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UE3 Auto Report Ini Dump

The document appears to be a log file that records various operations and mappings related to file hashes, bindings, and thumbnail rendering settings in Unreal Engine. It includes details of 32 hash slots and their values, keyboard bindings for different sequence object classes in Kismet, comment presets, the maximum number of log lines, and several thumbnail renderer configurations that specify things like renderer class name, label renderer, border color, and icon for different asset types.

Uploaded by

Milan Jevdjic
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
751 views182 pages

UE3 Auto Report Ini Dump

The document appears to be a log file that records various operations and mappings related to file hashes, bindings, and thumbnail rendering settings in Unreal Engine. It includes details of 32 hash slots and their values, keyboard bindings for different sequence object classes in Kismet, comment presets, the maximum number of log lines, and several thumbnail renderer configurations that specify things like renderer class name, label renderer, border color, and icon for different asset types.

Uploaded by

Milan Jevdjic
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Log file open, 12/17/15 13:13:45


Files map:
TSet: 24 elements, 32 hash slots
Hash[0] = 1
Hash[1] = 0
Hash[2] = 0
Hash[3] = 1
Hash[4] = 1
Hash[5] = 0
Hash[6] = 2
Hash[7] = 1
Hash[8] = 2
Hash[9] = 1
Hash[10] = 1
Hash[11] = 1
Hash[12] = 0
Hash[13] = 0
Hash[14] = 1
Hash[15] = 1
Hash[16] = 1
Hash[17] = 0
Hash[18] = 1
Hash[19] = 0
Hash[20] = 0
Hash[21] = 0
Hash[22] = 1
Hash[23] = 2
Hash[24] = 0
Hash[25] = 0
Hash[26] = 0
Hash[27] = 1
Hash[28] = 1
Hash[29] = 0
Hash[30] = 2
Hash[31] = 2
FileName: ..\BmGame\Config\BmEditor.ini
[AnimSetViewer]
CheckSingleInfluenceLOD=True

Log:
[UnrealEd.KismetBindings]
Log:
Bindings=(Key="O",SeqObjClassName="Engine.SeqVar_Object")
Log:
Bindings=(Key="S",SeqObjClassName="Engine.SeqAct_PlaySound")
Log:
Bindings=(Key="P",SeqObjClassName="Engine.SeqVar_Player")
Log:
Bindings=(Key="I",SeqObjClassName="Engine.SeqVar_Int")
Log:
Bindings=(Key="I",bControl=true,SeqObjClassName="Engine.SeqCond_CompareI
nt")
Log:
Bindings=(Key="F",SeqObjClassName="Engine.SeqVar_Float")
Log:
Bindings=(Key="F",bControl=true,SeqObjClassName="Engine.SeqCond_CompareF
loat")
Log:
Bindings=(Key="B",SeqObjClassName="Engine.SeqVar_Bool")
Log:
Bindings=(Key="B",bControl=true,SeqObjClassName="Engine.SeqCond_CompareB
ool")
Log:
Bindings=(Key="N",SeqObjClassName="Engine.SeqVar_Named")
Log:
Bindings=(Key="E",SeqObjClassName="Engine.SeqVar_External")
Log:
Bindings=(Key="LeftBracket",SeqObjClassName="Engine.SeqEvent_SequenceAct
ivated")
Log:
Bindings=(Key="RightBracket",SeqObjClassName="Engine.SeqAct_FinishSequen
ce")
Log:
Bindings=(Key="T",SeqObjClassName="Engine.SeqAct_Toggle")

Log:
Bindings=(Key="D",SeqObjClassName="Engine.SeqAct_Delay")
Log:
Bindings=(Key="L",SeqObjClassName="Engine.SeqAct_Log")
Log:
Bindings=(Key="M",SeqObjClassName="Engine.SeqAct_Interp")
Log:
Bindings=(Key="S",bControl=true,SeqObjClassName="Engine.SeqEvent_LevelSt
artup")
Log:
Bindings=(Key="X",SeqObjClassName="Engine.SeqCond_Increment")
Log:
Bindings=(Key="Q",SeqObjClassName="Engine.Sequence")
Log:
Bindings=(Key="G",SeqObjClassName="Engine.SeqAct_Gate")
Log:
CommentPresets=(PresetName="Default",BorderWidth=1,BorderColor=(R=0,G=0,
B=0,A=255),bFilled=true,FillColor=(R=0,G=0,B=0,A=16))
Log:
Log:
Log:
Log:

[LogWindow]
MaxNumberOfLogLines=5000

Log:
[UnrealEd.ThumbnailManager]
Log:
ArchetypeRenderableThumbnailTypes=(ClassNeedingThumbnailName="Core.Objec
t",RendererClassName="UnrealEd.ArchetypeThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255)
,IconName="EditorResources.UnrealEdIcon_Archetype")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.Prefab",Rend
ererClassName="UnrealEd.PrefabThumbnailRenderer",LabelRendererClassName="UnrealE
d.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255),IconName=
"EditorResources.UnrealEdIcon_Prefab")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.PhysicsAsset
",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unr
ealEd.PhysicsAssetLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255),IconName=
"EditorResources.UnrealEdIcon_PhysAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.PhysicalMate
rial",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName=
"UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="Eng
ineMaterials.UnrealEdIcon_PhysMat")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.AnimTree",Re
ndererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealE
d.AnimTreeLabelRenderer",BorderColor=(R=255,G=128,B=192,A=255),IconName="EngineM
aterials.UnrealEdIcon_AnimTree")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SoundNodeWav
e",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Un
realEd.SoundLabelRenderer",BorderColor=(R=0,G=0,B=255,A=255),IconName="EditorRes
ources.UnrealEdIcon_Sound")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SoundCue",Re
ndererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealE
d.SoundLabelRenderer",BorderColor=(R=0,G=175,B=255,A=255),IconName="EditorResour
ces.UnrealEdIcon_SoundCue")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SoundMode",R
endererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unreal
Ed.GenericThumbnailLabelRenderer",BorderColor=(R=175,G=0,B=255,A=255),IconName="
EditorResources.UnrealEdIcon_SoundCue")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SpeechRecogn
ition",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName
="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=0,G=0,B=255,A=255),Icon
Name="EditorResources.UnrealEdIcon_SoundCue")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.Font",Render
erClassName="UnrealEd.FontThumbnailRenderer",LabelRendererClassName="UnrealEd.Ge
nericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="EditorResources
.UnrealEdIcon_Font")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.Sequence",Re
ndererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealE
d.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=255,B=255,A=255),IconName=

"EngineMaterials.UnrealEdIcon_Sequence")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.AnimSet",Ren
dererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealEd
.AnimSetLabelRenderer",BorderColor=(R=192,G=128,B=255,A=255),IconName="EngineMat
erials.UnrealEdIcon_AnimSet")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TerrainMater
ial",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="
UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=192,G=255,B=192,A=255),Ic
onName="EditorResources.UnrealEdIcon_TerrainMaterial")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TerrainLayer
Setup",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName
="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=128,G=192,B=255,A=255),
IconName="EditorResources.UnrealEdIcon_TerrainLayerSetup")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.Texture2D",R
endererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClassName="Unr
ealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ShadowMap2D"
,RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClassName="U
nrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ShadowMapTex
ture2D",RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClass
Name="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TextureRende
rTarget",RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClas
sName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TextureRende
rTargetCube",RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRenderer
ClassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TextureFlipB
ook",RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TextureMovie
",RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClassName="
UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.LightMapText
ure2D",RendererClassName="UnrealEd.TextureThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.TextureCube"
,RendererClassName="UnrealEd.TextureCubeThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.Material",Re
ndererClassName="UnrealEd.MaterialInstanceThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.MaterialInstanceLabelRenderer",BorderColor=(R=0,G=255,B=0,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.MaterialInte
rface",RendererClassName="UnrealEd.MaterialInstanceThumbnailRenderer",LabelRende
rerClassName="UnrealEd.MaterialInstanceLabelRenderer",BorderColor=(R=0,G=128,B=0
,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ParticleSyst
em",RendererClassName="UnrealEd.ParticleSystemThumbnailRenderer",LabelRendererCl
assName="UnrealEd.ParticleSystemLabelRenderer",BorderColor=(R=255,G=255,B=0,A=25
5))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.FracturedSta
ticMesh",RendererClassName="UnrealEd.StaticMeshThumbnailRenderer",LabelRendererC
lassName="UnrealEd.FracturedStaticMeshLabelRenderer",BorderColor=(R=96,G=200,B=2
55,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.StaticMesh",
RendererClassName="UnrealEd.StaticMeshThumbnailRenderer",LabelRendererClassName=
"UnrealEd.StaticMeshLabelRenderer",BorderColor=(R=0,G=255,B=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SkeletalMesh
",RendererClassName="UnrealEd.SkeletalMeshThumbnailRenderer",LabelRendererClassN

ame="UnrealEd.SkeletalMeshLabelRenderer",BorderColor=(R=255,G=0,B=255,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.MorphTargetS
et",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="U
nrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=192,G=128,B=0,A=255),IconN
ame="EngineMaterials.UnrealEdIcon_MorphTargetSet")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.MorphWeightS
equence",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassNa
me="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=128,G=192,B=0,A=255),
IconName="EngineMaterials.UnrealEdIcon_MorphWeightSequence")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.PostProcessC
hain",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName=
"UnrealEd.PostProcessLabelRenderer",BorderColor=(R=192,G=128,B=255,A=255),IconNa
me="EngineMaterials.UnrealEdIcon_PostProcessChain")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.UIScene",Ren
dererClassName="UnrealEd.UISceneThumbnailRenderer",LabelRendererClassName="Unrea
lEd.GenericThumbnailLabelRenderer",BorderColor=(R=30,G=170,B=200,A=255),IconName
="EditorResources.UnrealEdIcon_Archetype")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.CurveEdPrese
tCurve",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=30,G=170,B=200,A=255),
IconName="EngineMaterials.UnrealEdIcon_CurveEdPresetCurve")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.FaceFXAsset"
,RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unre
alEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=0,A=255),IconName
="EditorResources.UnrealEdIcon_FaceFXAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.FaceFXAnimSe
t",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Un
realEd.GenericThumbnailLabelRenderer",BorderColor=(R=128,G=128,B=255,A=255),Icon
Name="EditorResources.UnrealEdIcon_FaceFXAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.UISkin",Rend
ererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealEd.
GenericThumbnailLabelRenderer",BorderColor=(R=15,G=125,B=150,A=255),IconName="Ed
itorResources.UnrealEdIcon_Archetype")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.CameraAnim",
RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unrea
lEd.GenericThumbnailLabelRenderer",BorderColor=(R=15,G=125,B=150,A=255),IconName
="EditorResources.UnrealEdIcon_Archetype")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SpeedTree",R
endererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unreal
Ed.GenericThumbnailLabelRenderer",BorderColor=(R=64,G=255,B=64,A=255),IconName="
EditorResources.SpeedTreeLogoBig")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.LensFlare",R
endererClassName="UnrealEd.LensFlareThumbnailRenderer",LabelRendererClassName="U
nrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=200,B=64,A=255))
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.PhysXParticl
eSystem",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassNa
me="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255
),IconName="EditorResources.UnrealEdIcon_PhysXParticleSystem")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ApexDestruct
ibleAsset",
RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRender
erClassName="UnrealEd.ApexDestructibleAssetLabelRenderer",BorderColor=(R=255,G=1
92,B=128,A=255),IconName="EditorResources.UnrealEdIcon_ApexDestructibleAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ApexRenderMe
shAsset",
RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRender
erClassName="UnrealEd.ApexDestructibleAssetLabelRenderer",BorderColor=(R=255,G=1
92,B=128,A=255),IconName="EditorResources.UnrealEdIcon_ApexDestructibleAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ApexParticle
SystemAsset",
RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRender
erClassName="UnrealEd.ApexDestructibleAssetLabelRenderer",BorderColor=(R=255,G=1
92,B=128,A=255),IconName="EditorResources.UnrealEdIcon_ApexDestructibleAsset")

Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.ApexMeshPart
icleFactoryAsset",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRender
erClassName="UnrealEd.ApexDestructibleAssetLabelRenderer",BorderColor=(R=255,G=1
92,B=128,A=255),IconName="EditorResources.UnrealEdIcon_ApexDestructibleAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.Destructible
DamageParameters",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRender
erClassName="UnrealEd.ApexDestructibleAssetLabelRenderer",BorderColor=(R=255,G=1
92,B=128,A=255),IconName="EditorResources.UnrealEdIcon_ApexDestructibleAsset")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RAimingConfi
g",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Un
realEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="Engine
Resources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCrimeSceneA
sset",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName=
"UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconName="Eng
ineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RDummyEviden
ceConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(G=255,A=255),IconName=
"EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.REvidence",R
endererClassName="BmEditor.REvidenceThumbnailRenderer",LabelRendererClassName="U
nrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="UILog
.ui_Log_DNA")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RPoseConfig"
,RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unre
alEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="EngineRe
sources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RIdleWithDea
thConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconName=
"IdleConfigs.IdleConfigD")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RPairedIdleC
onfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName
="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,G=255,A=255),IconNa
me="IdleConfigs.IdleConfigC")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RIdleTransit
ionConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClass
Name="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName
="IdleConfigs.IdleConfigB")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RSimpleIdleC
onfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName
="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(G=255,A=255),IconName="Id
leConfigs.IdleConfigA")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RWeaponConfi
g",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Un
realEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="Engine
Resources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="CommonGame.RBarkSet
",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unr
ealEd.GenericThumbnailLabelRenderer",BorderColor=(R=200,G=30,B=30,A=255),IconNam
e="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="CommonGame.RScriptC
onversation",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererCla
ssName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconNa
me="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.FMODReverb",
RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unrea
lEd.FMODReverbLabelRenderer",BorderColor=(R=255,G=64,B=64,A=255),IconName="Edito
rResources.UnrealEdIcon_Sound")

Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.MixBin",Rend
ererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealEd.
MixBinLabelRenderer",BorderColor=(R=255,G=64,B=64,A=255),IconName="EditorResourc
es.UnrealEdIcon_Sound")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.RFMODSound",
RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unrea
lEd.FMODSoundLabelRenderer",BorderColor=(R=0,G=128,B=255,A=255),IconName="Editor
Resources.UnrealEdIcon_Sound")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RSmashablePr
opConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconName=
"EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCapeStateCo
nfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName=
"UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=0,G=0,B=0,A=255),IconNam
e="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCapeStateBo
neConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=0,G=255,B=255,A=255)
,IconName="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RForceFieldC
onfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName
="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=0,G=255,B=255,A=255),Ic
onName="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCapeCollisi
onShapeConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererC
lassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=0,G=255,B=0,A=2
55),IconName="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCapeCollisi
onConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassN
ame="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=0,G=0,B=255,A=255),I
conName="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCapeConfig"
,RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unre
alEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=255,B=255,A=255),IconNa
me="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RBoneRescale
Config",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconName="E
ngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCharacterVi
ewerConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClas
sName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconNam
e="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RMirrorConfi
g",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Un
realEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconName="Engine
Resources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RSpecialMove
Config",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,A=255),IconName="E
ngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RAlternateAn
imationAndWeaponConfig",RendererClassName="UnrealEd.IconThumbnailRenderer",Label
RendererClassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(G=255,B=
255,A=255),IconName="EngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RCharacterBi
oCue",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName=
"UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="Eng
ineResources.DefaultTexture")

Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="BmGame.RBatmanDamag
eState",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassNam
e="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(B=255,A=255),IconName="E
ngineResources.DefaultTexture")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="GFxUI.GFxMovie",Ren
dererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealEd
.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=0,B=255,A=255),IconName="Ed
itorResources_GFx.GFxLogoBig")
Log:
RenderableThumbnailTypes=(ClassNeedingThumbnailName="GFxUI.GFxMovieInfo"
,RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="Unre
alEd.GenericThumbnailLabelRenderer",BorderColor=(R=200,G=120,B=200,A=255),IconNa
me="EditorResources_GFx.GFxLogoBig")
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[SystemSettingsEditor]
Trioviz=True
TriovizDMapDownsampleFactor=2
TriovizToggle=False
TriovizDebug=False

Log:
Log:
Log:
Log:

[UnrealEd.DefaultSizedThumbnailRenderer]
DefaultSizeX=512
DefaultSizeY=512

Log:
[UnrealEd.BrowserManager]
Log:
LastSelectedPaneID=0
Log:
BrowserPanes=(PaneID=0,WxWindowClassName="WxGenericBrowser",FriendlyName
="GenericBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=1,WxWindowClassName="WxActorBrowser",FriendlyName="
ActorBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=2,WxWindowClassName="WxGroupBrowser",FriendlyName="
GroupBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=3,WxWindowClassName="WxLevelBrowser",FriendlyName="
LevelBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=4,WxWindowClassName="WxReferencedAssetsBrowser",Fri
endlyName="ReferencedAssetsBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=6,WxWindowClassName="WxPrimitiveStatsBrowser",Frien
dlyName="Primitive Stats",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=7,WxWindowClassName="WxDynamicShadowStatsBrowser",F
riendlyName="Dynamic Shadow Stats",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=8,WxWindowClassName="WxSceneManager",FriendlyName="
SceneManager",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=9,WxWindowClassName="WxTagBrowser",FriendlyName="Ta
gBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=10,WxWindowClassName="WxTaskBrowser",FriendlyName="
TaskBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=20,WxWindowClassName="WxLightBrowser",FriendlyName=
"LightBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
BrowserPanes=(PaneID=30,WxWindowClassName="WxLogBrowser",FriendlyName="L
ogBrowser",CloneOfPaneID=-1,CloneNumber=-1)
Log:
Log:
Log:
Log:

