic

display will light up and allow you to perform a glide kick by left-clicking.

Then, perform a ground takedown on him.

12. Counter-attack

In an unarmed combat, Batman can counter an enemy's attack from any direction.

When there is a blue thunderous HUD, right-click immediately to stop and stop

him. Do not continuously strike all the time as the computer will only read the

strike button when an enemy attacks. Only enemies with blue HUDs (lunatics,

ordinary henchmen) can be countered. Red ones can't be countered.

13. Dodge

Batman can dodge to the open sides or over a normal enemy (not titans). When

you meet a stun rod wielding guy, dodge to the sides when he is about to attack

or dodge over him to get him out of balance before beating the hell out of him.

Dodging over a knives wielding guy will not get him out of balance.

14. Cape stun

A cape stun is a very good substitute to a counter-attack. This move dazzles

enemies but keeps them standing. Cape stun is necessary to take out a knives

wielders as they will block your attacks while they are not dazzled. Note that

cape-stunning a stun rod wielder dazzles them, but it does not allow you to

attack them from the front. You need to dodge over them and attack them from


15. Running kick

Hold Space while moving to run, then left-click to make Batman run-kick a

henchman. This move will dazzle the kicked henchman.

©2010-03-08, IGN Entertainment, Inc. All Rights Reserved

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