Batman: Arkham VR

This is a guide to all of the achievements in Batman: Arkham VR, a VR adventure game. This game requires a Virtual Reality headset (e.g., Vive or Oculus); it can largely be played from a stationary position (i.e., does not require room-scale) and can be configured for standing (recommended) or sitting. The game is made by the same company that made the more general Batman: Arkham series and uses many of the same resources. Chronologically, this game takes place between Batman: Arkham City and Batman: Arkham Knight.

There are 13 achievements in the game, most of which are missable. However, each act and scene can be replayed, allowing you to easily go back and pick up achievements you might have missed without a full replay. All but two of the achievements can be gotten on a single playthrough; the last two do not unlock until the story has been completed and require you to more-or-less replay most of the game (a number of steps can be skipped in the replay). The achievements are all fairly easy to get once you know what you're doing.

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This walkthrough will describe how to get through each section of the game, and highlight where to pick up achievements as you go along. A separate section will summarize the Riddler Trophy and Destructible Objects tasks that unlock the last two achievements available after the first playthrough. There are a lot of Easter eggs and other little Batman lore scattered throughout the game that are not part of any achievements; exploring the environment can be part of the fun.

The controls in the game are a bit unusual when compared to many other VR games. Movement is largely constrained to fixed locations, which you teleport between by pointing where you want to go and pressing up on the circle-pad. Grabbing and holding objects is done by using the grip buttons on the controller (buttons otherwise often ignored in many other games). Most of the controls are explained in the second and (especially) third scenes of the first act, which is essentially a tutorial level.

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The game consists of nine scenes, divided equally among three acts. I'll try to keep spoilers to a minimum, but some of them are impossible to avoid.

Act I

Scene 1: Origin

The opening scene of the game is a retelling of the death of Bruce Wayne's parents and otherwise non-interactive (you can look around, but that's about it). Enjoy the slightly freaky perspective as everyone else looks like giants since you are supposed to be in the body of a child.

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Scene 2: Mansion

Wait for Alfred to come over and talk to you. He'll offer you a key, then tell you to meet him in the Batcave. Use the key to unlock the piano in front of you, open the cover to reveal the keys. While you could explore the rest of the room now, there is nothing else you need to do here, and you will need to search this room as part of the second pass of the game, so its up to you to if you want to take the time. The game has a number of interesting objects, background, and Easter Eggs (essentially) unrelated to achievements, so it is up to you when and whether you want to explore and examine them. When you're ready to proceed, press a few keys on the piano until you find the one that is out of tune, which will start the elevator and move you to the next scene, unlocking the first achievement:

Scene 3: Suit Up

Become the Bat! In this scene, you get to put on Batman's gear and learn how to use the basic tools you have at your disposal. Once the elevator stops and the Batsuit is presented to you, grab the bat symbol on the chest and bring it to you to put on the suit. At the next step, grab both handles with your hands to put on the gauntlets. Finally, grab the mask (cowl) and place it on your head.

You now get a view of yourself in a mirror. Enjoy moving your head and arms and watching Batman respond.

The next step relates to gadgets. You'll be presented with the Batclaw. Pick it up and point it at the test target in front of you, firing it by pulling the trigger. When you're done, you can drop it by putting your arm by your belt and pushing the grip buttons to release it. You can pick it up off your belt the same way (and look down to see it hanging there). All of your gadgets are stored on the belt.

The second gadget is the Scanner. Grab it, use it to scan the test object in front of you, then put it on your belt. Finally, the Batarang. Grab it, then throw it at the target in front of you. You don't really have to aim all that much, it will automatically curve toward the obvious target. Three more targets appear. You have an infinitely supply of Batarangs on your belt, so grab and throw to break all three targets. You can also flick them off of your belt with practice for faster throws, a trick that will become useful for some achievements down the road.

Once you're done with that, a big handle will appear. Pull it to descend to the Batcave and move on to Act II.