[Engine.ActorFactory]
MenuPriority=0

Log:
Log:

[Engine.ActorFactoryMover]
MenuPriority=15

Log:
Log:
Log:
Log:

[Engine.ActorFactoryRigidBody]
MenuPriority=0

Log:
Log:
Log:

[Engine.ActorFactoryPlayerStart]
MenuPriority=1

Log:
Log:
Log:

[Engine.ActorFactoryStaticMesh]
MenuPriority=20

Log:
[UnrealEd.CustomPropertyItemBindings]
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UIStyleOverride.D
rawColor",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UIStyleOverride.O
pacity",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UIStyleOverride.P
adding",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem",bReplaceArr
ayHeaders=true,bIgnoreArrayElements=true)
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.DrawFont",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.TextAttributes",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.TextAlignment",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem",b
ReplaceArrayHeaders=true,bIgnoreArrayElements=true)
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.ClipMode",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.ClipAlignment",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.AutoScaling",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.DrawScale",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem",bRepl
aceArrayHeaders=true,bIgnoreArrayElements=true)
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UITextStyleOverri
de.SpacingAdjust",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem",b
ReplaceArrayHeaders=true,bIgnoreArrayElements=true)
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UIImageStyleOverr
ide.Coordinates",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.UIRoot:UIImageStyleOverr
ide.Formatting",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem",bRe
placeArrayHeaders=true,bIgnoreArrayElements=true)
Log:
;CustomPropertyClasses=(PropertyPathName="Engine.UIComp_ListPresenter:Co
lumnHeaderBackground",PropertyItemClassName="WxCustomPropertyItem_ConditionalIte
m",bReplaceArrayHeaders=true,bIgnoreArrayElements=true)
Log:
;CustomPropertyClasses=(PropertyPathName="Engine.UIComp_ListPresenter:Co
lumnHeaderBackgroundCoordinates",PropertyItemClassName="WxCustomPropertyItem_Con
ditionalItem",bReplaceArrayHeaders=true,bIgnoreArrayElements=true)
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:VectorParameterValues", PropertyItemClassName="WxPropertyWindow_Materia
lInstanceConstantParameters", bReplaceArrayHeaders=1)
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:StaticSwitchParameterValues", PropertyItemClassName="WxPropertyWindow_M
aterialInstanceConstantParameters", bReplaceArrayHeaders=1)
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:StaticComponentMaskParameterValues", PropertyItemClassName="WxPropertyW

indow_MaterialInstanceConstantParameters", bReplaceArrayHeaders=1)
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:ScalarParameterValues", PropertyItemClassName="WxPropertyWindow_Materia
lInstanceConstantParameters", bReplaceArrayHeaders=1)
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:TextureParameterValues", PropertyItemClassName="WxPropertyWindow_Materi
alInstanceConstantParameters", bReplaceArrayHeaders=1)
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:EditorVectorParameterValue.ParameterValue",PropertyItemClassName="WxCus
tomPropertyItem_MaterialInstanceConstantParameter")
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:EditorStaticSwitchParameterValue.ParameterValue",PropertyItemClassName=
"WxCustomPropertyItem_MaterialInstanceConstantParameter")
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:EditorStaticComponentMaskParameterValue.ParameterValue",PropertyItemCla
ssName="WxCustomPropertyItem_MaterialInstanceConstantParameter")
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:EditorScalarParameterValue.ParameterValue",PropertyItemClassName="WxCus
tomPropertyItem_MaterialInstanceConstantParameter")
Log:
CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstance
Constant:EditorTextureParameterValue.ParameterValue",PropertyItemClassName="WxCu
stomPropertyItem_MaterialInstanceConstantParameter")
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:VectorParameterValues", PropertyItemClassName="WxPropertyWindow_Mat
erialInstanceTimeVaryingParameters", bReplaceArrayHeaders=1)
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:StaticSwitchParameterValues", PropertyItemClassName="WxPropertyWind
ow_MaterialInstanceTimeVaryingParameters", bReplaceArrayHeaders=1)
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:StaticComponentMaskParameterValues", PropertyItemClassName="WxPrope
rtyWindow_MaterialInstanceTimeVaryingParameters", bReplaceArrayHeaders=1)
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:ScalarParameterValues", PropertyItemClassName="WxPropertyWindow_Mat
erialInstanceTimeVaryingParameters", bReplaceArrayHeaders=1)
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:TextureParameterValues", PropertyItemClassName="WxPropertyWindow_Ma
terialInstanceTimeVaryingParameters", bReplaceArrayHeaders=1)
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:EditorVectorParameterValueOverTime.ParameterValue",PropertyItemClas
sName="WxCustomPropertyItem_MaterialInstanceTimeVaryingParameter")
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:EditorStaticSwitchParameterValueOverTime.ParameterValue",PropertyIt
emClassName="WxCustomPropertyItem_MaterialInstanceTimeVaryingParameter")
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:EditorStaticComponentMaskParameterValueOverTime.ParameterValue",Pro
pertyItemClassName="WxCustomPropertyItem_MaterialInstanceTimeVaryingParameter")
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:EditorScalarParameterValueOverTime.ParameterValue",PropertyItemClas
sName="WxCustomPropertyItem_MaterialInstanceTimeVaryingParameter")
Log:
;CustomPropertyClasses=(PropertyPathName="UnrealEd.MaterialEditorInstanc
eTimeVarying:EditorTextureParameterValueOverTime.ParameterValue",PropertyItemCla
ssName="WxCustomPropertyItem_MaterialInstanceTimeVaryingParameter")
Log:
CustomPropertyTypeDrawProxies=(PropertyName="ObjectProperty",PropertyObj
ectClassPathName="Engine.UITexture",PropertyItemClassName="UnrealEd.UITexture_Cu
stomDrawProxy")
Log:
CustomPropertyTypeInputProxies=(PropertyName="ObjectProperty",PropertyOb
jectClassPathName="Engine.UITexture",PropertyItemClassName="UnrealEd.UITexture_C
ustomInputProxy")
Log:
CustomPropertyDrawProxies=(PropertyPathName="Engine.UIObject:PlayerInput
Mask",PropertyItemClassName="UnrealEd.PlayerInputMask_CustomDrawProxy")

Log:
CustomPropertyInputProxies=(PropertyPathName="Engine.UIObject:PlayerInpu
tMask",PropertyItemClassName="UnrealEd.PlayerInputMask_CustomInputProxy")
Log:
CustomPropertyInputProxies=(PropertyPathName="Engine.UIScreenObject:Inac
tiveStates.InactiveStates",PropertyItemClassName="UnrealEd.UIState_CustomInputPr
oxy")
Log:
CustomPropertyInputProxies=(PropertyPathName="Engine.UIScreenObject:Init
ialState",PropertyItemClassName="UnrealEd.UIStateClass_CustomInputProxy")
Log:
CustomPropertyClasses=(PropertyPathName="Engine.LevelStreamingVolume:Str
eamingLevels", PropertyItemClassName="WxPropertyWindow_LevelList", bReplaceArray
Headers=1)
Log:
Log:
[UnrealEd.UISceneManager]
Log:
TitleRegions=(MaxPercentage=0.9,RecommendedPercentage=0.85)
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UIButton",IconName="UI_MODE
_BUTTON",ToolTip="UIEditor_Widget_Button",HelpText="UIEditor_HelpText_Button")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UIEditBox",IconName="UI_MOD
E_EDITBOX",ToolTip="UIEditor_Widget_Editbox",HelpText="UIEditor_HelpText_Editbox
")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UIImage",IconName="UI_MODE_
IMAGE",ToolTip="UIEditor_Widget_Image",HelpText="UIEditor_HelpText_Image")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UILabel",IconName="UI_MODE_
LABEL",ToolTip="UIEditor_Widget_Label",HelpText="UIEditor_HelpText_Label")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UILabelButton",IconName="UI
_MODE_LABELBUTTON",ToolTip="UIEditor_Widget_LabelButton",HelpText="UIEditor_Help
Text_LabelButton")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UIToggleButton",IconName="U
I_MODE_TOGGLEBUTTON",ToolTip="UIEditor_Widget_ToggleButton",HelpText="UIEditor_H
elpText_ToggleButton")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UICheckbox",IconName="UI_MO
DE_CHECKBOX",ToolTip="UIEditor_Widget_CheckBox",HelpText="UIEditor_HelpText_Chec
kBox")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UIList",IconName="UI_MODE_L
IST",ToolTip="UIEditor_Widget_List",HelpText="UIEditor_HelpText_List")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UIPanel",IconName="UI_MODE_
PANEL",ToolTip="UIEditor_Widget_Panel",HelpText="UIEditor_HelpText_Panel")
Log:
UIWidgetToolbarMaps=(WidgetClassName="Engine.UISlider",IconName="UI_MODE
_SLIDER",ToolTip="UIEditor_Widget_Slider",HelpText="UIEditor_HelpText_Slider")
Log:
Log:
Log:
Log:

[UnrealEd.HitProxy]
HitProxySize=5

Log:
[UnrealEd.UnrealEdOptions]
Log:
;EditorCategories=(Name="LevelEditor")
Log:
EditorCategories=(Name="Matinee")
Log:
;EditorCategories=(Name="Cascade")
Log:
;EditorCategories=(Name="MaterialEditor")
Log:
;EditorCategories=(Name="Kismet")
Log:
EditorCategories=(Name="CurveEditor")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_PlayForward", Des
cription="Matinee_PlayForward_Desc", ExecCommand="Matinee Play")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_PlayReverse", Des
cription="Matinee_PlayReverse_Desc", ExecCommand="Matinee PlayReverse")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_Stop", Descriptio
n="Matinee_Stop_Desc", ExecCommand="Matinee Stop")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_TogglePlayPause",
Description="Matinee_TogglePlayPause_Desc", ExecCommand="Matinee TogglePlayPaus
e")

Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ZoomIn", Descript
ion="Matinee_ZoomIn_Desc", ExecCommand="Matinee ZoomIn")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ZoomInAlt", Descr
iption="Matinee_ZoomInAlt_Desc", ExecCommand="Matinee ZoomIn")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ZoomOut", Descrip
tion="Matinee_ZoomOut_Desc", ExecCommand="Matinee ZoomOut")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ZoomOutAlt", Desc
ription="Matinee_ZoomOutAlt_Desc", ExecCommand="Matinee ZoomOut")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_Undo", Descriptio
n="Matinee_Undo_Desc", ExecCommand="Matinee Undo")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_Redo", Descriptio
n="Matinee_Redo_Desc", ExecCommand="Matinee Redo")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_Copy", Descriptio
n="Matinee_Copy_Desc", ExecCommand="Matinee Copy")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_Cut", Description
="Matinee_Cut_Desc", ExecCommand="Matinee Cut")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_Paste", Descripti
on="Matinee_Paste_Desc", ExecCommand="Matinee Paste")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_DeleteSelection",
Description="Matinee_DeleteSelection_Desc", ExecCommand="Matinee DeleteSelectio
n")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_MarkInSection", D
escription="Matinee_MarkInSection_Desc", ExecCommand="Matinee MarkInSection")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_MarkOutSection",
Description="Matinee_MarkOutSection_Desc", ExecCommand="Matinee MarkOutSection")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_IncrementPosition
", Description="Matinee_IncrementPosition_Desc", ExecCommand="Matinee IncrementP
osition")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_DecrementPosition
", Description="Matinee_DecrementPosition_Desc", ExecCommand="Matinee DecrementP
osition")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_MoveToNextKey", D
escription="Matinee_MoveToNextKey_Desc", ExecCommand="Matinee MoveToNextKey")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_MoveToPrevKey", D
escription="Matinee_MoveToPrevKey_Desc", ExecCommand="Matinee MoveToPrevKey")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_SplitAnimKey", De
scription="Matinee_SplitAnimKey_Desc", ExecCommand="Matinee SplitAnimKey")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ToggleSnap", Desc
ription="Matinee_ToggleSnap_Desc", ExecCommand="Matinee ToggleSnap")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_MoveActiveUp", De
scription="Matinee_MoveActiveUp_Desc", ExecCommand="Matinee MoveActiveUp")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_MoveActiveDown",
Description="Matinee_MoveActiveDown_Desc", ExecCommand="Matinee MoveActiveDown")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_AddKey", Descript
ion="Matinee_AddKey_Desc", ExecCommand="Matinee AddKey")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_DuplicateSelected
Keys", Description="Matinee_DuplicateSelectedKeys_Desc", ExecCommand="Matinee Du
plicateSelectedKeys")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_CropAnimationBegi
nning", Description="Matinee_CropAnimationBeginning_Desc", ExecCommand="Matinee
CropAnimationBeginning")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_CropAnimationEnd"
, Description="Matinee_CropAnimationEnd_Desc", ExecCommand="Matinee CropAnimatio
nEnd")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ViewFitSequence",
Description="Matinee_ViewFitSequence_Desc", ExecCommand="Matinee ViewFitSequenc
e")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ViewFitToSelected
", Description="Matinee_ViewFitToSelected_Desc", ExecCommand="Matinee ViewFitToS
elected")

Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ViewFitLoop", Des
cription="Matinee_ViewFitLoop_Desc", ExecCommand="Matinee ViewFitLoop")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ViewFitLoopSequen
ce", Description="Matinee_ViewFitLoopSequence_Desc", ExecCommand="Matinee ViewFi
tLoopSequence")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ChangeKeyInterpMo
deAUTO", Description="Matinee_ChangeKeyInterpModeAUTO_Desc", ExecCommand="Matine
e ChangeKeyInterpModeAUTO")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ChangeKeyInterpMo
deUSER", Description="Matinee_ChangeKeyInterpModeUSER_Desc", ExecCommand="Matine
e ChangeKeyInterpModeUSER")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ChangeKeyInterpMo
deBREAK", Description="Matinee_ChangeKeyInterpModeBREAK_Desc", ExecCommand="Mati
nee ChangeKeyInterpModeBREAK")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ChangeKeyInterpMo
deLINEAR", Description="Matinee_ChangeKeyInterpModeLINEAR_Desc", ExecCommand="Ma
tinee ChangeKeyInterpModeLINEAR")
Log:
EditorCommands=(Parent="Matinee", CommandName="Matinee_ChangeKeyInterpMo
deCONSTANT", Description="Matinee_ChangeKeyInterpModeCONSTANT_Desc", ExecCommand
="Matinee ChangeKeyInterpModeCONSTANT")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_ChangeInt
erpModeAUTO", Description="CurveEditor_ChangeInterpModeAUTO_Desc", ExecCommand="
CurveEditor ChangeInterpModeAUTO")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_ChangeInt
erpModeUSER", Description="CurveEditor_ChangeInterpModeUSER_Desc", ExecCommand="
CurveEditor ChangeInterpModeUSER")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_ChangeInt
erpModeBREAK", Description="CurveEditor_ChangeInterpModeBREAK_Desc", ExecCommand
="CurveEditor ChangeInterpModeBREAK")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_ChangeInt
erpModeLINEAR", Description="CurveEditor_ChangeInterpModeLINEAR_Desc", ExecComma
nd="CurveEditor ChangeInterpModeLINEAR")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_ChangeInt
erpModeCONSTANT", Description="CurveEditor_ChangeInterpModeCONSTANT_Desc", ExecC
ommand="CurveEditor ChangeInterpModeCONSTANT")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_FitViewHo
rizontally", Description="CurveEditor_FitViewHorizontally_Desc", ExecCommand="Cu
rveEditor FitViewHorizontally")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_FitViewVe
rtically", Description="CurveEditor_FitViewVertically_Desc", ExecCommand="CurveE
ditor FitViewVertically")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_FitViewTo
All", Description="CurveEditor_FitViewToAll_Desc", ExecCommand="CurveEditor FitV
iewToAll")
Log:
EditorCommands=(Parent="CurveEditor", CommandName="CurveEditor_FitViewTo
Selected", Description="CurveEditor_FitViewToSelected_Desc", ExecCommand="CurveE
ditor FitViewToSelected")
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[TaskBrowser]
EpicDefaultServerName=testtrack.epicgames.net
EpicDefaultServerPort=80
EpicDefaultProjectName=UE3
EpicDefaultDBFilterName=My tasks (open not fixed)

Log:
Log:
Log:

[Cooker.MatineeOptions]
bBakeAndPruneDuringCook=true

Log:
Log:
Log:

[Cooker.FaceFXOptions]
bGeneratePersistentMapAnimSet=false

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Cooker.ObjectsToNeverCook]
+Name=EngineMaterials.UnrealEdIcon_Sequence
+Name=EngineMaterials.UnrealEdIcon_Prefab
+Name=EngineMaterials.UnrealEdIcon_PostProcessChain
+Name=EngineMaterials.UnrealEdIcon_PhysMat
+Name=EngineMaterials.UnrealEdIcon_MorphWeightSequence
+Name=EngineMaterials.UnrealEdIcon_MorphTargetSet
+Name=EngineMaterials.UnrealEdIcon_CurveEdPresetCurve
+Name=EngineMaterials.UnrealEdIcon_AnimTree
+Name=EngineMaterials.UnrealEdIcon_AnimSet
+Name=EngineMaterials.SoundCue_SpeakerIcon
+Name=EngineResources.WireframeTexture

Log:
Log:
Log:

[Configuration]
BasedOn=..\BmGame\Config\DefaultEditor.ini

Log:
Log:
Log:
Log:

