Learn how to score big in Batman: Arkham Asylum's Combat Challenges! Master combos, bonuses, and enemy tactics to earn all three medals.
Alright, so you've hit the Combat Challenges in Batman: Arkham Asylum. Think of these as your own personal proving grounds, where you're dropped into a tight spot with four waves of bad guys. Your goal? Survive 'em all and rack up the highest score you can. The good news is you'll get a little health boost between rounds based on how well you did in the last one.
Now, let's talk points. The absolute king here is your combo multiplier. Every single move you pull off gets multiplied by your current combo count, so getting that combo up to 20 or even higher is how you really start racking up insane scores. Beyond that, each specific move you use also gives you a base score:
- Strike — 10 points
- Counter — 10 points
- Combo Batarang — 10 points (you'll need the upgrade for this!)
- Knockdown (Special Throw) — 10 points
- Power Strike (Critical Strike) — 20 points
- Batclaw Strike (after using Batclaw) — 25 points
- Throw (Special Throw) — 25 points
- Ring Out (knocking enemies over railings) — 25 points
- Collateral Damage (Titan harms others) — 25 points (this one isn't affected by your combo multiplier)
- Rodeo Strike (striking a Titan you're riding) — 25 points
- Takedown (Special Takedown) — 50 points
- Ground Pound (standard Ground Takedown) — 100 points
- Titan Takedown (finishing a Titan) — 100 points
- Takedown (special takedown using electric fields) — 100 points (also not affected by your combo multiplier)
On top of your move scores and combo multiplier, you get bonuses after each of the four rounds. These can really pad your score:
- Variation X 3 — 100 points
- Variation X 4 — 250 points
- Variation X 5 — 500 points
- Variation X 6 — 1000 points
- Variation X 7 — 2000 points
- Variation X 8 — 3500 points
- Variation X 9 — 5000 points
- Dark Knight (no hits taken in the round) — 500 points
- Flawless Freeflow (entire round in one combo) — 1000 points
- Perfect Knight (no hits taken the entire challenge) — 5000 points
How high your score goes determines how many of the three medals you earn. You'll see the thresholds noted elsewhere, but focus on these scoring mechanics and you'll be well on your way.
The Variation bonus is key here, and it's all about using different moves within a single combo. There are nine moves that count towards this: Strike, Counter, Cape Stun, Evade, Special Throw, Special Takedown, Ground Takedown, Combo Batarang (remember that upgrade!), and Batclaw. Mix and match these!
Challenge Tips
When you're in a challenge, you'll often have to decide whether to go all-in on a massive combo or focus on snagging those sweet bonuses. Honestly, on the early challenges, you can usually get away with focusing on just one or the other to snag those triple medals. But if you can pull off both, even better!
Always, always, always keep an eye on where the enemies are. This isn't just for launching your own attacks; watch out for them heading towards walls or gun cabinets. If you see them making a break for it, be ready to use a Batarang to knock them off track, or even better, use them for a Special Takedown or Throw.
Here's a cool thing: after a round ends, the arena pretty much stays as it is. Any pipes, stun batons, or guns left lying around are still there for the taking in the next round. Plus, if enemies were already eyeing those wall mountings or gun cabinets, they'll likely keep trying for them.
Don't forget, your combo multiplier doesn't really kick into high gear until you hit x3. Once you're there, a lot of your moves get a bit of a boost, letting you cover more ground. You'll be surprised how far Batman will lunge for a Critical Strike or Ground Takedown when you're really in the zone. If you're facing a big group, spamming Critical Strikes is a great idea – they hit hard and knock enemies down, giving you breathing room to keep that combo going.
If you're struggling to hit those high Variation combos, here’s a sequence that works pretty well for getting up to X9:
- Start by striking one or two guys. (That's 1)
- As soon as you see that blue lightning icon flash above another enemy, hit Counter. (That's 2)
- Right after the counter, if you can, use a Cape Stun on the next enemy that attacks. (That's 3)
- Use an Evade to vault over either the guy you just stunned or any enemy that's about to run past you. (That's 4)
- As you're in the air, look back towards the enemies and tap your Batarang button ONCE. (That's 5)
- Double-tap your Batclaw button. If there are four or more enemies in front of you, you should have snagged at least one that didn't get knocked over by the Batarangs. (That's 6)
- If you're not at x5 combo yet, just strike a couple more times on the guys stumbling around, then hit them with a Special Throw. (That's 7)
- This next part is crucial: make sure you throw the enemy AWAY from the main group. Immediately after, perform a Ground Takedown in his direction. This should give you enough distance from the melee to pull off the Takedown. (That's 8)
- You'll probably need to Counter or Cape Stun right after landing. If not, a Critical Strike on the nearest baddie should keep the combo going.
- Once your combo number turns yellow again, go for your Special Takedown. (That's 9)
Look, that sounds like a lot, but it all happens in about fifteen seconds once you get the hang of it. The real trick is practice, practice, practice. Try this out on the easier challenges first before you tackle the tougher ones. Nail a few rounds with those X9 variations, and you'll be amazed how fast you hit those medal scores.
Oh, and sometimes you'll run into Mr. Zsasz. Honestly, he fights just like any other Knife Henchman. He might take a bit more punishment, but he's not any harder to take down.
One last thing: if you're still hungry for more combat tips, check out the Combat Mechanics FAQ by abaddononion2 on GameFAQs. He really dives deep into the nitty-gritty, probably more than I've done here, but it could be exactly what you need to perfect your Freeflow.
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