Act II

Scene 1: Batcave

Start by progressing the story; we'll explore the cave shortly. Wait for Alfred to come over and interact with him to find out what you need to do. Use the Batclaw to head over to the Batcomputer. Pull the lever to start it up. You'll see a computer panel on the side, where you can choose a character to learn more about them. Choosing a character will cause a life-sized hologram to appear in front of you, which you can rotate using the bar in front of them to see them from all sides. On the left are some cartridges. Putting one of these into the slot will cause the character to take a new pose or perform a basic action. To start, only three characters are available: yourself, Nightwing, and Robin. Load up Nightwing's profile and hit the tracking button to discover a clue as to where he is.

While you're here, right below the control panel is a tablet. When you pick it up, whichever hologram you're looking at will appear on it in smaller form, unlocking the achievement:

Head back to the forensics area where Alfred will suggest you take a vehicle to go find out what happened to Nightwing. Before doing that, look at the forensic station in front of you. There are a number of things you can do now or later, but let's take care of the achievement-related ones right now. There is a blood sample on the desk in front of you, along with a syringe and an empty tube. Three more blood samples are in a drawer on the right. Pick up the syringe and use it on yourself, then stick it in the empty tube to fill the tube. You now want to analyze all five samples. To do so, first put them in the centrifuge on the right and hit the button to spin them (you can do up to three at a time). Next, turn back to the left and grab the handle to raise a cylinder. Put a blood sample in the cylinder, lower the cylinder to start analysis. Repeat this for all five samples to unlock

Also on the left side of the forensics station you'll see three switches. Flip all three to start a Batarang challenge. You'll get a series of random targets in two colors. You need to hit all of the non-red targets as fast as possible. Every time you clear a level you gain a few more seconds. Hitting a red target will cost you a point. If you're aiming toward a section without red targets, definitely flick from the waist to save time; if you are aiming toward both a good and bad target, you might want to throw more deliberately, and try to aim outside the good target on the opposite side from the red one. As long as you're close to the right direction the Batarang will automatically curve into what you were aiming for. Your goal is to get a score of 30 or better, which is not very hard with just a little practice. Scoring 30+ will unlock:

One last achievement to get right now. Head to the Case Files section to the right and behind the forensics area. You can use this to examine a little bit of info about the first two Batman: Arkham games, as well as a section on the Riddler. Choose the Riddler, then choose one of his artifacts. This will cause a broken version of the artifact to appear on the holographic projector. Grab the various pieces and manipulate them to put them back together (you can see what the object is supposed to look like in the computer display). This can be a little annoying because they won't necessarily stay where you put them and will drift around a bit, although once two pieces are attached they stay that attached. Repeat for all three Riddler artifacts to unlock:

You can continue to explore if you wish, but when you're ready to move on, head over to the Garage area. Press a button on the panel to bring up one of the vehicles (you start with access to two). Before leaving, use the levers to maneuver the vehicle so you're looking at its back and press up on the circle pad to activate the vehicle thrusters and unlock:

When you're ready, pull the lever to move onto the next scene.

Scene 2: Dead End

You start on an upper fire escape. Before doing anything else, turn around and look in the window. You'll see some Mad Hatter paraphernalia. To unlock an achievement, you have to zoom in on it, which you do by reaching up to your head and holding the grip buttons (this interface action is never explained anywhere). Doing so while looking in the window will unlock:

Head down to the bottom of the alley to the body. Use the scanner on the body and follow the instructions to analyze the scene. Once you get to the right point, you can advance or rewind the action by tiling the controller left or right; pulling the trigger will scan. You need to find the three places where he is injured. The first happens early on when he gets punched in the face; stop the scene and press the trigger. The next is the breaking of the arm. Let the fight advance for a while and it's fairly obvious where it occurs. The final one is when the victim tries to escape up the building and gets knocked back down; as he falls he bounces off of the fire escape: this is when he breaks his ribs. Finally, play the scene forward until his neck is snapped.