[ModPackages]
ModPackagesInPath=..\BmGame\Src
ModOutputDir=..\BmGame\Unpublished\CookedPC\Script

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Cooker.PackagesWithNoTextureStreaming]
Package=V_AaronCash
Package=V_ArkhamInmate
Package=V_ArmouredBatman
Package=V_Bane
Package=V_Batman
Package=V_BatMobile
Package=V_BatWing
Package=V_BG
Package=V_BlackgateInmate
Package=V_FrankBoles
Package=V_HarleyQuinn
Package=V_JimGordon
Package=V_Joker
Package=V_KillerCroc
Package=V_PoisonIvy
Package=V_QuincySharp
Package=V_Scarecrow
Package=V_Scarface
Package=V_VenomHenchman
Package=V_VenomJoker
Package=V_Zsasz

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Cooker.PackagesWithNoTextureStreamingXbox]
Package=Death_Bane
Package=Death_Harley
Package=Death_Ivy
Package=Death_Joker
Package=Death_Joker_Split
Package=Death_KillerCroc
Package=Death_Scarecrow
Package=Death_VenomJoker

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[UnrealEd.Settings]
DefaultPathNodeType=CommonGame.RPathNode
DefaultPatrolPointType=BmGame.RPatrolPoint
DefaultForensicType=BmGame.RForensicDnaSplatStatic
DefaultForensicNonScanType=BmGame.RForensicDnaSplatStaticNonScan
DefaultForensicVisibleType=BmGame.RForensicVisibleEvidence

Log:
[Editor.ContentTagIndex]
Log:
DefaultTags=(AssetTypeName="Engine.StaticMesh",Tags=(Arch,Ash,Brick,Bloo
d,Building,Cave,Chair,Character,COG,Column,Concrete,Corner,Couch,Cover,Crate,Dec
oration,Destroyed,Dome,Door,Electronic,Exterior,Facade,Fire,Flare,Floor,Foliage,
Fracture,Furniture,Glass,Gore,Hail,HeroPiece,Ice,Ink,Interior,Ladder,Lever,Light
,Liquid,Locust,Mechanical,Metal,Mountain,Optimization_Done,Optimization_ToDo,Opt
imization_NotNeeded,Organic,Physics,Pipe,Railing,Riftworm,Road,Rock,Roof,Rubble,
Sidewalk,Sign,Sky,Snow,Stairs,Stone,Stranded,Table,Trash,Tree,Trim,Tunnel,Urban,
Vehicle,Volumetric,Wall,Weapon,Wheel,Window,Wood)))
Log:
DefaultTags=(AssetTypeName="Engine.ParticleSystem",Tags=(Ash,Beam,Blood,
Camera,Dirt,Dust,Electricity,Explosion,Fire,Fog,Impact,Imulsion,Ink,Liquid,Metal
,Mud,MuzzleFlash,Optimization_Done,Optimization_ToDo,Optimization_NotNeeded,Rift
worm,Shell,Smoke,Snow,Spark,Stone,Water,Weapon,Wood))
Log:
DefaultTags=(AssetTypeName="Engine.Material",Tags=(Ash,Asphalt,Blood,Bri
ck,Ceiling,Character,COG,Column,Concrete,Damaged,Decal,Dirt,Distortion,Door,Dust
,Electricity,Explosion,Exterior,Fire,Flare,Floor,Fog,Foliage,Gases,Glass,Gore,Ha
il,Ice,Imulsion,Ink,Interior,Light,LightFunction,Liquid,Locust,Mechanical,Metal,
MuzzleFlash,Neutral,Optimization_Done,Optimization_ToDo,Optimization_NotNeeded,O
rganic,Riftworm,Rock,Roof,Sign,Sky,Smoke,Snow,Steam,Stone,Stranded,Tiling,Trash,
Tree,Trim,Vehicle,Wall,Water,Weapon,Wood)))
Log:
Log:
Log:
Log:

[ScriptDatabase.Settings]
ListOfNodes=Admin,Cave,Cells,Garden,Max,Medical,Overworld,EnemyBarks

Log:
Log:
Log:

[BrowserData]
Prefab_ZoomFactor=1.00000

Log:
Log:
Log:

[FEditorModeTools]
TranslationMode=1

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Log:
Log:

[CommonEditor.RActorFactoryStaticMeshToggleable]
MenuPriority=19

Log:
Log:
Log:

[CommonEditor.RActorFactoryStaticMeshNoCL]
MenuPriority=18

Log:
Log:
Log:

[CommonGame.RActorFactoryMoverNoCL]
MenuPriority=14

Log:
Log:
Log:

[BmEditor.RActorFactoryInteractableItem]
MenuPriority=10

Log:
Log:
Log:

[CommonGame.RActorFactoryBreakableProp]
MenuPriority=9

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Log:
Log:

[CommonGame.RActorFactoryBreakablePropStatic]
MenuPriority=8

Log:
Log:
Log:

[BmGame.RActorFactoryXrayMesh]
MenuPriority=5

Log:
Log:
Log:

[BmGame.RActorFactoryXrayInterItem]
MenuPriority=4

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Log:

[BmGame.RActorFactoryXrayWire]
MenuPriority=3

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[BmEditor.RActorFactoryDisruptableItem]
MenuPriority=1

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[UnrealEd.VerifySourceIgnore]
Package=EditorMaterials
Package=EditorResources
Package=EditorResources_Gfx
Package=EngineResources
Package=EngineMaterials
Package=EngineVolumetrics
Package=Engine_MI_Shaders
Package=RockEditorResources
Package=FlashTest
Package=UE3UI
Package=BMPanels
Package=LC_AG4
Package=LC_cop
Package=LC_TZero
Package=Brush_Demo
Package=LeesPackage
Package=MARK_TEST
Package=NPC_Unarmed_Anims
Package=Combat_Camera
Package=Combat_vs_Thug_Anims
Package=Batman_Ragdoll
Package=Batman_PromoAnims
Package=Character_Trash
Package=Assault_Rifle
Package=asylumtest
Package=OutsourceTests
Object=fx_misc.newspaper_t_BMtest
Package=StormfuryStreet
Package=Stormfurystreet2
Package=stormfurystreet3
Package=PRT_Stormfurysea
Package=OBJ_Bouy
Package=BmFonts
Package=BmFonts_Pol
Package=BmFonts_Rus

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Package=FX_Weather
Package=LC_Pistol_Anims
Package=LC_Unarmed_Anims
Package=desert_eagle_3p
Package=Machete_3P
Package=Shotgun
Object=LIGHTS_Int.Lights_Int_LightBeam_falloff01_D
Object=LIGHTS_Int.Lights_Int_LightBeam_fallof02_D
Object=FX_Godrays.Godrays.FX_Godray_plane01_noise01_t
Object=fx_smoke.ScarecrowRoom.fx_PlumeSmoke
Object=fx_smoke.ScarecrowRoom.FX_fire1_noise_t
Object=fx_smoke.ScarecrowRoom.FX_fire1_smoke_t
Package=Cinematic_Animations
Package=FE
Package=Menus
Package=PX_Cloth_Medical
Package=PX_Scarecrow2
Package=PX_ClothRBTest
Package=PX_ClothTest_TearLines
Package=PX_Cloth_Paper
Package=PX_Cloth_Draped
Package=PX_Paper_Stacks
Package=PX_Smoke
Package=PX_Sparks
Package=PX_Cloth_Hanging
Package=PX_Cloth_Tape
Package=PX_Dest_Medical_B7
Package=PX_FX_Particles
Package=PX_Cave_A_Dest
Package=Nvidia_Physics
Object=Cinematic_Camera.Camera_Rig.Cinematic_Camera_Rig
Package=Speech-C2_Doctor1
Package=Speech-C2_Dr_Jessop
Package=Speech-C2_Guard2
Package=Speech-C2_HeadOrderly
Package=Speech-C2_Kerrison
Package=Speech-AsylumTest01
Package=Speech-AsylumTest02
Package=Speech-C1_Batman
Package=Speech-C1_NPC
Package=Speech-EnemyTest
Package=Speech-forensic_test
Package=Speech-C2_Andy
Package=Speech-C2_atmosphere
Package=Speech-C2_Dr_Walker
Package=Speech-C2_Dr_Young
Package=Speech-C2_Guard1
Package=Speech-C2_Guard3
Package=Speech-C2_Guard4
Package=Speech-C2_Guard5
Package=Speech-C2_Guard6
Package=Speech-C2_Guard7
Package=Speech-C2_Inmate_B27
Package=Speech-C2_Mental2
Package=Speech-C2_Mental3
Package=Speech-C2_Oracle
Package=Speech-C2_Orderly1
Package=Speech-C2_Scott
Package=Speech-Promo
Package=Speech-POZ_TEST

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Log:
0
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Log:

Package=Speech-Test
Object=IngmarTest.fx_BlueSea_Tex
Object=Speech-Joker_Predator.Joker_Predator_automated_AnnounceTakedown-1

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[IniVersion]
0=1382051072.000000
1=1382050120.000000
2=1382050124.000000

Log:
Log:
Log:

[GFxUIEditor.FlashMovieFactory]
GFxExportCmdLine=-i TGA -share_images -rescale hi -gradients -gi TGA

Object=Speech-Scarecrow_Taunts.Scarecrow_Taunts_Death_Short_01-4
Object=Speech-Venom_J.Venom_J_Attack_idles_04-3
Object=Speech-Venom_J.Venom_J_Attack_idles_04-2

Log: FileName: ..\BmGame\Config\BmEditorUserSettings.ini


Log:
[Editor.EditorUserSettings]
Log:
AllowFlightCameraToRemapKeys=True
Log:
PreviewThumbnailBackgroundColor=(R=0,G=0,B=0)
Log:
PreviewThumbnailTranslucentMaterialBackgroundColor=(R=127,G=127,B=127)
Log:
bAutoSaveEnable=True
Log:
AutoSaveTimeMinutes=10
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[WindowPosManager]
DlgAddSpecial=879,571,328,226,0
DlgActorSearch=379,262,881,507,0
DlgActorFactory=783,544,553,311,0
DlgBuildProgress=560,475,806,180,0
SurfaceProperties=647,491,514,477,0
DockingContainer=64,33,940,1076,0
FloatingFrame_DockingContainer=64,33,940,1076,0
DlgGBSearch=953,568,400,300,0
DlgSoundNodeWaveOptions=496,238,664,324,0
DlgMove=760,475,497,408,0

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[EditorFrame]
FrameClassName=WxEditorFrame
LocalizationFile=UnrealEd
FramePos.x=43
FramePos.y=4
FrameSize.x=1832
FrameSize.y=1152
FrameMaximized=1
ViewportResizeTogether=True
ShowAllPropertyItemButtons=False
ShowOnlyModifiedProperties=False

Log:
Log:

[MRU]

Log:
Log:
Log:

[UnrealEd.MaterialEditorOptions]
bShowGrid=True
bShowBackground=False

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Log:

bHideUnusedConnectors=False
bDrawCurves=True
bRealtimeMaterialViewport=False
bRealtimeExpressionViewport=False
bAlwaysRefreshAllPreviews=False

Log:
Log:
Log:

[LinkedObjectEditor]
InvertMousePan=False

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Log:
Log:
Log:
Log:

[FEditorModeTools]
ShowWidget=True
MouseLock=False
CoordSystem=0

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Log:
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[LightingBuildOptions]
OnlyBuildSelectedActors=false
OnlyBuildCurrentLevel=false
OnlyBuildChanged=false
BuildBSP=true
BuildActors=true
FullQualityBuild=true

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[Matinee]
Hide3DTracks=false
ZoomToScrubPos=false
ShowCurveEd=false

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[SourceControl]
Disabled=False

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[Directories]
UNR=..\BmGame\Content\Maps\
BRUSH=..\BmGame\Content\
2DS=..\BmGame\Content\
PSA=..\BmGame\Content\
COLLADAAnim=..\Engine\Content\
GenericImport=..\BmGame\Content\
GenericExport=..\BmGame\Content\
GenericOpen=..\BmGame\Content\
GenericSave=..\BmGame\Content\

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[UnrealEd.TerrainEditOptions]
Solid1_Strength=100
Solid1_Radius=1
Solid1_Falloff=1
Solid2_Strength=100
Solid2_Radius=8
Solid2_Falloff=8
Solid3_Strength=100
Solid3_Radius=32
Solid3_Falloff=32
Solid4_Strength=100
Solid4_Radius=64

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Solid4_Falloff=64
Solid5_Strength=100
Solid5_Radius=128
Solid5_Falloff=128
Noisy1_Strength=100
Noisy1_Radius=1
Noisy1_Falloff=16
Noisy2_Strength=100
Noisy2_Radius=8
Noisy2_Falloff=32
Noisy3_Strength=100
Noisy3_Radius=32
Noisy3_Falloff=64
Noisy4_Strength=100
Noisy4_Radius=64
Noisy4_Falloff=128
Noisy5_Strength=100
Noisy5_Radius=128
Noisy5_Falloff=256
Current_Tool=2
Current_Brush=0
Current_Strength=100
Current_Radius=64
Current_Falloff=128
SliderRange_Low_Strength=0
SliderRange_High_Strength=100
SliderRange_Low_Radius=0
SliderRange_High_Radius=2048
SliderRange_High_Falloff=2048
bShowFoliageMeshes=true
bShowDecoarationMeshes=true
TerrainLayerBrowser_BackgroundColor=(R=162,G=162,B=162)
TerrainLayerBrowser_BackgroundColor2=(R=192,G=192,B=192)
TerrainLayerBrowser_BackgroundColor3=(R=212,G=212,B=212)
TerrainLayerBrowser_SelectedColor=(R=162,G=162,B=0)
TerrainLayerBrowser_SelectedColor2=(R=192,G=192,B=0)
TerrainLayerBrowser_SelectedColor3=(R=212,G=212,B=0)
TerrainLayerBrowser_BorderColor=(R=64,G=64,B=64)

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[UnrealEd.PhATSimOptions]
SkyBrightness=0.25
Brightness=1.0
AngularSnap=15.0
LinearSnap=2.0
SimSpeed=1.0
bDrawContacts=false
FloorGap=25.0
GravScale=1.0
bPromptOnBoneDelete=true
PokeStrength=100.0
bShowNamesInHierarchy=true
PokePauseTime=0.5
PokeBlendTime=0.5

Log:
Log:
Log:
Log:

[UnrealEd.CurveEdOptions]
MinViewRange=0.01
MaxViewRange=1000000.0
BackgroundColor=(R=0.23529412,G=0.23529412,B=0.23529412)

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LabelColor=(R=0.4,G=0.4,B=0.4)
SelectedLabelColor=(R=0.6,G=0.4,B=0.1)
GridColor=(R=0.35,G=0.35,B=0.35)
GridTextColor=(R=0.78431373,G=0.78431373,B=0.78431373)
LabelBlockBkgColor=(R=0.25,G=0.25,B=0.25)
SelectedKeyColor=(R=1.0,G=1.0,B=0.0)

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[UnrealEd.UIEditorOptions]
WindowPosition=(X=256,Y=256,Width=1024,Height=768)
ViewportSashPosition=824
PropertyWindowSashPosition=568
ViewportGutterSize=0
VirtualSizeX=0
VirtualSizeY=0
bRenderViewportOutline=true
bRenderContainerOutline=true
bRenderSelectionOutline=true
bRenderSelectionHandles=true
bRenderPerWidgetSelectionOutline=true
GridSize=8
bSnapToGrid=true
mViewDrawGrid=true
bShowDockHandles=true

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[UnrealEd.CascadeOptions]
bShowModuleDump=false
BackgroundColor=(B=25,G=20,R=20,A=0)
bUseSubMenus=true
bUseSpaceBarReset=false
bUseSpaceBarResetInLevel=true
Empty_Background=(B=25,G=20,R=20,A=0)
Emitter_Background=(B=25,G=20,R=20,A=0)
Emitter_Unselected=(B=0,G=100,R=255,A=0)
Emitter_Selected=(B=180,G=180,R=180,A=0)
ModuleColor_General_Unselected=(B=49,G=40,R=40,A=0)
ModuleColor_General_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_TypeData_Unselected=(B=20,G=20,R=15,A=0)
ModuleColor_TypeData_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_Beam_Unselected=(R=160,G=150,B=235)
ModuleColor_Beam_Selected=(R=255,G=100,B=0)
ModuleColor_Trail_Unselected=(R=130,G=235,B=170)
ModuleColor_Trail_Selected=(R=255,G=100,B=0)
ModuleColor_Spawn_Unselected=(R=200,G=100,B=100)
ModuleColor_Spawn_Selected=(R=255,G=50,B=50)
ModuleColor_Required_Unselected=(R=200,G=200,B=100)
ModuleColor_Required_Selected=(R=255,G=225,B=50)
ModuleColor_Event_Unselected=(R=64,G=64,B=255)
ModuleColor_Event_Selected=(R=0,G=0,B=255)
bShowGrid=false
GridColor_Hi=(R=0,G=100,B=255)
GridColor_Low=(R=0,G=100,B=255)
GridPerspectiveSize=1024
PostProcessChainName=EditorMaterials.Cascade.DefaultCascadePostProcess
ShowPPFlags=0
bUseSlimCascadeDraw=true
SlimCascadeDrawHeight=30
bCenterCascadeModuleText=true
Cascade_MouseMoveThreshold=4

