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Upgrades

Batman: Arkham Asylum Walkthrough and Guide by CMBF  
 
 
 



Batman: Arkham Asylum Guide

Upgrades

There are a total of 20 Upgrades to be purchased – 6 Combo Upgrades, 4 Armor Upgrades, 6 Batarang Upgrades, and 4 Tech Upgrades.

---=== Combo Upgrades ===---

(1) Special Combo Throw

Allows Batman to perform an unblockable grab and throw after achieving a comb score of x8.  Can be directed to inflict damage on multiple targets.  Batman can continue to chain attacks after a Special Combo move.

(2) Special Combo Takedown

Allows Batman to perform an unblockable instant Takedown after achieving a combo score of x8.  Batman can continue to chain attacks after a Special Combo.

(3) Special Combo Boost

Allows Special Combo Moves to be executed after achieving a combo score of x5 instead of x8.

(4) Combo Batarang

Powers up the Batarang during combos so that it can be used to knock down thugs.

(5) Critical Combo Strikes

Doubles the power of normal combo strikes when strikes are timed perfectly.  Increases combo score by x2 for each strike, allowing for quicker activation of Special Combo Moves.

(6) Inverted Takedown

Allows Batman to swoop down and grab assailants as they pass under gargoyles and leave them strung up underneath.

---=== Armor Upgrades ===---

(1) Armor Upgrade V1

Military grade spun para-aramid fibers molded into the Batsuit chest piece provide greater protection from attack.

(2) Armor Upgrade V2

Super lightweight nano-engineered polymer plating incorporated into the Batsuit creates a more resilient outer shell.

(3) Armor Upgrade V3

Ultra strong micro plating developed by WayneTech, layered between the regular armor and the undersuit.

(4) Armor Upgrade V4

Batsuit soaked in top secret prototype formula, developed by Lucius Fox at WayneTech.  Durability is massively increased without additional weight while retaining full movement and flexibility.

---=== Batarang Upgrades ===---

(1) Batarang Power

Upgrades the standard Batarang power, increasing the time an assailant stays down when hit.

(2) Twin Batarang

Allows two targets to be taken down simultaneously.  Once thrown, requires a short period of time before it can be used again.  Also upgrades Combo Batarang.

(3) Triple Batarang

Allows three targets to to be taken out simultaneously.  Once thrown, requires a short period of time before it can be used again.  Also upgrades Combo Batarang.

(4) Remote Control Batarang

Special Batarang that can be directly controlled by Batman after being released.  Once thrown, requires a short recharge period before it can be used again.

(5) Sonic Batarang

Tuned to resonate at the exact frequency of the nearest Arkham suicide collar, attracting that henchmen.  Useful for luring a target into a trap or away from an area of importance.  Once thrown, requires a short recharge period before it can be used again.

(6) Sonic Shock Batarang

Upgrade to the Sonic Batarang.  Allows this to be detonated once thrown to overload the suicide collar of a nearby henchmen, incapacitating him.  However, the residual interference will stop any further Sonic Batarangs from being effective in this location.

---=== Tech Upgrades ===---

(1) Multiple Frequency Detonator

Allows selective detonation of Explosive Gel.  Useful for advanced Takedown tactics. 

(2) Auto Proximity Detonator

Upgrades the Explosive Gel to automatically detonate if nearby threat is detected.  Temporarily incapacitates target.

(3) Cryptographic Range Amplifier

Increases the effective range of the Cryptographic Sequencer, allowing Batman to override out of reach Control Points and open up access areas that would otherwise be inaccessible.

(4) Cryptographic Power Amplifier

Increases the power of the Cryptographic Sequencer, allowing easier deciphering of security systems.



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Added 15th Oct 2012, ID #196652

 
 
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