You've now discovered there is a witness. Move down the alley so you can see where the witness was hiding and play the scene back and forth until you see him put his left hand on the wall near his head. Scan at that point to check his fingerprints and discover who he was. When the Batplane comes by, use the Batclaw to go to it and advance to the next scene. You should also unlock another story achievement about now:

Scene 3: Tipping Point

You find the Penguin punishing some of his henchman. You can listen as long as you want, but when you're ready, use a Batarang on the fire extinguisher to cause a distraction. You'll automatically dispose of the goons and string the Penguin up. He'll talk for a while, then some new goons will show up behind you. You can't attack them directly, instead (once Alfred gives you the go-ahead) focus your gaze on each one for a few seconds until a target-lock appears. Once all three are marked the Batplane will take them out. Once it's all done, you can grapple back to the plane and move on to the final act.

Act III

Scene 1: Shrapnel

You start in the morgue by a body. Look at the clipboards for more information. Eventually you're told to scan the body. Do so to find a piece of shrapnel, holding the trigger to identify it. Double pull the trigger to change scanning mode and repeat to find another piece of shrapnel. You are now able to move about the room. Head to the second corpse to the right. Scan twice (once in each mode) and find two more pieces of shrapnel. Finally, head over to where the cadaver drawers are. The door is locked. The nearby clipboard tells you the key is in the safe. Head to the safe in the corner (to the right of the cadaver drawer) and use the scanner on it. Three buttons are smudged. You can guess the combination by trying all six three digit combos of those three numbers or just type 425. Open the safe, grab the key, then head back to the drawer and use the key to unlock it. Once unlocked, pull out the cadaver and scan once in each mode again to find the last remaining shrapnel. You are now presented with a 3D puzzles to put the pieces of the bomb back together. Rearrange them and reveal a serial number, which will lead you to the next location.

Before leaving, however, we can unlock two more achievements. Look in the body drawer of the third body to find a keycard on the rail on the left side. Head to the corner of the room between the third body and the first body (opposite side from the safe). There is a tape recorder here, where you can hit play a few times to hear the coroner's thoughts. Use the keycard to unlock the nearby security cabinet and reveal items from previous cases. Scan all four to unlock:

Grab the anatomical model piece (a lung) nearby and head back to the safe. Place the lung on the model next to the safe, then grab the other pieces lying around and add them back onto the model, to unlock

  • Inside Out

    Place the two lungs, eyeball and cranium in to their correct locations in the anatomical model

    Inside Out

That is it for now. Use the Batclaw to head to the plane and the next scene.

Scene 2: Bird Cage

Head into the sewer and down the corridor. When you come to a gate, use a Batarang to open the panel, then the Batclaw to pull the lever. Continue forward until you reach a place with Robin below. Use the Batclaw to swing down to him, then watch what unfolds.

Pull the cover off the panel to reveal a fuse box. One of the fuses is burnt out; remove it and throw it away. Eventually Robin will give you a third fuse. Rearrange them into the proper order (each fuse has a number on the bottom; the proper order can be found written in the box on Robin's side: A=10 top, B=20 middle, C=15 bottom). Once they are all in place and the panel charges, press the button to see the cage momentarily become electrified. This also opens another box on Robin's side with some gears.

Killer Croc will attack Robin. Hit the button again to shock him and make him leave. You now need to find more gears. They can be found in boxes scattered on the walls outside the cages. Use a combination of Batarangs and Batclaws to grab them, handing each one to Robin as you go. Killer Croc will attack you when you try to get the third one, so hit the button to shock him again.

Once the gears are in place, pull the lever to free Robin. He'll set about freeing you. You can't do anything more at this point beyond watching and eventually you'll find yourself in a descending elevator starting the next scene.