Log:
ModuleMenu_ModuleRejections=ParticleModuleTypeDataBase
Log:
ModuleMenu_ModuleRejections=ParticleModule
Log:
ModuleMenu_ModuleRejections=ParticleModuleRequired
Log:
ModuleMenu_ModuleRejections=ParticleModuleSpawn
Log:
ModuleMenu_ModuleRejections=ParticleModuleTypeDataBeam
Log:
ModuleMenu_ModuleRejections=ParticleModuleTypeDataTrail
Log:
ModuleMenu_ModuleRejections=ParticleModuleLocationPrimitiveBase
Log:
ModuleMenu_ModuleRejections=ParticleModuleEventReceiverBase
Log:
ModuleMenu_TypeDataToBaseModuleRejections=(ObjName=None,InvalidObjNames=
(ParticleModuleBeamBase,ParticleModuleTrailBase))
Log:
ModuleMenu_TypeDataToBaseModuleRejections=(ObjName=ParticleModuleTypeDat
aBeam2,InvalidObjNames=(ParticleModuleTrailBase))
Log:
ModuleMenu_TypeDataToBaseModuleRejections=(ObjName=ParticleModuleTypeDat
aTrail2,InvalidObjNames=(ParticleModuleBeamBase))
Log:
ModuleMenu_TypeDataToBaseModuleRejections=(ObjName=ParticleModuleTypeDat
aMesh,InvalidObjNames=(ParticleModuleBeamBase,ParticleModuleTrailBase))
Log:
ModuleMenu_TypeDataToBaseModuleRejections=(ObjName=ParticleModuleTypeDat
aMeshPhysX,InvalidObjNames=(ParticleModuleBeamBase,ParticleModuleTrailBase,Parti
cleModuleAccelerationBase,ParticleModuleAttractorBase,ParticleModuleCollisionBas
e,ParticleModuleColorBase,ParticleModuleEventBase,ParticleModuleEventReceiverBas
e,ParticleModuleKillBase,ParticleModuleOrbitBase,ParticleModuleSubUVBase,Particl
eModuleMaterialBase,ParticleModuleOrientationBase))
Log:
ModuleMenu_TypeDataToBaseModuleRejections=(ObjName=ParticleModuleTypeDat
aPhysX,InvalidObjNames=(ParticleModuleBeamBase,ParticleModuleTrailBase,ParticleM
oduleAccelerationBase,ParticleModuleAttractorBase,ParticleModuleCollisionBase,Pa
rticleModuleKillBase,ParticleModuleOrbitBase))
Log:
ModuleMenu_TypeDataToSpecificModuleRejections=(ObjName=None,InvalidObjNa
mes=(ParticleModuleMeshMaterial,ParticleModuleMeshRotation,ParticleModuleMeshRot
ationRate,ParticleModuleMeshRotationRateMultiplyLife))
Log:
ModuleMenu_TypeDataToSpecificModuleRejections=(ObjName=ParticleModuleTyp
eDataBeam2,InvalidObjNames=(ParticleModuleMeshMaterial,ParticleModuleMeshRotatio
n,ParticleModuleMeshRotationRate,ParticleModuleMeshRotationRateMultiplyLife))
Log:
ModuleMenu_TypeDataToSpecificModuleRejections=(ObjName=ParticleModuleTyp
eDataTrail2,InvalidObjNames=(ParticleModuleMeshMaterial,ParticleModuleMeshRotati
on,ParticleModuleMeshRotationRate,ParticleModuleMeshRotationRateMultiplyLife))
Log:
ModuleMenu_TypeDataToSpecificModuleRejections=(ObjName=ParticleModuleTyp
eDataMeshPhysX,InvalidObjNames=(ParticleModuleRotation,ParticleModuleRotationOve
rLifetime,ParticleModuleMeshRotationRateMultiplyLife,ParticleModuleRotationRate,
ParticleModuleRotationRateMultiplyLife,ParticleModuleSizeMultiplyVelocity,Partic
leModuleVelocityOverLifetime,ParticleModuleSizeScale))
Log:
ModuleMenu_TypeDataToSpecificModuleRejections=(ObjName=ParticleModuleTyp
eDataPhysX,InvalidObjNames=(ParticleModuleMeshMaterial,ParticleModuleMeshRotatio
n,ParticleModuleMeshRotationRate,ParticleModuleMeshRotationRateMultiplyLife,))
Log:
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Log:

[UnrealEd.LensFlareEditorOptions]
LFED_BackgroundColor=(B=0.098,G=0.078,R=0.078,A=1.0)
LFED_Source_ElementEd_Background=(B=0.098,G=0.078,R=0.078,A=1.0)
LFED_Source_Selected=(B=0.196,G=0.588,R=1.0,A=1.0)
LFED_Source_Unselected=(B=0.784,G=0.784,R=0.784,A=1.0)
LFED_ElementEd_Background=(B=0.098,G=0.078,R=0.078,A=1.0)
LFED_Element_Unselected=(B=0.506,G=0.506,R=0.506,A=1.0)
LFED_Element_Selected=(B=0.0,G=0.392,R=1.0,A=1.0)
bShowGrid=false
GridColor_Hi=(R=0,G=100,B=255)
GridColor_Low=(R=0,G=100,B=255)
GridPerspectiveSize=1024

Log:

[Configuration]

Log:
Log:

BasedOn=..\BmGame\Config\DefaultEditorUserSettings.ini

Log:
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Log:

[BrowserData]
REvidence_ZoomFactor=0.40000
REvidence_FixedSize=0
REvidence_Primitive=2
RCharacterBio_ZoomFactor=0.80000
RCharacterBio_FixedSize=0
RCharacterBio_Primitive=2
RDummyEvidenceConfig_ZoomFactor=0.80000
RDummyEvidenceConfig_FixedSize=0
RDummyEvidenceConfig_Primitive=2

Log:
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Log:

[Docking]
LightBrowser_Docked=True
LightBrowser_Visible=True

Log:
Log:
Log:
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Log:

[IniVersion]
0=1382051078.000000
1=1382050120.000000
2=1382050120.000000

Log: FileName: ..\BmGame\Config\BmCompat.ini


Log:
[AppCompat]
Log:
CPUScore1=1000
Log:
CPUScore2=720
Log:
CPUScore3=630
Log:
CPUScore4=500
Log:
CPUScore5=275
Log:
CPUSpeed1=1.8
Log:
CPUSpeed2=2.4
Log:
CPUSpeed3=3.0
Log:
CPUSpeed4=3.5
Log:
CPUSpeed5=4.0
Log:
CPUMultiCoreMult=1.75
Log:
CPUHyperThreadMult=1.15
Log:
CPUMemory1=0.5
Log:
CPUMemory2=1.0
Log:
CPUMemory3=1.0
Log:
CPUMemory4=2.0
Log:
CPUMemory5=3.0
Log:
GPUmemory1=128
Log:
GPUmemory2=128
Log:
GPUmemory3=256
Log:
GPUmemory4=512
Log:
GPUmemory5=768
Log:
GPUShader1=2
Log:
GPUShader2=2
Log:
GPUShader3=2
Log:
GPUShader4=3
Log:
GPUShader5=3
Log:
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Log:
Log:

[AppCompatGPU-0x10DE]
VendorName=NVIDIA
VendorMobileTag=Go

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0x014F=1,GeForce 6200
0x00F3=1,GeForce 6200
0x0221=1,GeForce 6200
0x0163=1,GeForce 6200 LE
0x0162=1,GeForce 6200SE TurboCache(TM)
0x0161=1,GeForce 6200 TurboCache(TM)
0x0162=1,GeForce 6200SE TurboCache(TM)
0x0160=1,GeForce 6500
0x0141=2,GeForce 6600
0x00F2=2,GeForce 6600
0x0140=2,GeForce 6600 GT
0x00F1=2,GeForce 6600 GT
0x0142=2,GeForce 6600 LE
0x00F4=2,GeForce 6600 LE
0x0143=2,GeForce 6600 VE
0x0147=2,GeForce 6700 XL
0x0041=3,GeForce 6800
0x00C1=3,GeForce 6800
0x0047=3,GeForce 6800 GS
0x00F6=3,GeForce 6800 GS
0x00C0=3,GeForce 6800 GS
0x0045=3,GeForce 6800 GT
0x00F9=3,GeForce 6800 Series GPU
0x00C2=3,GeForce 6800 LE
0x0040=3,GeForce 6800 Ultra
0x00F9=3,GeForce 6800 Series GPU
0x0043=3,GeForce 6800 XE
0x0048=3,GeForce 6800 XT
0x0218=3,GeForce 6800 XT
0x00C3=3,GeForce 6800 XT
0x01DF=2,GeForce 7300 GS
0x0393=2,GeForce 7300 GT
0x01D1=2,GeForce 7300 LE
0x01D3=2,GeForce 7300 SE
0x01DD=-1,GeForce 7500 LE
0x0392=3,GeForce 7600 GS
0x0392=3,GeForce 7600 GS
0x02E1=3,GeForce 7600 GS
0x0391=3,GeForce 7600 GT
0x0394=3,GeForce 7600 LE
0x00F5=4,GeForce 7800 GS
0x0092=4,GeForce 7800 GT
0x0091=4,GeForce 7800 GTX
0x0291=3,GeForce 7900 GT/GTO
0x0292=3,GeForce 7900 GS
0x0290=4,GeForce 7900 GTX
0x0293=4,GeForce 7900 GX2
0x0294=4,GeForce 7950 GX2
0x0322=0,GeForce FX 5200
0x0321=0,GeForce FX 5200 Ultra
0x0323=0,GeForce FX 5200LE
0x0326=1,GeForce FX 5500
0x0326=1,GeForce FX 5500
0x0312=1,GeForce FX 5600
0x0311=1,GeForce FX 5600 Ultra
0x0314=1,GeForce FX 5600XT
0x0342=1,GeForce FX 5700
0x0341=1,GeForce FX 5700 Ultra
0x0343=1,GeForce FX 5700LE
0x0344=1,GeForce FX 5700VE

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0x0302=1,GeForce FX 5800
0x0301=1,GeForce FX 5800 Ultra
0x0331=1,GeForce FX 5900
0x0330=1,GeForce FX 5900 Ultra
0x0333=1,GeForce FX 5950 Ultra
0x0324=-1,GeForce FX Go5200 64M
0x031A=-1,GeForce FX Go5600
0x0347=-1,GeForce FX Go5700
0x0167=-1,GeForce Go 6200/6400
0x0168=-1,GeForce Go 6200/6400
0x0148=-1,GeForce Go 6600
0x00c8=3,GeForce Go 6800
0x00c9=3,GeForce Go 6800 Ultra
0x0098=3,GeForce Go 7800
0x0099=3,GeForce Go 7800 GTX
0x0298=3,GeForce Go 7900 GS
0x0299=3,GeForce Go 7900 GTX
0x0185=0,GeForce MX 4000
0x00FA=0,GeForce PCX 5750
0x00FB=0,GeForce PCX 5900
0x0110=0,GeForce2 MX/MX 400
0x0111=0,GeForce2 MX200
0x0110=0,GeForce2 MX/MX 400
0x0200=0,GeForce3
0x0201=0,GeForce3 Ti200
0x0202=0,GeForce3 Ti500
0x0172=0,GeForce4 MX 420
0x0171=0,GeForce4 MX 440
0x0181=0,GeForce4 MX 440 with AGP8X
0x0173=0,GeForce4 MX 440-SE
0x0170=0,GeForce4 MX 460
0x0253=0,GeForce4 Ti 4200
0x0281=0,GeForce4 Ti 4200 with AGP8X
0x0251=0,GeForce4 Ti 4400
0x0250=0,GeForce4 Ti 4600
0x0280=0,GeForce4 Ti 4800
0x0282=0,GeForce4 Ti 4800SE
0x0203=0,Quadro DCC
0x0309=-1,Quadro FX 1000
0x034E=-1,Quadro FX 1100
0x00FE=-1,Quadro FX 1300
0x00CE=-1,Quadro FX 1400
0x0308=-1,Quadro FX 2000
0x0338=-1,Quadro FX 3000
0x00FD=-1,Quadro PCI-E Series
0x00F8=-1,Quadro FX 3400/224400
0x00CD=-1,Quadro FX 3450/4000 SDI
0x004E=-1,Quadro FX 4000
0x00CD=-1,Quadro FX 3450/4000 SDI
0x00F8=-1,Quadro FX 3400/4400
0x009D=-1,Quadro FX 4500
0x029F=-1,Quadro FX 4500 X2
0x032B=-1,Quadro FX 500/FX 600
0x014E=-1,Quadro FX 540
0x014C=-1,Quadro FX 540 MXM
0x032B=-1,Quadro FX 500/FX 600
0X033F=-1,Quadro FX 700
0x034C=-1,Quadro FX Go1000
0x00CC=-1,Quadro FX Go1400
0x031C=-1,Quadro FX Go700

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0x018A=-1,Quadro NVS with AGP8X


0x032A=-1,Quadro NVS 280 PCI
0x00FD=-1,Quadro PCI-E Series
0x0165=-1,Quadro NVS 285
0x017A=-1,Quadro NVS
0x018A=-1,Quadro NVS with AGP8X
0x0113=-1,Quadro2 MXR/EX
0x017A=-1,Quadro NVS
0x018B=-1,Quadro4 380 XGL
0x0178=-1,Quadro4 550 XGL
0x0188=-1,Quadro4 580 XGL
0x025B=-1,Quadro4 700 XGL
0x0259=-1,Quadro4 750 XGL
0x0258=-1,Quadro4 900 XGL
0x0288=-1,Quadro4 980 XGL
0x028C=-1,Quadro4 Go700
0x0295=4,NVIDIA GeForce 7950 GT
0x03D0=-1,NVIDIA GeForce 6100 nForce 430
0x03D1=-1,NVIDIA GeForce 6100 nForce 405
0x03D2=-1,NVIDIA GeForce 6100 nForce 400
0x0241=-1,NVIDIA GeForce 6150 LE
0x0242=-1,NVIDIA GeForce 6100
0x0245=-1,NVIDIA Quadro NVS 210S / NVIDIA GeForce 6150LE
0x029C=-1,NVIDIA Quadro FX 5500
0x0191=5,NVIDIA GeForce 8800 GTX
0x0193=5,NVIDIA GeForce 8800 GTS
0x0400=4,NVIDIA GeForce 8600 GTS
0x0402=4,NVIDIA GeForce 8600 GT
0x0421=2,NVIDIA GeForce 8500 GT
0x0422=2,NVIDIA GeForce 8400 GS
0x0423=2,NVIDIA GeForce 8300 GS

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[AppCompatGPU-0x1002]
VendorName=ATI
VendorMobileTag=Mobility
0x5653=-1,ATI MOBILITY/RADEON X700
0x7248=5,Radeon X1950 XTX Uber - Limited Edition
0x7268=5,Radeon X1950 XTX Uber - Limited Edition Secondary
0x554D=3,Radeon X800 CrossFire Edition
0x556D=3,Radeon X800 CrossFire Edition Secondary
0x5D52=3,Radeon X850 CrossFire Edition
0x5D72=3,Radeon X850 CrossFire Edition Secondary
0x564F=1,Radeon X550/X700 Series
0x4154=-1,ATI FireGL T2
0x4174=-1,ATI FireGL T2 Secondary
0x5B64=-1,ATI FireGL V3100
0x5B74=-1,ATI FireGL V3100 Secondary
0x3E54=-1,ATI FireGL V3200
0x3E74=-1,ATI FireGL V3200 Secondary
0x7152=-1,ATI FireGL V3300
0x7172=-1,ATI FireGL V3300 Secondary
0x7153=-1,ATI FireGL V3350
0x7173=-1,ATI FireGL V3350 Secondary
0x71D2=-1,ATI FireGL V3400
0x71F2=-1,ATI FireGL V3400 Secondary
0x5E48=-1,ATI FireGL V5000
0x5E68=-1,ATI FireGL V5000 Secondary
0x5551=-1,ATI FireGL V5100
0x5571=-1,ATI FireGL V5100 Secondary

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0x71DA=-1,ATI
0x71FA=-1,ATI
0x7105=-1,ATI
0x7125=-1,ATI
0x5550=-1,ATI
0x5570=-1,ATI
0x5D50=-1,ATI
0x7104=-1,ATI
0x5D70=-1,ATI
0x7124=-1,ATI
0x710E=-1,ATI
0x712E=-1,ATI
0x710F=-1,ATI
0x712F=-1,ATI
0x4E47=-1,ATI
0x4E67=-1,ATI
0x4E4B=-1,ATI
0x4E6B=-1,ATI
0x4A4D=-1,ATI
0x4A6D=-1,ATI
0x4147=-1,ATI
0x4167=-1,ATI
0x5B65=-1,ATI
0x5B75=-1,ATI
0x719B=-1,ATI
0x71BB=-1,ATI
0x3151=-1,ATI
0x3171=-1,ATI
0x724E=-1,ATI
0x726E=-1,ATI
0x4C58=-1,ATI
0x4E54=-1,ATI
0x5464=-1,ATI
0x3154=-1,ATI
0x564A=-1,ATI
0x564B=-1,ATI
0x5D49=-1,ATI
0x71C4=-1,ATI
0x71D4=-1,ATI
0x7106=-1,ATI
0x7103=-1,ATI
0x4C59=-1,ATI
0x4C57=-1,ATI
0x4E52=-1,ATI
0x4E56=-1,ATI
0x4E50=-1,ATI
0x4A4E=-1,ATI
0x7210=-1,ATI
0x7211=-1,ATI
0x94C9=-1,ATI
0x94C8=-1,ATI
0x9581=-1,ATI
0x9583=-1,ATI
0x714A=-1,ATI
0x7149=-1,ATI
0x714B=-1,ATI
0x714C=-1,ATI
0x718B=-1,ATI
0x718C=-1,ATI
0x7196=-1,ATI

