the cutting room mirror

Locations

To do:
Every other location in the game

Story locations all the way up to the second Blackgate visit are in the game at varying degrees of quality and completeness. Most of these locations contain a lot of missing textures, and Arkham City placeholder thug models. As such there will be no mention of missing textures and only non thug placeholder models will be discussed to avoid redundancy.

Unused Locations#

Arkham Asylum#

Arkham Asylum is not in the final game, and even in this build it goes unused. However, it can be entered by either using the command console as shown in this video or by renaming the ArkhamAsylum.xxx file in the CookedXenon folder to the file name of another file. (e.g. Rename ArkhamAsylum.xxx to GymBane1.xxx and launch Bane 1 Gym through the gyms menu in the debug launcher). The presence of this area in the game files seems to imply that Arkham Asylum was planned to be a part of the game, but got cut. The Asylum, including it's layout, skybox, and textures, seems to be almost identical to Batman: Arkham Asylum's version of Arkham Asylum. However, it does have quite a few characteristics that differ from Batman: Arkham Asylum's version:

• None of the buildings in the Asylum are able to be entered. (e.g. Intensive Care, and the Gardens.)

• Arkham West is missing a lot of collision.

• A number of guards exist in Arkham West, but strangely they are all missing their heads.

• Arkham East is missing large chunks of geometry.

• Only one group of enemies exists on the Asylum, they are in Arkham North.

• The post processing is very heavy, it has the same green tint as Batman: Arkham Asylum's version, but it also has an effect similar to depth of field that makes distant objects very hard to make out. Flying far enough outside the boundaries with the ghost cheat get's rid of the post processing, but it comes back when you fly back in.

• Tapes exist all around the Asylum, but they crash the game when you attempt to play them.

• Despite the Asylum being in a heavily unfinished state, Riddler trophies still exist in the Asylum, however their locations seem to be copied from Batman: Arkham Asylum. There are no Joker teeth, however.

• The Asylum is incredibly dark which can make it hard to navigate, it is recommended to use the Unlit rendering mode in the debug menu instead of the default lit rendering mode.

Story Locations#

The Batcave#

Instead of a pre-rendered cutscene like the final game, this build has a gameplay section for an intro. You dive through the Batcave and climb back up as Bruce Wayne to suit up and leave for Blackgate. Unfortunately, due to the poor lighting, the platforming section with Bruce Wayne is very difficult. This can be mitigated by turning on the Unlit rendering mode in the debug menu. Bruce Wayne uses his Arkham City model as a placeholder.

For some reason there are two Alfred's in the Batcave and Alfred has no skeleton in detective mode.

Blackgate#

Blackgate shows numerous differences compared to the final game:

• There is no Killer Croc boss fight and there are no enemies on the map.

• Instead of a pre-rendered cutscene, Batman dives into Blackgate in game.

• Instead of a broken pile of debris that you have to crawl through, the entrance is two doors with one of them being ripped off.

• There is no guard that you have to counter in the first hall and neither is there Warden Joseph, although strangely enough a model of Killer Croc is there.

• In the opening to Cell Block A you have to have to run to the side to go downstairs, whereas in the final release you just run straight.

• There is no drone in the hallway after Cell Block A, neither is there any holding cells, although there is a room in the middle of the hall but the intentions of this room are unknown. The gates don't fall and lock you in this hallway so you don't have to grapple out.

• In the hallway with the guard and the mobster, there are two rooms on the right side, but one leads to a dead end and the other leads to a door that when entered leads to you falling through the map. Killer Croc also isn't in this hallway unlike the final release and you don't have to grapple up to continue.

• In the Prisoner Processing room you have to quickfire two batarangs instead of just throwing one to slide through to the next room. There is no elevator in the next room, instead being replaced with a pair of doors, there is a wall you can use explosive gel to blow up on the right side but it just leads to another door that leads to you falling through the map.

• The door where the elevator normally is leads straight to the room where Black Mask and Killer Croc are, instead of you having to go into a vent from above and drop down.

• The room the mobster hides behind the final game is open so you don't have to go through the vent on the right to get to the next room. In this room you can go to the church that appears in the final section of the game, but it's just an empty white box. The other door you can go through in this room usually requires you to use two quickfire batarangs to enter, but in this build it doesn't.

• You don't need to you use your Batclaw to enter the vent that leads to the Execution Chamber in this build. The cutscene of Commissioner Loeb dying doesn't exist in this build. You also don't need to dive through the glass and instead just use the door on the left.

• Debug text in the Security Corridor shows that there was meant to be an event where a drone crashes through a window, possibly the same drone that is destroyed later on, this doesn't happen in the final game. The Security Corridor is also far more destroyed than in the final game, likely due to Killer Croc.

• There is no cutscene right before the Killer Croc boss fight that shows Black Mask and Killer Croc talking about the drone, neither is there a cutscene when Batman enters the arena he fights Killer Croc in. The arena for the Killer Croc boss fight also features another set of doors, but they just lead to a dead end.

• This section is impossible to complete meaning you have to go back to the main menu and select another part of the game to continue. There is a Batwing at the beginning of the level that's supposed to mitigate this and take you to the next part of the game, but it doesn't seem to work.

Coventry GCR Tower#

The GCR Tower which serves as a stealth tutorial show many differences compared to the final game:

• The dive through the glass is in game instead of a pre-rendered cutscene.

• Debris at the entrance forces you to crouch before entering the area where the mobsters are.

• Batman zooms in with his visor instead of the game using an in game cutscene to show the mobsters being scared.

• The hostages use Arkham City medical team doctor models as placeholders.

• Batman's elongated shadow on the floor is a texture instead of an actual shadow like in the final.

• Batman doesn't use a smoke pellet to hide from the first guards.

• Instead of gliding to the vent to takeout the second mobster, you grapple to a gargoyle and then drop down.

• There isn't a wall separating you from the third mobster and you use gargoyles to get behind him instead of a vent. The way you takeout the third guard is with a weak wall instead of a barricaded window.

• The door leading to the fourth mobster is closed and the forth mobster is away from the ledge meaning you have to sneak up behind him to do a stealth takedown instead of just simply doing a ledge takedown.

• There is a fifth mobster not featured in the final game which serves as a tutorial on using the smoke pellets and doing takedowns through destructible objects above enemies.

• There is no crime scene investigation, instead there is a room with a ladder and manhole awkwardly hanging in midair that leads outside to the security console you need to hack.

• The security console is behind a destructible wall that you need to use explosive gel on instead of a door you have to open, there is also no dialogue with Enigma when you hack the security console, and the console uses the password "PASS WORD" as a placeholder instead of "NOFLY ZONE".