Scene 3: Reflectiosn

Once the elevator opens head forward to find yourself in Arkham Asylum. Go down the hall and press the button through the reception office opening to unlock the door on your right. Head to the end of the room and press the button; it shorts out rather than opening the door. You can see another button on the other side; use the Batarang to open it. Head in to find three prison doors. Each door has a window you can lower to look in. The first one you open (I don't think it matters which of the three you choose, it's always the first one you open) will hold Scarface (the Ventriloquist dummy). The second will hold Zsasz. The third will reveal Joker. He'll talk to you and ask you to lean closer. Once you do this you'll find yourself in a new location with a series of written clues on the walls and an ongoing conversation with Joker. You need to keep looking around and changing the direction your face to advance to the next part, but there's nothing else you really need to specifically do. If the game seems to have stopped advancing, look around until you find something that wasn't there before (e.g., a mirror may appear or disappear). Eventually all is revealed and the final story achievement will unlock:

After the credits, you end up back on the main menu, but something has changed...

After the credits, you find yourself back at the main menu and discover that the Riddler has shown up and scattered challenges throughout the game. From here you can replay the game again from start to finish, focusing on destructible objects and Riddler trophies, or you can jump into any scene you want, break and find what you need, then head back to the main menu to go to another without actually finishing the primary parts of the scene. The main menu shows you which Riddler Challenges need to be completed by scene, as well as how many destructible items you've broken (although not where they are).

For reference, you do not need to replay the Origin scene. There are no destructible objects in any of the Act I scenes, although The Mansion and Suit Up scenes each have 3 Riddler Trophies in them. Each of the other six scenes has three destructible objects and all of them (except for the Batcave) also has three Riddler Trophies. The Batcave has 9 Trophies in it.

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There are three types of Riddler Trophies: Cubes, Hidden Question Marks, and Riddles.

  • The Cubes are glowing green boxes that you have to find and pick up (usually with the Batclaw, although occasionally just with your hand). Sometimes they are out in the open, sometimes you need to do something to unlock them.
  • The Hidden Question Marks can be revealed with the scanner. The large, green question marks are incomplete, missing the period at the bottom. Somewhere in the area is an object you can pick up with the green period on it (you'll often find this before you find the major part of the question mark). Take the object to where you can see the question mark and hold it up to make the ? symbol and unlock the trophy.
  • The Riddles are written in hidden green ink, again revealed by the scanner. Each one will point you to some other object in the area. Scanning that object will solve the riddle. It should be noted that you can solve the riddle by scanning the object without ever finding the riddle itself.

Each time you get or solve a Riddler trophy, you are taken to a game board with a bunch of images on it of characters or symbols representing vehicles. The squares will then flip over as if this is a memory/match-pairs game and a cursor will move across them, waiting for you to choose a square. You cannot lose this. Once you choose a square you choose it permanently. When you happen to get two identical images (whether they are consecutive or just randomly at different points of progression), a new character hologram or vehicle unlocks in the Batcave.

There are also three types of destructible objects:

  • Security Cameras can be destroyed by Batarangs.
  • Fuseboxes can be destroyed by the Batclaw.
  • Special VR Targets in the Batcave that can be destroyed by Batarangs.

Act I, Scene 2: Mansion

Riddler Trophies:

  1. Open the drawer of the table next to the piano to find a cube.
  2. Head to the large round table with a map of Gotham on it. You can rotate the table with the bar running along the outside. The cube is on the table behind a locked grate with the number 13 on it. Around the edge of the table are a number of loose buildings; each can be put in a particular location. Each also has a number of dots on the bottom. Green are positive, red are negative. You want to place buildings in spots so the score adds up to 13. To do this, place the ones with a green 9, a green 5, and a red 1. Once these are in place, press the button next to the cube to get it.
  3. The last location in the room has a globe. Rotate it to find the cube, which you should be able to simply grab.