FireGL V5200
FireGL V5200 Secondary
FireGL V5300
FireGL V5300 Secondary
FireGL V7100
FireGL V7100 Secondary
FireGL V7200
FireGL V7200
FireGL V7200 Secondary
FireGL V7200 Secondary
FireGL V7300
FireGL V7300 Secondary
FireGL V7350
FireGL V7350 Secondary
FireGL X1
FireGL X1 Secondary
FireGL X2-256/X2-256t
FireGL X2-256/X2-256t Secondary
FireGL X3-256
FireGL X3-256 Secondary
FireGL Z1
FireGL Z1 Secondary
FireMV 2200
FireMV 2200 Secondary
FireMV 2250
FireMV 2250 Secondary
FireMV 2400
FireMV 2400 Secondary
FireStream 2U
FireStream 2U Secondary
MOBILITY FIRE GL 7800
MOBILITY FIRE GL T2/T2e
MOBILITY FireGL V3100
MOBILITY FireGL V3200
MOBILITY FireGL V5000
MOBILITY FireGL V5000
MOBILITY FireGL V5100
MOBILITY FireGL V5200
MOBILITY FireGL V5250
MOBILITY FireGL V7100
MOBILITY FireGL V7200
MOBILITY RADEON
MOBILITY RADEON 7500
MOBILITY RADEON 9500
MOBILITY RADEON 9550
MOBILITY RADEON 9600/9700 Series
MOBILITY RADEON 9800
Mobility Radeon HD 2300
Mobility Radeon HD 2300
Mobility Radeon HD 2400
Mobility Radeon HD 2400 XT
Mobility Radeon HD 2600
Mobility Radeon HD 2600 XT
Mobility Radeon X1300
Mobility Radeon X1300
Mobility Radeon X1300
Mobility Radeon X1300
Mobility Radeon X1350
Mobility Radeon X1350
Mobility Radeon X1350

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0x7145=-1,ATI Mobility Radeon X1400


0x7186=-1,ATI Mobility Radeon X1450
0x718D=-1,ATI Mobility Radeon X1450
0x71C5=-1,ATI Mobility Radeon X1600
0x71D5=-1,ATI Mobility Radeon X1700
0x71DE=-1,ATI Mobility Radeon X1700
0x71D6=-1,ATI Mobility Radeon X1700 XT
0x7102=-1,ATI Mobility Radeon X1800
0x7101=-1,ATI Mobility Radeon X1800 XT
0x7284=-1,ATI Mobility Radeon X1900
0x718A=-1,ATI Mobility Radeon X2300
0x7188=-1,ATI Mobility Radeon X2300
0x5461=-1,ATI MOBILITY RADEON X300
0x5460=-1,ATI MOBILITY RADEON X300
0x3152=-1,ATI MOBILITY RADEON X300
0x3150=-1,ATI MOBILITY RADEON
0x5462=-1,ATI MOBILITY RADEON X600 SE
0x5652=-1,ATI MOBILITY RADEON X700
0x5653=-1,ATI MOBILITY RADEON X700
0x5673=-1,ATI MOBILITY RADEON X700 Secondary
0x5D4A=-1,ATI MOBILITY RADEON X800
0x5D48=-1,ATI MOBILITY RADEON X800 XT
0x4153=1,ATI Radeon 9550/X1050 Series
0x4173=1,ATI Radeon 9550/X1050 Series Secondary
0x4150=1,ATI RADEON 9600 Series
0x4E51=1,ATI RADEON 9600 Series
0x4151=1,ATI RADEON 9600 Series
0x4155=1,ATI RADEON 9600 Series
0x4152=1,ATI RADEON 9600 Series
0x4E71=1,ATI RADEON 9600 Series Secondary
0x4171=1,ATI RADEON 9600 Series Secondary
0x4170=1,ATI RADEON 9600 Series Secondary
0x4175=1,ATI RADEON 9600 Series Secondary
0x4172=1,ATI RADEON 9600 Series Secondary
0x9402=5,ATI Radeon HD 2900 XT
0x9403=5,ATI Radeon HD 2900 XT
0x9400=5,ATI Radeon HD 2900 XT
0x9401=5,ATI Radeon HD 2900 XT
0x791E=-1,ATI Radeon X1200 Series
0x791F=-1,ATI Radeon X1200 Series
0x7288=5,ATI Radeon X1950 GT
0x72A8=5,ATI Radeon X1950 GT Secondary
0x554E=3,ATI RADEON X800 GT
0x556E=3,ATI RADEON X800 GT Secondary
0x554D=3,ATI RADEON X800 XL
0x556D=3,ATI RADEON X800 XL Secondary
0x4B4B=3,ATI RADEON X850 PRO
0x4B6B=3,ATI RADEON X850 PRO Secondary
0x4B4A=3,ATI RADEON X850 SE
0x4B6A=3,ATI RADEON X850 SE Secondary
0x4B49=3,ATI RADEON X850 XT
0x4B4C=3,ATI RADEON X850 XT Platinum Edition
0x4B6C=3,ATI RADEON X850 XT Platinum Edition Secondary
0x4B69=3,ATI RADEON X850 XT Secondary
0x793F=-1,ATI Radeon Xpress 1200 Series
0x7941=-1,ATI Radeon Xpress 1200 Series
0x7942=-1,ATI Radeon Xpress 1200 Series
0x5A61=-1,ATI Radeon Xpress Series
0x5A63=-1,ATI Radeon Xpress Series
0x5A62=-1,ATI Radeon Xpress Series

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0x5A41=-1,ATI Radeon Xpress Series


0x5A43=-1,ATI Radeon Xpress Series
0x5A42=-1,ATI Radeon Xpress Series
0x5954=-1,ATI Radeon Xpress Series
0x5854=-1,ATI Radeon Xpress Series
0x5955=-1,ATI Radeon Xpress Series
0x5974=-1,ATI Radeon Xpress Series
0x5874=-1,ATI Radeon Xpress Series
0x5975=-1,ATI Radeon Xpress Series
0x4144=1,Radeon 9500
0x4149=1,Radeon 9500
0x4E45=1,Radeon 9500 PRO / 9700
0x4E65=1,Radeon 9500 PRO / 9700 Secondary
0x4164=1,Radeon 9500 Secondary
0x4169=1,Radeon 9500 Secondary
0x4E46=1,Radeon 9600 TX
0x4E66=1,Radeon 9600 TX Secondary
0x4146=1,Radeon 9600TX
0x4166=1,Radeon 9600TX Secondary
0x4E44=1,Radeon 9700 PRO
0x4E64=1,Radeon 9700 PRO Secondary
0x4E49=1,Radeon 9800
0x4E48=1,Radeon 9800 PRO
0x4E68=1,Radeon 9800 PRO Secondary
0x4148=1,Radeon 9800 SE
0x4168=1,Radeon 9800 SE Secondary
0x4E69=1,Radeon 9800 Secondary
0x4E4A=1,Radeon 9800 XT
0x4E6A=1,Radeon 9800 XT Secondary
0x7146=2,Radeon X1300 / X1550 Series
0x7166=2,Radeon X1300 / X1550 Series Secondary
0x714E=2,Radeon X1300 Series
0x715E=2,Radeon X1300 Series
0x714D=2,Radeon X1300 Series
0x71C3=2,Radeon X1300 Series
0x718F=2,Radeon X1300 Series
0x716E=2,Radeon X1300 Series Secondary
0x717E=2,Radeon X1300 Series Secondary
0x716D=2,Radeon X1300 Series Secondary
0x71E3=2,Radeon X1300 Series Secondary
0x71AF=2,Radeon X1300 Series Secondary
0x7142=2,Radeon X1300/X1550 Series
0x7180=2,Radeon X1300/X1550 Series
0x7183=2,Radeon X1300/X1550 Series
0x7187=2,Radeon X1300/X1550 Series
0x7162=2,Radeon X1300/X1550 Series Secondary
0x71A0=2,Radeon X1300/X1550 Series Secondary
0x71A3=2,Radeon X1300/X1550 Series Secondary
0x71A7=2,Radeon X1300/X1550 Series Secondary
0x7147=2,Radeon X1550 64-bit
0x715F=2,Radeon X1550 64-bit
0x719F=2,Radeon X1550 64-bit
0x7167=2,Radeon X1550 64-bit Secondary
0x717F=2,Radeon X1550 64-bit Secondary
0x7143=2,Radeon X1550 Series
0x7193=2,Radeon X1550 Series
0x7163=2,Radeon X1550 Series Secondary
0x71B3=2,Radeon X1550 Series Secondary
0x71CE=3,Radeon X1600 Pro / Radeon X1300 XT
0x71EE=3,Radeon X1600 Pro / Radeon X1300 XT Secondary

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0x7140=3,Radeon
0x71C0=3,Radeon
0x71C2=3,Radeon
0x71C6=3,Radeon
0x7181=3,Radeon
0x71CD=3,Radeon
0x7160=3,Radeon
0x71E2=3,Radeon
0x71E6=3,Radeon
0x71A1=3,Radeon
0x71ED=3,Radeon
0x71E0=3,Radeon
0x71C1=3,Radeon
0x7293=3,Radeon
0x7291=3,Radeon
0x71C7=3,Radeon
0x71E1=3,Radeon
0x72B3=3,Radeon
0x72B1=3,Radeon
0x71E7=3,Radeon
0x7100=4,Radeon
0x7108=4,Radeon
0x7109=4,Radeon
0x710A=4,Radeon
0x710B=4,Radeon
0x710C=4,Radeon
0x7120=4,Radeon
0x7128=4,Radeon
0x7129=4,Radeon
0x712A=4,Radeon
0x712B=4,Radeon
0x712C=4,Radeon
0x7243=5,Radeon
0x7245=5,Radeon
0x7246=5,Radeon
0x7247=5,Radeon
0x7248=5,Radeon
0x7249=5,Radeon
0x724A=5,Radeon
0x724B=5,Radeon
0x724C=5,Radeon
0x724D=5,Radeon
0x724F=5,Radeon
0x7263=5,Radeon
0x7265=5,Radeon
0x7266=5,Radeon
0x7267=5,Radeon
0x7268=5,Radeon
0x7269=5,Radeon
0x726A=5,Radeon
0x726B=5,Radeon
0x726C=5,Radeon
0x726D=5,Radeon
0x726F=5,Radeon
0x7280=5,Radeon
0x7240=5,Radeon
0x7244=5,Radeon
0x72A0=5,Radeon
0x7260=5,Radeon
0x7264=5,Radeon

X1600
X1600
X1600
X1600
X1600
X1600
X1600
X1600
X1600
X1600
X1600
X1600
X1650
X1650
X1650
X1650
X1650
X1650
X1650
X1650
X1800
X1800
X1800
X1800
X1800
X1800
X1800
X1800
X1800
X1800
X1800
X1800
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1900
X1950
X1950
X1950
X1950
X1950
X1950

Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series
Series

Secondary
Secondary
Secondary
Secondary
Secondary
Secondary

Secondary
Secondary
Secondary
Secondary

Secondary
Secondary
Secondary
Secondary
Secondary
Secondary

Secondary
Secondary
Secondary
Secondary
Secondary
Secondary
Secondary
Secondary
Secondary
Secondary
Secondary

Secondary
Secondary
Secondary

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Log:

0x5B60=1,Radeon
0x5B63=1,Radeon
0x5B73=1,Radeon
0x5B70=1,Radeon
0x5657=1,Radeon
0x5677=1,Radeon
0x5B62=1,Radeon
0x5B72=1,Radeon
0x3E50=1,Radeon
0x3E70=1,Radeon
0x5E4D=2,Radeon
0x5E4B=2,Radeon
0x5E6B=2,Radeon
0x5E4C=2,Radeon
0x5E6C=2,Radeon
0x5E6D=2,Radeon
0x5E4A=2,Radeon
0x5E6A=2,Radeon
0x5E4F=2,Radeon
0x5E6F=2,Radeon
0x554B=3,Radeon
0x556B=3,Radeon
0x5549=3,Radeon
0x554F=3,Radeon
0x5D4F=3,Radeon
0x5569=3,Radeon
0x556F=3,Radeon
0x5D6F=3,Radeon
0x4A49=3,Radeon
0x4A69=3,Radeon
0x4A4F=3,Radeon
0x4A6F=3,Radeon
0x4A48=3,Radeon
0x4A4A=3,Radeon
0x4A4C=3,Radeon
0x5548=3,Radeon
0x4A68=3,Radeon
0x4A6A=3,Radeon
0x4A6C=3,Radeon
0x5568=3,Radeon
0x4A54=3,Radeon
0x4A74=3,Radeon
0x4A4B=3,Radeon
0x5D57=3,Radeon
0x4A50=3,Radeon
0x554A=3,Radeon
0x4A70=3,Radeon
0x556A=3,Radeon
0x4A6B=3,Radeon
0x5D77=3,Radeon
0x5D52=3,Radeon
0x5D4D=3,Radeon
0x5D6D=3,Radeon
0x5D72=3,Radeon

X300/X550/X1050 Series
X300/X550/X1050 Series
X300/X550/X1050 Series Secondary
X300/X550/X1050 Series Secondary
X550/X700 Series
X550/X700 Series Secondary
X600 Series
X600 Series Secondary
X600/X550 Series
X600/X550 Series Secondary
X700
X700 PRO
X700 PRO Secondary
X700 SE
X700 SE Secondary
X700 Secondary
X700 XT
X700 XT Secondary
X700/X550 Series
X700/X550 Series Secondary
X800 GT
X800 GT Secondary
X800 GTO
X800 GTO
X800 GTO
X800 GTO Secondary
X800 GTO Secondary
X800 GTO Secondary
X800 PRO
X800 PRO Secondary
X800 SE
X800 SE Secondary
X800 Series
X800 Series
X800 Series
X800 Series
X800 Series Secondary
X800 Series Secondary
X800 Series Secondary
X800 Series Secondary
X800 VE
X800 VE Secondary
X800 XT
X800 XT
X800 XT Platinum Edition
X800 XT Platinum Edition
X800 XT Platinum Edition Secondary
X800 XT Platinum Edition Secondary
X800 XT Secondary
X800 XT Secondary
X850 XT
X850 XT Platinum Edition
X850 XT Platinum Edition Secondary
X850 XT Secondary

Log:
Log:
Log:

[Configuration]
BasedOn=..\BmGame\Config\DefaultCompat.ini

Log:
Log:
Log:
Log:
Log:

[IniVersion]
0=1382050670.000000
1=1382050120.000000
2=1382050120.000000

Log: FileName: ..\BmGame\Config\BmEngine.ini


Log:
[URL]
Log:
Protocol=unreal
Log:
Name=Player
Log:
Map=Boot.umap
Log:
LocalMap=Boot.umap
Log:
TransitionMap=Entry
Log:
MapExt=umap
Log:
EXEName=BmGame.exe
Log:
DebugEXEName=DEBUG-BmGame.exe
Log:
SaveExt=usa
Log:
Port=7777
Log:
GameName=Batman
Log:
GameNameShort=Bm
Log:
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ure
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[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=BmGame.RGFxGameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
StorageDeviceManagerClassName=Engine.StorageDeviceManager
Language=int
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
UnrealEdEngine=BmEditor.BmEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=BmFonts.EngineTinyFont
SmallFontName=BmFonts.EngineSmallFont
MediumFontName=BmFonts.MediumFont
LargeFontName=BmFonts.MediumFont
SubtitleFontName=BmFonts.SmallFont
WireframeMaterialName=EngineMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderText
LevelColorationLitMaterialName=EngineMaterials.LevelColorationLitMateria

l
Log:
LevelColorationUnlitMaterialName=EngineMaterials.LevelColorationUnlitMat
erial
Log:
ShadedLevelColorationUnlitMaterialName=EngineMaterials.ShadedLevelColora
tionUnlitMaterial
Log:
ShadedLevelColorationLitMaterialName=EngineMaterials.ShadedLevelColorati
onLitMaterial
Log:
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
Log:
VertexColorMaterialName=EngineMaterials.VertexColorMaterial
Log:
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
Log:
DefaultPhysMaterialName=DefaultPhysicalMaterial.DefaultPhysicalMaterial
Log:
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStre
amingBounds_MATInst
Log:
TerrainCollisionMaterialName=EngineMaterials.TerrainCollisionMaterial
Log:
TerrainErrorMaterialName=EngineMaterials.MaterialError_Mat
Log:
TerrainMaterialMaxTextureCount=16
Log:
TerrainTessellationCheckCount=6
Log:
TerrainTessellationCheckBorder=2.0
Log:
TerrainTessellationCheckDistance=4096.000000
Log:
BeginUPTryCount=200000
Log:
bStaticDecalsEnabled=True
Log:
bDynamicDecalsEnabled=True
Log:
bForceStaticTerrain=False
Log:
LightComplexityColors=(B=0,G=0,R=0,A=1)
Log:
LightComplexityColors=(B=0,G=255,R=0,A=1)
Log:
LightComplexityColors=(B=0,G=191,R=63,A=1)
Log:
LightComplexityColors=(B=0,G=127,R=127,A=1)
Log:
LightComplexityColors=(B=0,G=63,R=191,A=1)
Log:
LightComplexityColors=(B=0,G=0,R=255,A=1)
Log:
ShaderComplexityColors=(B=100,G=255,R=0,A=1)
Log:
ShaderComplexityColors=(B=0,G=255,R=0,A=1)
Log:
ShaderComplexityColors=(B=0,G=191,R=63,A=1)
Log:
ShaderComplexityColors=(B=0,G=127,R=127,A=1)
Log:
ShaderComplexityColors=(B=0,G=63,R=191,A=1)
Log:
ShaderComplexityColors=(B=0,G=0,R=255,A=1)
Log:
bUsePixelShaderComplexity=True
Log:
bUseAdditiveComplexity=True
Log:
MaxPixelShaderAdditiveComplexityCount=300.000000
Log:
MaxPixelShaderOpaqueComplexityCount=100.000000
Log:
MaxVertexShaderComplexityCount=100.000000
Log:
TimeBetweenPurgingPendingKillObjects=60
Log:
bUseSound=True
Log:
bUseTextureStreaming=True
Log:
bUseBackgroundLevelStreaming=True
Log:
bSubtitlesEnabled=FALSE
Log:
bSubtitlesForcedOff=FALSE
Log:
ScoutClassName=BMGame.RBMScout
Log:
DefaultPostProcessName=PostProcess.PostProcess
Log:
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
Log:
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPos
tProcess
Log:
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailP
ostProcess
Log:
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostPro
cess
Log:
DefaultSoundName=
Log:
bOnScreenKismetWarnings=FALSE
Log:
bEnableKismetLogging=FALSE
Log:
AllowShadowVolumes=FALSE
Log:
CameraRotationThreshold=45.0

Log:
CameraTranslationThreshold=10000
Log:
PrimitiveProbablyVisibleTime=8.0
Log:
PercentUnoccludedRequeries=0.125
Log:
MaxOcclusionPixelsFraction=0.001
Log:
MinTextureDensity=0.000000
Log:
IdealTextureDensity=13.000000
Log:
MaxTextureDensity=55.000000
Log:
PhysXLevel=0
Log:
bPhysXuseGRB=False
Log:
PhysXgrbSpacing=10.000000
Log:
DemoRecordingDevice=Engine.DemoRecDriver
Log:
bPauseOnLossOfFocus=TRUE
Log:
MaxFluidNumVerts=1048576
Log:
FluidSimulationTimeLimit=30.0
Log:
MaxParticleResize=0
Log:
MaxParticleResizeWarn=0
Log:
bCheckParticleRenderSize=True
Log:
MaxParticleVertexMemory=131972
Log:
NetClientTicksPerSecond=200.000000
Log:
LensFlareMaxOcclusionIncrement=0.150000
Log:
LensFlareOcclusionStepSize=0.050000
Log:
MipLevelFadingInRate=0.3
Log:
MipLevelFadingOutRate=0.1
Log:
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.000000,Out=(B=
0,G=0,R=255,A=0)),(In=30.000000,Out=(B=0,G=255,R=255,A=0)),(In=45.000000,Out=(B=
0,G=255,R=0,A=0))),DisableBlend=False)
Log:
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.000000,Out=(B=0,
G=255,R=0,A=0)),(In=15.000000,Out=(B=0,G=255,R=0,A=0)),(In=17.500000,Out=(B=0,G=
255,R=255,A=0)),(In=20.000000,Out=(B=0,G=0,R=255,A=0))),DisableBlend=False)
Log:
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.000
000,Out=(B=0,G=255,R=0,A=0)),(In=1.000000,Out=(B=0,G=255,R=0,A=0)),(In=2.500000,
Out=(B=0,G=255,R=255,A=0)),(In=5.000000,Out=(B=0,G=0,R=255,A=0)),(In=10.000000,O
ut=(B=0,G=0,R=255,A=0))),DisableBlend=False)
Log:
PhysXGpuHeapSize=128
Log:
PhysXMeshCacheSize=8
Log:
bEnableColorClear=TRUE
Log:
AdditionalFontNames=BmFonts.MediumFont
Log:
DefaultOnlineSubsystemName=OnlineSubsystemSteamworks.OnlineSubsystemStea
mworks
Log:
AutoInsertURL=BatEntry?Area=
Log:
MinShadowResolution=32
Log:
ForceShaderModel2=FALSE
Log:
bPhysXPatched=True
Log:
bUseInvertedLeftStick=False
Log:
DynamicCoverMeshComponentName=
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Log:
Log:
Log:
Log:

[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=False

Log:
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Log:

[Engine.ISVHacks]
bInitializeShadersOnDemand=True
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False

Log:

[Engine.GameEngine]

Log:
bSmoothFrameRate=TRUE
Log:
MinSmoothedFrameRate=24.000000
Log:
MaxSmoothedFrameRate=62.000000
Log:
MaxDeltaTime=0.041667
Log:
PendingLevelPlayerControllerClassName=
Log:
bClearAnimSetLinkupCachesOnLoadMap=False
Log:
LocalPlayerClassName=Engine.LocalPlayer
Log:
bUseSound=True
Log:
bUseTextureStreaming=True
Log:
bUseBackgroundLevelStreaming=True
Log:
bSubtitlesEnabled=True
Log:
bSubtitlesForcedOff=False
Log:
bForceStaticTerrain=False
Log:
bForceCPUSkinning=False
Log:
bUsePostProcessEffects=False
Log:
bOnScreenKismetWarnings=False
Log:
bEnableKismetLogging=False
Log:
bAllowMatureLanguage=False
Log:
bRenderTerrainCollisionAsOverlay=False
Log:
bPauseOnLossOfFocus=True
Log:
bDisplayDebugAudio=False
Log:
bDisplayDebugAI=False
Log:
bDisplayDebugAnim=False
Log:
bDisplayDebugPlayer=False
Log:
bDisplayDebugEngine=False
Log:
bDisplayDebugBoss=False
Log:
bEnablePerfMemDump=False
Log:
DefaultPostProcessName=PostProcess.PostProcess
Log:
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPos
tProcess
Log:
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailP
ostProcess
Log:
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostPro
cess
Log:
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
Log:
TimeBetweenPurgingPendingKillObjects=60.000000
Log:
ScoutClassName=BMGame.RBMScout
Log:
MeshLODRange=0.000000
Log:
CameraRotationThreshold=45.000000
Log:
CameraTranslationThreshold=10000.000000
Log:
PrimitiveProbablyVisibleTime=8.000000
Log:
PercentUnoccludedRequeries=0.125000
Log:
MaxOcclusionPixelsFraction=0.001000
Log:
MaxFluidNumVerts=1048576
Log:
FluidSimulationTimeLimit=30.000000
Log:
MaxParticleResize=0
Log:
MaxParticleResizeWarn=0
Log:
MaxParticleVertexMemory=131972
Log:
BeginUPTryCount=200000
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Engine.DemoRecDriver]
AllowDownloads=True
DemoSpectatorClass=Engine.PlayerController
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=30.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0

Log:
Log:
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RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
MaxRewindPoints=30
RewindPointInterval=1.0
NumRecentRewindPoints=7

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[Engine.PackagesToAlwaysCook]
SeekFreePackage=AMBI_FrontEndSFX
SeekFreePackage=MUS_FrontEnd
SeekFreePackage=MUS_IPv2
SeekFreePackage=MUS_LicenseTest
SeekFreePackage=MUS_Ch3Combat
SeekFreePackage=MUS_CellsCombat
SeekFreePackage=MUS_CrimeScene
SeekFreePackage=MUS_BatmanChallenege
SeekFreePackage=MUS_SPGardens
SeekFreePackage=MUS_BossJoker
SeekFreePackage=MUS_Predator
SeekFreePackage=MUS_MaxB3Combat
SeekFreePackage=FX_TV_JokerLift
SeekFreePackage=FX_TV_Ch2_J_TV_prop
SeekFreePackage=FX_TV_CH2_J_TV_prop2
SeekFreePackage=FX_TV_Ch2_PY_TV_prop
SeekFreePackage=FX_TV_Ch2_PY_TV_prop2
SeekFreePackage=BatmanDamage1
SeekFreePackage=BatmanDamage2
SeekFreePackage=BatmanDamage3
SeekFreePackage=BatmanDamage4
SeekFreePackage=BatmanDamage5
SeekFreePackage=BatmanDamage6
SeekFreePackage=BatmanDamage7
SeekFreePackage=BatmanDamage8
SeekFreePackage=BatmanDamage9
SeekFreePackage=Bio_Batman
SeekFreePackage=Bio_Joker
SeekFreePackage=Bio_Warden
SeekFreePackage=Bio_Frank_Boles
SeekFreePackage=Bio_Killer_Croc
SeekFreePackage=Bio_Harley_Quinn
SeekFreePackage=Bio_Penguin
SeekFreePackage=Bio_Two_Face
SeekFreePackage=Bio_Prometheus
SeekFreePackage=Bio_Great_White_Shark
SeekFreePackage=Bio_Ventriloquist
SeekFreePackage=Bio_Hugo_Strange
SeekFreePackage=Bio_Black_Mask
SeekFreePackage=Bio_Calendar_Man
SeekFreePackage=Bio_Bruce_Wayne
SeekFreePackage=Bio_Oracle
SeekFreePackage=Bio_James_Gordon
SeekFreePackage=Bio_Penny_Young
SeekFreePackage=Bio_Riddler
SeekFreePackage=Bio_Catwoman
SeekFreePackage=Bio_Bane
SeekFreePackage=Bio_Zsasz
SeekFreePackage=Bio_Maxie_Zeus

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SeekFreePackage=Bio_Ras_Al_Ghul
SeekFreePackage=Bio_Killer_Moth
SeekFreePackage=Bio_Ratcatcher
SeekFreePackage=Bio_Firefly
SeekFreePackage=Bio_Amadeus_Arkham
SeekFreePackage=Bio_Bruce_Waynes_Parents
SeekFreePackage=Bio_Alfred
SeekFreePackage=Bio_Aaron_Cash
SeekFreePackage=Bio_Jack_Ryder
SeekFreePackage=Bio_Poison_Ivy
SeekFreePackage=Bio_Mr_Freeze
SeekFreePackage=Bio_Scarecrow
SeekFreePackage=Bio_Scarface_Puppet
SeekFreePackage=Bio_Tommy_Elliott
SeekFreePackage=Bio_Mad_Hatter
SeekFreePackage=Bio_Clayface
SeekFreePackage=Bio_Humpty_Dumpty
SeekFreePackage=Bio_TweedleDumAndDee
SeekFreePackage=Bio_Spirit_Of_Arkham
SeekFreePackage=Bio_Spirit_Of_Arkham2
SeekFreePackage=Bio_Spirit_Of_Arkham3
SeekFreePackage=Challenge_0
SeekFreePackage=Challenge_1
SeekFreePackage=Challenge_2
SeekFreePackage=Challenge_3
SeekFreePackage=Challenge_4
SeekFreePackage=Challenge_5
SeekFreePackage=Challenge_6
SeekFreePackage=Challenge_7
SeekFreePackage=Challenge_8
SeekFreePackage=Challenge_9
SeekFreePackage=Challenge_10
SeekFreePackage=Challenge_11
SeekFreePackage=Challenge_12
SeekFreePackage=Challenge_13
SeekFreePackage=Challenge_14
SeekFreePackage=Challenge_15
SeekFreePackage=Challenge_16
SeekFreePackage=Challenge_25
SeekFreePackage=Challenge_26
SeekFreePackage=Challenge_27
SeekFreePackage=Challenge_28
SeekFreePackage=Challenge_29
SeekFreePackage=Challenge_30
SeekFreePackage=Upgrade_CombatThrow
SeekFreePackage=Upgrade_AnytimeTd
SeekFreePackage=Upgrade_ComboBoost
SeekFreePackage=Upgrade_ComboBatarang
SeekFreePackage=Upgrade_DoublePowerCombo
SeekFreePackage=Upgrade_HangAttackTd
SeekFreePackage=Upgrade_Health1
SeekFreePackage=Upgrade_Health2
SeekFreePackage=Upgrade_Health3
SeekFreePackage=Upgrade_Health4
SeekFreePackage=Upgrade_BatarangStunTime
SeekFreePackage=Upgrade_BatarangTarget2
SeekFreePackage=Upgrade_BatarangTarget3
SeekFreePackage=Upgrade_BatarangSteer
SeekFreePackage=Upgrade_SonicBatarang
SeekFreePackage=Upgrade_SonicBatarangExp

Log:
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Log:

SeekFreePackage=Upgrade_ExplodeSolo
SeekFreePackage=Upgrade_ProximityMine
SeekFreePackage=Upgrade_ResonatorRange
SeekFreePackage=Upgrade_ResonatorEasy
SeekFreePackage=LH-Tape_Harley_Quinn_1
SeekFreePackage=LH-Tape_Harley_Quinn_2
SeekFreePackage=LH-Tape_Harley_Quinn_3
SeekFreePackage=LH-Tape_Harley_Quinn_4
SeekFreePackage=LH-Tape_Harley_Quinn_5
SeekFreePackage=LH-Tape_Joker_1
SeekFreePackage=LH-Tape_Joker_2
SeekFreePackage=LH-Tape_Joker_3
SeekFreePackage=LH-Tape_Joker_4
SeekFreePackage=LH-Tape_Joker_5
SeekFreePackage=LH-Tape_Killer_Croc_1
SeekFreePackage=LH-Tape_Killer_Croc_2
SeekFreePackage=LH-Tape_Killer_Croc_3
SeekFreePackage=LH-Tape_Killer_Croc_4
SeekFreePackage=LH-Tape_Killer_Croc_5
SeekFreePackage=LH-Tape_Poison_Ivy_1
SeekFreePackage=LH-Tape_Poison_Ivy_2
SeekFreePackage=LH-Tape_Poison_Ivy_3
SeekFreePackage=LH-Tape_Poison_Ivy_4
SeekFreePackage=LH-Tape_Poison_Ivy_5
SeekFreePackage=LH-Tape_Riddler_1
SeekFreePackage=LH-Tape_Riddler_2
SeekFreePackage=LH-Tape_Riddler_3
SeekFreePackage=LH-Tape_Riddler_4
SeekFreePackage=LH-Tape_Riddler_5
SeekFreePackage=LH-Tape_Scarecrow_1
SeekFreePackage=LH-Tape_Scarecrow_2
SeekFreePackage=LH-Tape_Scarecrow_3
SeekFreePackage=LH-Tape_Scarecrow_4
SeekFreePackage=LH-Tape_Scarecrow_5
SeekFreePackage=LH-Tape_Zsasz_1
SeekFreePackage=LH-Tape_Zsasz_2
SeekFreePackage=LH-Tape_Zsasz_3
SeekFreePackage=LH-Tape_Zsasz_4
SeekFreePackage=LH-Tape_Zsasz_5
SeekFreePackage=LH-Intro_Spirit
SeekFreePackage=Tape_Spirit_Of_Arkham_1
SeekFreePackage=Tape_Spirit_Of_Arkham_2
SeekFreePackage=Tape_Spirit_Of_Arkham_3
SeekFreePackage=Tape_Spirit_Of_Arkham_4
SeekFreePackage=Tape_Spirit_Of_Arkham_5
SeekFreePackage=Tape_Spirit_Of_Arkham_6
SeekFreePackage=Tape_Spirit_Of_Arkham_7
SeekFreePackage=Tape_Spirit_Of_Arkham_8
SeekFreePackage=Tape_Spirit_Of_Arkham_9
SeekFreePackage=Tape_Spirit_Of_Arkham_10
SeekFreePackage=Tape_Spirit_Of_Arkham_11
SeekFreePackage=Tape_Spirit_Of_Arkham_12
SeekFreePackage=Tape_Spirit_Of_Arkham_13
SeekFreePackage=Tape_Spirit_Of_Arkham_14
SeekFreePackage=Tape_Spirit_Of_Arkham_15
SeekFreePackage=Tape_Spirit_Of_Arkham_16
SeekFreePackage=Tape_Spirit_Of_Arkham_17
SeekFreePackage=Tape_Spirit_Of_Arkham_18
SeekFreePackage=Tape_Spirit_Of_Arkham_19
SeekFreePackage=Tape_Spirit_Of_Arkham_20