Act I, Scene 3: Suit Up

Riddler Trophies:

  1. The first cube is sitting on a strut down and to the left. You can get it with the Batclaw once you get it.
  2. Once you have the scanner, there is a riddle to your right. The answer is on the left, where you can find a stray Batarang stuck in a beam. Scan it to solve the riddle.
  3. The second cube is on the bottom of a strut on the right (essentially in the same spot as the first one, but underneath the beam). You can see the green glow, but cannot get it until you are geared up and start the elevator to descend to the Batcave. Have your Batclaw ready and snag it as you descend.

Act II, Scene 1: Batcave

Destructibles:

The Batcave has three unique destructibles. From the forensics station, use the levers on either side of the station to manipulate the spotlight. Scanning around you will find three blue targets along the outer edges of the cave, two on the right, one on the left. After you reveal one, throw a Batarang at it to destroy it. You may also notice part of a large green question mark on the left. That is part of the first Riddler Trophy in this section...

Riddler Trophies:

The nine trophies in the Batcave are divided into three sections, with three trophies in each.

Forensics Area:
  1. Use the levers to the right and left of the main panel to move the spotlight around. Shine it on the cave wall to the left and up a bit. You'll see most of a giant question mark. Head to the surveillance station and grab the communicator with the green dot on the back. Head back to the forensics area and hold the communicator with the dot up to complete the question mark and unlock the trophy.
  2. You'll notice a Riddler cartridge by the forensic table, on the right. Put it in the panel in front of you to start a Riddler version of the VR Batarang game. Each level has a single green target you have to hit. Avoid the blue targets. You need to score over 20. Once you've done that, a Cube will be waiting for you when you exit the game.
  3. Use your scanner on the forensics panel to reveal a riddle. The answer is Ra's al Ghul's sword, which you can find in the evidence section (second case). Scan its hologram to solve the riddle.
Batcomputer Area:
  1. At the Batcomputer, turn around and scan the platform behind you to reveal a riddle. The answer is the flower on Joker's hologram.
  2. Bring up Robin's hologram, and turn it around to reveal the cape in the back. Use the scanner to reveal a partial question mark. One of the cartridges on the left has a green dot on it (not as obvious as with most other objects). Hold it in the right place to form the ? and unlock the trophy.
  3. There is a cube behind the main control panel, down below a bit (it can be hard to spot, even though it's in the open). Use the Batclaw to grab it.
Garage Area:
  1. In the garage section, bring up the Batplane and use the levers to rotate it around, scanning it as you go. You'll eventually reveal a riddle. The answer is the tire of the Batmobile. Bring it up and scan a tire to solve the riddle.
  2. With the Batmobile up, use the levers to spin it around and find a cube tucked in the back.
  3. Note the large green arrow toward the ceiling across from you. Go back to the Batplane. Pull out your Batclaw to get it ready. Pull the launch lever. The ceiling will open to let the plane leave, revealing a cube, and given you a few seconds to snag the cube with the Batclaw before you are taken to the next scene.

Act II, Scene 2: Dead End

Destructibles:

From the upper fire escape where you start, there is a fusebox directly across from you. The second fuse box is at the bottom, in the section to the left of Nightwing (near where the Riddler puzzle mentioned below is). The camera is on the right side of Nightwing, high on the wall.

Riddler Trophies:

  1. From the top of the fire escape, grab the apple next to the window (notice the green dot on it). Head to the bottom of the alley and over to the right of the main crime scene. Scan the wall back toward the crime scene to reveal a partial question mark. Hold up the apple to complete the question mark.
  2. Head to the other end of the alley and scan the wall to reveal a riddle. The answer is is the Iceberg Lounge, a poster of which is in the center section of the alley, on the wall opposite the body.
  3. Head to the middle balcony and look across from you to see three green lights/pressure plates. You have to hit all three with a Batarang in rapid succession (they will light up again after a few seconds once hit). Once all three are out at the same time, the cage with the cube will unlock. Use the Batclaw to get it.