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SeekFreePackage=Tape_Spirit_Of_Arkham_21
SeekFreePackage=Tape_Spirit_Of_Arkham_22
SeekFreePackage=Tape_Spirit_Of_Arkham_23
SeekFreePackage=Tape_Spirit_Of_Arkham_24
SeekFreePackage=LH-Tape_RiddlerCaught
SeekFreePackage=Riddle_AllTeeth
SeekFreePackage=Riddle_Idle_1
SeekFreePackage=Riddle_Intro_1
SeekFreePackage=Riddle_Intro_2
SeekFreePackage=Riddle_Percent_10
SeekFreePackage=Riddle_Percent_25
SeekFreePackage=Riddle_Percent_50
SeekFreePackage=Riddle_Percent_75
SeekFreePackage=Riddle_Percent_90
SeekFreePackage=Riddle_Percent_100
SeekFreePackage=Riddle_SecretsMap_1
SeekFreePackage=Riddle_SecretsMap_2
SeekFreePackage=Riddle_SecretsMap_3
SeekFreePackage=Riddle_SecretsMap_4
SeekFreePackage=Riddle_Solved_1
SeekFreePackage=Riddle_Solved_2
SeekFreePackage=Riddle_Solved_3
SeekFreePackage=Riddle_Solved_4
SeekFreePackage=Riddle_Solved_5
SeekFreePackage=Riddle_Solved_6
SeekFreePackage=Riddle_Solved_7
SeekFreePackage=Riddle_Solved_8
SeekFreePackage=Riddle_Solved_9
SeekFreePackage=Riddle_Solved_10
SeekFreePackage=Riddle_Solved_11
SeekFreePackage=Riddle_Solved_12
SeekFreePackage=Riddle_Solved_13
SeekFreePackage=Riddle_Trophy_1
SeekFreePackage=Riddle_Trophy_2
SeekFreePackage=Riddle_Trophy_3
SeekFreePackage=Riddle_Trophy_4
SeekFreePackage=Riddle_Trophy_5
SeekFreePackage=Riddle_Trophy_6
SeekFreePackage=Riddle_Trophy_7
SeekFreePackage=Riddle_Trophy_8
SeekFreePackage=Riddle_Trophy_9
SeekFreePackage=Riddle_Trophy_10
SeekFreePackage=Riddle_Trophy_11
SeekFreePackage=Riddle_Trophy_12
SeekFreePackage=Riddle_Trophy_13
SeekFreePackage=Riddle_Trophy_14
SeekFreePackage=Riddle_Trophy_15
SeekFreePackage=Riddle_Trophy_16
SeekFreePackage=Riddle_Trophy_17
SeekFreePackage=Riddle_Trophy_18
SeekFreePackage=Riddle_Trophy_19
SeekFreePackage=Riddle_NearlyCaught
SeekFreePackage=Riddle_Admin_1
SeekFreePackage=Riddle_Admin_2
SeekFreePackage=Riddle_Admin_3
SeekFreePackage=Riddle_Admin_4
SeekFreePackage=Riddle_Admin_5
SeekFreePackage=Riddle_Admin_6
SeekFreePackage=Riddle_Admin_7
SeekFreePackage=Riddle_Admin_8

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SeekFreePackage=Riddle_Admin_9
SeekFreePackage=Riddle_Cell_1
SeekFreePackage=Riddle_Cell_2
SeekFreePackage=Riddle_Cell_3
SeekFreePackage=Riddle_Cell_4
SeekFreePackage=Riddle_Cell_5
SeekFreePackage=Riddle_Cell_6
SeekFreePackage=Riddle_Cell_7
SeekFreePackage=Riddle_Cell_8
SeekFreePackage=Riddle_Garden_1
SeekFreePackage=Riddle_Garden_2
SeekFreePackage=Riddle_Garden_3
SeekFreePackage=Riddle_Garden_4
SeekFreePackage=Riddle_Garden_5
SeekFreePackage=Riddle_Garden_6
SeekFreePackage=Riddle_Garden_7
SeekFreePackage=Riddle_Garden_8
SeekFreePackage=Riddle_Max_1
SeekFreePackage=Riddle_Max_2
SeekFreePackage=Riddle_Max_3
SeekFreePackage=Riddle_Max_4
SeekFreePackage=Riddle_Max_5
SeekFreePackage=Riddle_Max_6
SeekFreePackage=Riddle_Max_7
SeekFreePackage=Riddle_Max_8
SeekFreePackage=Riddle_Medical_1
SeekFreePackage=Riddle_Medical_2
SeekFreePackage=Riddle_Medical_3
SeekFreePackage=Riddle_Medical_4
SeekFreePackage=Riddle_Medical_5
SeekFreePackage=Riddle_Medical_6
SeekFreePackage=Riddle_Medical_7
SeekFreePackage=Riddle_Medical_8
SeekFreePackage=Riddle_Overworld_1
SeekFreePackage=Riddle_Overworld_2
SeekFreePackage=Riddle_Overworld_3
SeekFreePackage=Riddle_OverworldEast_2
SeekFreePackage=Riddle_OverworldEast_3
SeekFreePackage=Riddle_OverworldEast_4
SeekFreePackage=Riddle_OverworldWest_1
SeekFreePackage=Riddle_OverworldWest_2
SeekFreePackage=Riddle_OverworldWest_3
SeekFreePackage=LH-H1
SeekFreePackage=LH-H2
SeekFreePackage=LH-H1-Combat
SeekFreePackage=LH-H2-Combat
SeekFreePackage=LH-G1-PI
SeekFreePackage=LH-G2-PI
SeekFreePackage=LH-Venom-H1
SeekFreePackage=LH-Venom-J
SeekFreePackage=LH-Bane
SeekFreePackage=LH-Zsasz
SeekFreePackage=LH-Predator-Joker
SeekFreePackage=LH-J-G1
SeekFreePackage=LH-J-G2
SeekFreePackage=LH-J-G1-Combat
SeekFreePackage=LH-J-G2-Combat
SeekFreePackage=LH-J-Predator-Cash
SeekFreePackage=MUS_Chal_CombatJoker
SeekFreePackage=MUS_Chal_JokerPredator

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Package=Boot
Package=BatEntry
Package=Frontend
Package=DebugFrontend
SeekFreePackage=OnlineSubsystemLive
SeekFreePackage=OnlineSubsystemNP
SeekFreePackage=OnlineSubsystemSteamworks

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[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bSerializeStartupPackagesFromMemoryCompressed=FALSE
Package=PL_BatsXPSFX
Package=EngineMaterials
Package=EngineSounds
Package=BmFonts
bFullyCompressStartupPackages=FALSE
Package=DefaultPhysicalMaterial
Package=PostProcess

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[Engine.PackagesToForceCookPerMap]

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[Core.System]
MaxObjectsNotConsideredByGC=0
SizeOfPermanentObjectPool=11200000
StaleCacheDays=30
MaxStaleCacheSize=10
MaxOverallCacheSize=30
PackageSizeSoftLimit=900
AsyncIOBandwidthLimit=0
CachePath=..\BmGame\Cache
CacheExt=.uxx
Paths=..\Engine\Content
ScriptPaths=..\BmGame\Script
FRScriptPaths=..\BmGame\ScriptFinalRelease
CutdownPaths=..\BmGame\CutdownPackages
CutdownPaths=..\BmGame\Script
ScreenShotPath=..\BmGame\ScreenShots
LocalizationPaths=..\Engine\Localization
Extensions=upk
Extensions=u
TextureFileCacheExtension=tfc
Suppress=Dev
Suppress=DevAudio
Suppress=DevAudioVerbose
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevCooking
Suppress=DevDataStore
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevLoad
Suppress=DevNetTraffic
Suppress=DevPath
Suppress=DevReplace

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Suppress=DevSave
Suppress=DevSound
Suppress=DevStats
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevUIAnimation
Suppress=DevUIFocus
Suppress=DevHDDCaching
Suppress=Init
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerMove
Suppress=DevSHA
Suppress=DevAnim
Suppress=DevDecals
Suppress=RON_DEBUG
Suppress=DevShaders
Suppress=DevShadersDetailed
Paths=..\BmGame\Content
Paths=..\BmGame\Script
Paths=..\BmGame\__Trashcan
LocalizationPaths=..\BmGame\Localization
SavePath=..\BmGame\Save
Extensions=umap
SeekFreePCPaths=..\BmGame\CookedPC
SeekFreePCExtensions=xxx
Suppress=LogAnim
Suppress=LogAnimPose
Suppress=LogWeapon

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[Engine.Client]
DisplayGamma=2.0
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
DisplayGammaMin=1.3
DisplayGammaMax=3.3
DisplayGammaReferenceBrightness=0.67f;

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[WinDrv.WindowsClient]
AudioDeviceClass=FMODAudio.FMODAudioDevice
MinAllowableResolutionX=0
MinAllowableResolutionY=0
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=1

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[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000

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PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0

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[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
UseEffectsProcessing=1
MinOggVorbisDurationGame=5
MinOggVorbisDurationEditor=4
DeviceName=Generic Software

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[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName=IpDrv.TcpipConnection

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[IpServer.UdpServerQuery]
GameName=ut

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[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777

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[TextureStreaming]
PoolSize=1024
HysteresisLimit=15
DropMipLevelsLimit=12
StopIncreasingLimit=9
StopStreamingLimit=6
MinEvictSize=12
MinFudgeFactor=0.5
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=True

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[StreamByURL]
PostLoadPause=6.0

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[Editor.EditorEngine]
LocalPlayerClassName=Editor.EditorPlayer
bUseSound=True
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=45.000000
GodMode=True
AutoSaveDir=..\BmGame\Content\Maps\Autosaves
InvertWidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName=TerrainHeightMapExporterTextT3D
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=NodeBuddies
EditPackagesInPath=..\Development\Src
EditPackages=Core
EditPackages=Engine
;EditPackages=GameFramework
EditPackages=Editor
EditPackages=UnrealEd
InEditorGameURLOptions=
EditPackages=IpDrv
EditPackagesOutPath=..\BmGame\Script
FRScriptOutputPath=..\BmGame\Script
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemNP
EditPackages=OnlineSubsystemSteamworks
EditPackages=GFxUI
EditPackages=GFxUIEditor
EditPackages=CommonGame
EditPackages=CommonEditor
EditPackages=BmGame
EditPackages=BmEditor
EditPackages=BmScript
LevelViewFOVAngle=60.000000

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[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes

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PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
ScoutClassName=BMGame.RBMScout
PackagesToBeFullyLoadedAtStartup=EvidenceHelpers

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[Engine.DataStoreClient]
GlobalDataStoreClasses=Engine.UIDataStore_Strings
GlobalDataStoreClasses=Engine.CurrentGameDataStore
;;GlobalDataStoreClasses=Engine.UIDataStore_SessionSettings"
; unused
GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
PlayerDataStoreclassNames=Engine.UIDataStore_OnlinePlayerData
PlayerDataStoreClassNames=Engine.PlayerOwnerDataStore
;;PlayerDataStoreclassNames=Engine.UIDataStore_PlayerSettings" ; unused

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[Engine.UIDataStore_SessionSettings]
SessionSettingsProviderClassNames=Engine.SessionSettingsProvider_GameInf

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[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=1
bDumpShaderPDBs=False

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[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false

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[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000

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[RemoteControl]
SuppressRemoteControlAtStartup=False

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[LogFiles]
PurgeLogsDays=3

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[AnimationCompression]
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveTrivialK
TranslationCompressionFormat=0
RotationCompressionFormat=6
AlternativeCompressionThreshold=1000.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False

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[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false

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[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0

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[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100

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[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100

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[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256

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[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Foliage Time
LD=Foliage Render Time
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Foliage Instances
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used

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LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture

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[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=CylinderComponent
Class=DecalComponent
Class=DecalLifetime
Class=DecalLifetimeAge
Class=DecalLifetimeData
Class=DecalLifetimeDataAge
Class=DecalManager
Class=DecalMaterial
Class=Field
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent

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Class=MorphTarget
Class=ObjectReferencer
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=SkeletalMesh
Class=SoundCue
Class=SoundNode
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot

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[ConfigCoalesceFilter]
FilterOut=BmEngine.ini
FilterOut=BmEditor.ini
FilterOut=BmInput.ini
FilterOut=BmGame.ini
FilterOut=BmUI.ini
FilterOut=BmCompat.ini
FilterOut=BmEditorKeyBindings.ini
FilterOut=BmEditorUserSettings.ini
FilterOut=UnrealEd.int
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FilterOut=EditorTips.int
FilterOut=UnrealScriptTest.int
FilterOut=WinDrv.int
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FilterOut=Launcher.ini
FilterOut=Achievements.int
FilterOut=Demo.int
FilterOut=Presence.int
FilterOut=XLast_DLC.int
FilterOut=Kiosk.int
FilterOut=Signs.int
FilterOut=Core.int
FilterOut=Descriptions.int
FilterOut=Engine.int
FilterOut=Launch.int
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FilterOut=OnlineSubsystemGameSpy.int
FilterOut=UnrealEd.deu
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FilterOut=Achievements.deu
FilterOut=Demo.deu
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FilterOut=Kiosk.deu
FilterOut=Signs.deu

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FilterOut=Core.deu
FilterOut=Descriptions.deu
FilterOut=Engine.deu
FilterOut=Launch.deu
FilterOut=Startup.deu
FilterOut=OnlineSubsystemGameSpy.deu
FilterOut=UnrealEd.esn
FilterOut=Editor.esn
FilterOut=EditorTips.esn
FilterOut=UnrealScriptTest.esn
FilterOut=WinDrv.esn
FilterOut=XWindow.esn
FilterOut=Achievements.esn
FilterOut=Demo.esn
FilterOut=Presence.esn
FilterOut=XLast_DLC.esn
FilterOut=Kiosk.esn
FilterOut=Signs.esn
FilterOut=Core.esn
FilterOut=Descriptions.esn
FilterOut=Engine.esn
FilterOut=Launch.esn
FilterOut=Startup.esn
FilterOut=OnlineSubsystemGameSpy.esn
FilterOut=UnrealEd.fra
FilterOut=Editor.fra
FilterOut=EditorTips.fra
FilterOut=UnrealScriptTest.fra
FilterOut=WinDrv.fra
FilterOut=XWindow.fra
FilterOut=Achievements.fra
FilterOut=Demo.fra
FilterOut=Presence.fra
FilterOut=XLast_DLC.fra
FilterOut=Kiosk.fra
FilterOut=Signs.fra
FilterOut=Core.fra
FilterOut=Descriptions.fra
FilterOut=Engine.fra
FilterOut=Launch.fra
FilterOut=Startup.fra
FilterOut=OnlineSubsystemGameSpy.fra
FilterOut=UnrealEd.ita
FilterOut=Editor.ita
FilterOut=EditorTips.ita
FilterOut=UnrealScriptTest.ita
FilterOut=WinDrv.ita
FilterOut=XWindow.ita
FilterOut=Achievements.ita
FilterOut=Demo.ita
FilterOut=Presence.ita
FilterOut=XLast_DLC.ita
FilterOut=Kiosk.ita
FilterOut=Signs.ita
FilterOut=Core.ita
FilterOut=Descriptions.ita
FilterOut=Engine.ita
FilterOut=Launch.ita
FilterOut=Startup.ita
FilterOut=OnlineSubsystemGameSpy.ita

Log:
Log:
[TaskPerfTracking]
Log:
bUseTaskPerfTracking=FALSE
Log:
RemoteConnectionIP=10.1.10.83
Log:
ConnectionString=Provider=sqloledb;Data Source=DB-02;Initial Catalog=Eng
ineTaskPerf;Trusted_Connection=Yes
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RemoteConnectionStringOverride=Data Source=DB-02;Initial Catalog=EngineT
askPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Netw
ork Library=dbmssocn
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[TaskPerfMemDatabase]
Log:
bUseTaskPerfMemDatabase=FALSE
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RemoteConnectionIP=10.1.10.83
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ConnectionString=Provider=sqloledb;Data Source=DEVDB-02;Initial Catalog=
PerfMem;Trusted_Connection=Yes
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RemoteConnectionStringOverride=Data Source=DEVDB-02;Initial Catalog=Perf
Mem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network L
ibrary=dbmssocn
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[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
FModShadowPrimitiveInteractionInitialBlockSize=512

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[SystemSettings]
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=False
SmokeShadows=True
bDownsampleParticles=True
ShadowedParticleDownsampleFactor=4
ShadowedParticleDepthThreshold=100.000000
UnshadowedParticleDownsampleFactor=2
UnshadowedParticleDepthThreshold=100.000000
LightEnvironmentShadows=True
CompositeDynamicLights=False
DirectionalLightmaps=True
MotionBlur=False
Trioviz=True
TriovizDMapDownsampleFactor=2
TriovizToggle=False
TriovizDebug=False
TriovizColorCorrectionGame=True
TriovizColorCorrectionUI=True
TriovizMenu=False
TriovizStat=False
DepthOfField=True
AmbientOcclusion=False
Bloom=False
UseHighQualityBloom=True
Distortion=False
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True

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OnlyStreamInTextures=False
LensFlares=True
FogVolumes=False
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=1
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultisamples=1
Stereo=False
MinShadowResolution=32
MaxShadowResolution=512
ShadowFadeResolution=45
ShadowFadeExponent=1.000000
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=1.273240
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowBetterModulatedShadows=True
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
ShadowFilterRadius=2.000000
ShadowDepthBias=0.012000
ShadowSlopeScaleDepthBias=10.000000
ShadowVolumeLightRadiusThreshold=1000.000000
ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.250000
bAllowFracturedDamage=True
NumFracturedPartsScale=1.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
FractureCullDistanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Character=(MinLODSize=512,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=512,MaxLODSize=2048,LODBias=
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0
TEXTUREGROUP_Weapon=(MinLODSize=128,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=128,MaxLODSize=256,LODBias=0

)
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TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_UI=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1024,LODBias=0)
DisableSphericalHarmonicLights=True
TEXTUREGROUP_Weapon3P=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_Weapon3PNormalMap=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_Weapon3PSpecular=(MinLODSize=128,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_World_Hi=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_WorldNormalMap_Hi=(MinLODSize=256,MaxLODSize=2048,LODBias=0
TEXTUREGROUP_WorldSpecular_Hi=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Effects_Hi=(MinLODSize=128,MaxLODSize=1024,LODBias=0)
EffectsLevel=1
IniVersion=58

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[SystemSettingsEditor]
bEnableForegroundSelfShadowing=False
ResX=960
ResY=720

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[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=100

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[Engine.OnlineSubsystem]
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+NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassNam
e="Engine.OnlineRecentPlayersList")
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[Engine.OnlineRecentPlayersList]
MaxRecentPlayers=100
MaxRecentParties=5

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[VoIP]
VolumeThreshold=0.2
bHasVoiceEnabled=true

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[Configuration]
BasedOn=..\BmGame\Config\DefaultEngine.ini