Act II, Scene 3: Tipping Point

Destructibles:

There are two cameras and one fuse box. The first camera is straight above your head when you start. The second camera is over on a building to the left of where you start. Head to the statue to the left and look away from the Penguin. The fuse box is to the left of the doors leading into the building. You can see it from the left statue or if you turn around while interrogating the Penguin.

Riddler Trophies:

  1. From the statue to the right of where you start, you can turn around and use the scanner to find a riddle. The answer is the fire extinguisher.
  2. When interrogating the Penguin. Look down and to the right to find a cube you can get with the Batclaw.
  3. From the statue to the left of where you start, look away from the center area to see a cage with a cube and a series of small to large lights, that will light up in sequence, left to right. You need to hit the largest with a Batarang while it's lit to unlock the cage and release the cube.

Act III, Scene 1: Shrapnel

Destructibles:

There are two cameras and one fusebox in the morgue. All three can be seen from the starting position. The first camera is to the left above the locked evidence cabinet. The second is to the right behind and above the second body. The fusebox is on the far wall, near a closed door.

Riddler Trophies:

  1. When standing next to the tape recorder, there is a riddle on the wall. The answer is the heart of the anatomical model by the safe on the other side of the room, next to the safe.
  2. When standing by the locked cadaver drawer, turn around to look at the other side of the room and find the cube sitting in an open drawer on the other side. Get it with the Batclaw.
  3. Grab the clipboard with the green dot on it from the same place as just above. Head back to the first body and scan the pillar toward the center of the room to reveal a partial question mark. Use the clipboard to complete it.

Act III, Scene 2: Birdcage

Destructibles:

The three destructible objects in this area are all in the top section before you head down to Robin. This area has two cameras and one fuse box. The first camera is outside the sewer up and to the left on a sign. The fuse box is down a tunnel on the right, past the gate. When you first enter and look into it, you might see Killer Croc go by. The fuse box can be seen after he passes. The second camera is at the end of the sewer where you can look down on Robin. It is on a pillar on the left.

Riddler Trophies:

  1. As you head down the sewer, you'll come to a spot with a green arrow pointing up. Look in the opening above you to see a hook with a green dot on it. Use the Batclaw to get it. Continue to the end of the tunnel, but do not go down to Robin yet. Scanning to the right, you should reveal a partial question mark. Use the dot on the hook to complete it.
  2. From the same exact place (again don't head to Robin), notice the green arrow pointing up on the left. Directly above you are five green lights. You have to hit them with the Batarang in a particular order. If you hit one out of sequence, they reset and you have to start over (this is not timed). The order is (1) left-most, (2) second from the right, (3) second from the left, (4) right most, (5) center. Once these are hit, a cage with the cube will unlock above you.
  3. Head down to Robin and start the scene. When you remove the cover of the electrical panel, you can find a riddle on the inside of it. The answer is the bandage on Robin's leg.

Act III, Scene 3: Reflections

Destructibles:

There are 3 cameras in the first part of this scene. One is just off the elevator on the right, one is on the left near the first game, and the last is by the cells, to the right if facing back toward the entry hall.

Riddler Trophies:

  1. Head down the hallway and notice a valve on the left, with a green dot on it. Turn the wheel until the line matches the dot to unlock the cage above you and get the cube.
  2. Shortly past the previous one, you can find a riddle on the wall on your left. The answer is the ventriloquist dummy (Scarface) you will find in one of the cells when you get to that section.
  3. At the office where you hit the button to open the door, there is a clipboard with a green dot on it. Grab it and head back toward the elevator. You can find the question mark just as you leave the elevator. Use the dot to complete it.

When you break the final destructible you will unlock:

  • Bits & Pieces

    Destroy all 18 CCTV Cameras, Fuse Boxes and AR Batarang targets

    Bits & Pieces
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Missable - These achievements can be missed.

When you've found all of the trophies as well, the game should be 100% complete and you will unlock the final achievement:

  • Knight Out

    100% the game. Complete the main story, find all Riddler secrets and acquire all the trophies

    Knight Out

Congratulations!

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