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[FullScreenMovie]
StartupMovies=baa_logo_run_v5_h264
StartupMovies=UTlogo
StartupMovies=Legal
StartupMovies=Black
SkippableMovies=Attract

Log:
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[Windows.StandardUser]
MyDocumentsSubDirName=Square Enix\Batman Arkham Asylum GOTY

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[Engine.AudioDevice]

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SoundGroups=(GroupName=Master,Properties=(Volume=1),ChildGroupNames=(Mus
ic,SFX,Dialogue))
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SoundGroups=(GroupName=Music,Properties=(Volume=1))
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SoundGroups=(GroupName=SFX,Properties=(Volume=1))
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SoundGroups=(GroupName=Dialogue,Properties=(Volume=1))
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[FMODAudio.FMODAudioDevice]
MaxChannels=200
UseEffectsProcessing=True
EnableMIDIMixing=False

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[Engine.UIDataStore_OnlinePlayerData]
ProfileSettingsClassName=BmGame.RProfileSettings

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[BmGameInfoSummary]
ClassName=BmGame.RGameInfo
GameAcronym=EX
MapPrefix=EX
bIsTeamGame=False
GameName=Batman
Description=Batman

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[OnlineSubsystemLive.OnlineSubsystemLive]
CurrentNotificationPosition=NNP_TopRight

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[Metrics]
bRecordMetrics=false
bPopupQuestions=false
ConnectionString=
RemoteConnectionStringOverride=

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[IniVersion]
0=1382051072.000000
1=1382050122.000000
2=1449535238.000000

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[AppCompat]
MeasuredCPUScore=208.366440
CompatLevelComposite=4
CompatLevelCPU=5
CompatLevelGPU=4

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[WinDrv.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True

Log: FileName: ..\BmGame\Config\BmGame.ini

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[Engine.GameInfo]
DefaultGame=BmGame.RGameInfo
DefaultServerGame=BmGame.RGameInfo
bAdminCanPause=false
MaxPlayers=1
GameDifficulty=+1.0
bChangeLevels=True
MaxSpectators=0
MaxIdleTime=+0.0
MaxTimeMargin=+0.0
TimeMarginSlack=+1.35
MinTimeMargin=-1.0
TotalNetBandwidth=32000
MaxDynamicBandwidth=7000
MinDynamicBandwidth=4000

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[Engine.AccessControl]
IPPolicies=ACCEPT;*

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[Engine.GameReplicationInfo]
ServerName=Another Server
ShortName=Server
MessageOfTheDay=

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[DefaultPlayer]
Name=Player
team=255

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[Engine.HUD]
bMessageBeep=true
HudCanvasScale=0.95
ConsoleMessageCount=4
ConsoleFontSize=5
MessageFontOffset=0
bShowHud=true
DebugDisplay=AI

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[Engine.PlayerController]
bAimingHelp=true
bDynamicNetSpeed=true
InteractDistance=512
DynamicPingThreshold=+400.0
bCheckRelevancyThroughPortals=true
ForceFeedbackManagerClassName=WinDrv.XnaForceFeedbackManager
;=================================================

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[Engine.Weapon]
Priority=-1.0

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[Engine.WorldInfo]
DefaultGravityZ=-1000.0
RBPhysicsGravityScaling=1.5
MaxPhysicsSubsteps=5

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SquintModeKernelSize=128.0
EmitterPoolClassPath=Engine.EmitterPool
DecalManagerClassPath=Engine.DecalManager
FractureManagerClassPath=Engine.FractureManager
FracturedMeshWeaponDamage=1.0
ChanceOfPhysicsChunkOverride=1.0
bEnableChanceOfPhysicsChunkOverride=FALSE
FractureExplosionVelScale=1.0

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[Engine.DecalManager]
DecalLifeSpan=120.0
MaxActiveDecals=100
;=====================

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[Engine.UIDataStore_GameResource]
Log:
ElementProviderTypes=(ProviderTag="GameTypes",ProviderClassName="Engine.
UIGameInfoSummary")
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[Engine.UISafeRegionPanel]
RegionPercentages[0]=0.9
RegionPercentages[1]=0.8

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[Configuration]
BasedOn=..\BmGame\Config\DefaultGame.ini

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[AreaNamesList]
AreaNames=Admin
AreaNames=Cave
AreaNames=Cell
AreaNames=Garden
AreaNames=Max
AreaNames=Medical
AreaNames=Overworld
AreaNames=Visitor

Log:
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[AlternativeRegionMovie]
RegionUS=LegalUS

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[Engine.Pawn]
VehicleCheckRadius=1000

Log:
[BmGame.RPlayerController]
Log:
ButtonCover=true
Log:
DebugLevelStarts=(Name="FE_NewGame", LevelNames="start batentry?Area=Max
,Max_C0,Max_C0_Audio,Max_C0_CLights,Max_C0_FX,Max_C0_Lights,Max_C0_Static,Max_A1
,Max_A1_Audio,Max_A1_CH1,Max_A1_CLights,Max_A1_Fx,Max_A1_Lights,Max_A1_Static,Ma
x_IntroParty,Max_IntroAudio?Flags=Chapter1_Start,gamestart,Batman_AbilitiesScree
nDisabled,Batman_EnvAnalysisDisabled,Batman_RiddlesDisabled,Batman_RiddlerChalle
ngesDisabled?Start=BeginGame?Movie=101_Batmobile_Intro?StreamMovie")
Log:
DebugLevelStarts=(Name="FE_Continue", LevelNames="loadgame")
Log:
DebugLevelStarts=(Name="FE_ExitGame", LevelNames="exit")
Log:
DebugLevelStarts=(Name="FE_Benchmark", LevelNames="start batentry?Area=b

enchmark,Max_A1,Max_A1_Static,Max_A1_PhysX,Max_A1_Lights,Max_A1_Fx,Max_A1_CH1,Ma
x_A1_Audio,Max_A1_CLights?DisableFrameSmoothing?Causeevent=PlayCam")
Log:
CreditsSectionOrderFull=Rocksteady_Studios_Ltd
Log:
CreditsSectionOrderFull=Batman_Created_By
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CreditsSectionOrderFull=Director_Game
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CreditsSectionOrderFull=Director_Studio
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CreditsSectionOrderFull=Producer_Senior
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CreditsSectionOrderFull=Director_Tech
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CreditsSectionOrderFull=Audio_Manager
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CreditsSectionOrderFull=Art_Director
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CreditsSectionOrderFull=Producer_Associate
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CreditsSectionOrderFull=Art_Producer
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CreditsSectionOrderFull=Art_Lead
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CreditsSectionOrderFull=Art
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CreditsSectionOrderFull=Art_Concept
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CreditsSectionOrderFull=Art_Fx
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CreditsSectionOrderFull=Anim_Lead
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CreditsSectionOrderFull=Anim
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CreditsSectionOrderFull=Audio
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CreditsSectionOrderFull=Audio_Programmer
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CreditsSectionOrderFull=Character_Lead
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CreditsSectionOrderFull=Character
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CreditsSectionOrderFull=Cinematics_Lead
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CreditsSectionOrderFull=Cinematics
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CreditsSectionOrderFull=Writer
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CreditsSectionOrderFull=Design_Script
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CreditsSectionOrderFull=Design_Lead
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CreditsSectionOrderFull=Design
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CreditsSectionOrderFull=Code_Lead
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CreditsSectionOrderFull=Code
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CreditsSectionOrderFull=Code_Engine
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CreditsSectionOrderFull=QA_Lead
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CreditsSectionOrderFull=QA
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CreditsSectionOrderFull=Support_Staff
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CreditsSectionOrderFull=Special_Thanks
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CreditsSectionOrderFull=Outsource_Partners
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CreditsSectionOrderFull=Eidos_Global
Log:
CreditsSectionOrderFull=Chief_Executive_Officer
Log:
CreditsSectionOrderFull=Company_Secretary
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CreditsSectionOrderFull=Product_Acquisition_Director
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CreditsSectionOrderFull=Group_Strategic_Planning_Director
Log:
CreditsSectionOrderFull=Group_Marketing_Director
Log:
CreditsSectionOrderFull=Group_Communications_Director
Log:
CreditsSectionOrderFull=Chief_Technical_Officer
Log:
CreditsSectionOrderFull=Head_of_Legal_And_Business_Affairs
Log:
CreditsSectionOrderFull=Legal_And_Business_Affairs_Manager
Log:
CreditsSectionOrderFull=Eidos_Game_Studios
Log:
CreditsSectionOrderFull=Eidos_Game_Studios_General_Manager
Log:
CreditsSectionOrderFull=Producer
Log:
CreditsSectionOrderFull=Associate_Producer
Log:
CreditsSectionOrderFull=Design_Manager
Log:
CreditsSectionOrderFull=Product_Acquisitions_Coordinator
Log:
CreditsSectionOrderFull=External_Games_Designer
Log:
CreditsSectionOrderFull=Brand_Manager
Log:
CreditsSectionOrderFull=Assistant_Brand_Manager
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CreditsSectionOrderFull=Global_Communications_Manager
Log:
CreditsSectionOrderFull=Community_Manager
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CreditsSectionOrderFull=Manual_Writer
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CreditsSectionOrderFull=Operations
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CreditsSectionOrderFull=Operations_Director

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CreditsSectionOrderFull=Head_of_Localisation
CreditsSectionOrderFull=Localisation_Manager
CreditsSectionOrderFull=Localisation_QA_Supervisor
CreditsSectionOrderFull=Production_and_Creative_Manager
CreditsSectionOrderFull=Production_Executive
CreditsSectionOrderFull=Senior_Creative_Artworker
CreditsSectionOrderFull=Distribution_Supervisor
CreditsSectionOrderFull=Head_of_QA
CreditsSectionOrderFull=QA_Project_Manager
CreditsSectionOrderFull=Mastering_Manager
CreditsSectionOrderFull=Eidos_Montral
CreditsSectionOrderFull=QA_Manager
CreditsSectionOrderFull=EM_QA_Lead
CreditsSectionOrderFull=QA_Testers
CreditsSectionOrderFull=Eidos_UK
CreditsSectionOrderFull=UK_General_Manager
CreditsSectionOrderFull=Head_of_UK_Marketing
CreditsSectionOrderFull=Head_of_UK_Sales
CreditsSectionOrderFull=UK_Senior_Product_Manager
CreditsSectionOrderFull=UK_PR_Manager
CreditsSectionOrderFull=Eidos_US
CreditsSectionOrderFull=Executive_Vice_President_of_Sales_and_Marketing
CreditsSectionOrderFull=Director_of_Marketing
CreditsSectionOrderFull=Director_of_Finance_and_Operations
CreditsSectionOrderFull=Senior_Director_Human_Resources
CreditsSectionOrderFull=Product_Management
CreditsSectionOrderFull=Marketing_Coordinator
CreditsSectionOrderFull=PR_Specialist
CreditsSectionOrderFull=Sr__Manager__Product_Management
CreditsSectionOrderFull=US_Associate_Producer
CreditsSectionOrderFull=US_Mastering_and_Submissions_Supervisor
CreditsSectionOrderFull=Creative_Services_Manager
CreditsSectionOrderFull=Creative_Services_Project_Administrator
CreditsSectionOrderFull=Regional_Sales_Manager
CreditsSectionOrderFull=Sales_and_Marketing_Services_Manager
CreditsSectionOrderFull=Channel_Marketing_Specialist
CreditsSectionOrderFull=Marketing_Administrator
CreditsSectionOrderFull=US_Legal_and_Business_Affairs_Manager
CreditsSectionOrderFull=Operations_Analyst
CreditsSectionOrderFull=Eidos_Deutschland
CreditsSectionOrderFull=Leiter_Produkt/Marketing
CreditsSectionOrderFull=Senior_Marketing_and_Distribution_Manager
CreditsSectionOrderFull=PR_Manager
CreditsSectionOrderFull=Eidos_France
CreditsSectionOrderFull=Managing_Director
CreditsSectionOrderFull=Sales_Director
CreditsSectionOrderFull=Marketing_Director
CreditsSectionOrderFull=Marketing_Product_Manager
CreditsSectionOrderFull=EF_Special_Thanks
CreditsSectionOrderFull=Warner_Bros__Interactive_Entertainment
CreditsSectionOrderFull=Warner_Bros__Home_Entertainment_Group
CreditsSectionOrderFull=WB_Associate_Producer
CreditsSectionOrderFull=Production_Coordinator
CreditsSectionOrderFull=Director_of_Production,_Licensing
CreditsSectionOrderFull=Manager,_Rights_and_Clearances
CreditsSectionOrderFull=Manager,_First_Party_Operations
CreditsSectionOrderFull=WB_Marketing_Coordinator
CreditsSectionOrderFull=Marketing_Associate
CreditsSectionOrderFull=Marketing_Manager
CreditsSectionOrderFull=Director,_Marketing

Log:
CreditsSectionOrderFull=PR_Representative
Log:
CreditsSectionOrderFull=PR_Manager,_Americas
Log:
CreditsSectionOrderFull=Director,_PR
Log:
CreditsSectionOrderFull=Sales
Log:
CreditsSectionOrderFull=Manager,_Trade_Marketing
Log:
CreditsSectionOrderFull=Manager,_Sales_Analysis
Log:
CreditsSectionOrderFull=Manager,_Sales_Communications
Log:
CreditsSectionOrderFull=Director,_Trade_Marketing
Log:
CreditsSectionOrderFull=Vice_President,_Sales_and_Distribution
Log:
CreditsSectionOrderFull=Director,_Sales_and_Licensing
Log:
CreditsSectionOrderFull=Vice_President,_Business_Development
Log:
CreditsSectionOrderFull=Deputy_General_Counsel
Log:
CreditsSectionOrderFull=Vice_President,_Finance
Log:
CreditsSectionOrderFull=Senior_Vice_President,_Production_and_Developmen
t
Log:
CreditsSectionOrderFull=Senior_Vice_President,_Operations
Log:
CreditsSectionOrderFull=Executive_Vice_President,_Worldwide_Operations
Log:
CreditsSectionOrderFull=President
Log:
CreditsSectionOrderFull=WB_Special_Thanks
Log:
CreditsSectionOrderFull=Warner_Bros__Sound_Facilities
Log:
CreditsSectionOrderFull=Sound_Designer
Log:
CreditsSectionOrderFull=Foley_Artist
Log:
CreditsSectionOrderFull=Warner_Bros__Studio_Facilities
Log:
CreditsSectionOrderFull=Sound_Supervisor_/_Sound_Designer
Log:
CreditsSectionOrderFull=Foley_Editor
Log:
CreditsSectionOrderFull=WB_Foley_Artist
Log:
CreditsSectionOrderFull=Re-Recording_Mixer
Log:
CreditsSectionOrderFull=Senior_VP_Post_Production_Services
Log:
CreditsSectionOrderFull=DC_COMICS
Log:
CreditsSectionOrderFull=Editor,_Interactive
Log:
CreditsSectionOrderFull=Assistant_Editor,_Interactive
Log:
CreditsSectionOrderFull=Senior_Editor,_Interactive
Log:
CreditsSectionOrderFull=Group_Editor,_Interactive
Log:
CreditsSectionOrderFull=DC_Special_Thanks
Log:
CreditsSectionOrderFull=Wildstorm_Productions
Log:
CreditsSectionOrderFull=EVP/Editorial_Director
Log:
CreditsSectionOrderFull=VP/General_Manager
Log:
CreditsSectionOrderFull=Lead_Artist
Log:
CreditsSectionOrderFull=English_Cast_list
Log:
CreditsSectionOrderFull=Voice_and_Casting_Director
Log:
CreditsSectionOrderFull=Skylark_Sound_Studios_ _Signatory_Services_(AFTRA)
Log:
CreditsSectionOrderFull=Director_of_Performer_Rights_and_Clearances
Log:
CreditsSectionOrderFull=Coordinator_of_Performer_Rights_and_Clearances
Log:
CreditsSectionOrderFull=Cast_List
Log:
CreditsSectionOrderFull=Dialogue_recorded_at:_Salami_Studios_Audio_Post_
Production
Log:
CreditsSectionOrderFull=Dialogue_and_ADR_mixers
Log:
CreditsSectionOrderFull=Italian_Translation/Adaption
Log:
CreditsSectionOrderFull=Dubbing_Director
Log:
CreditsSectionOrderFull=Recorded_at_Merak,_Italy
Log:
CreditsSectionOrderFull=Italian_Cast_List
Log:
CreditsSectionOrderFull=Spanish_Translation/Adaption
Log:
CreditsSectionOrderFull=SP_Dubbing_Director
Log:
CreditsSectionOrderFull=Recorded_at_Tecnison,_Spain
Log:
CreditsSectionOrderFull=Spanish_Cast_List
Log:
CreditsSectionOrderFull=French_Translation/Adaption
Log:
CreditsSectionOrderFull=FR_Dubbing_Director
Log:
CreditsSectionOrderFull=Recorded_at_La_Marque_Rose,_France
Log:
CreditsSectionOrderFull=French_Cast_List
Log:
CreditsSectionOrderFull=German_Translation/Adaption

Log:
CreditsSectionOrderFull=GE_Dubbing_Director
Log:
CreditsSectionOrderFull=Recorded_at_Blackbird_Music,_Germany
Log:
CreditsSectionOrderFull=German_Cast_List
Log:
;================
Log:
RiddleInfo=(PMap="Admin", Room="Admin_A", RiddleIndex=1, SpeechChapter=
7)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_B2", RiddleIndex=2, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_B3", RiddleIndex=3, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_C3", RiddleIndex=4, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_C3", RiddleIndex=8, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_C4", RiddleIndex=5, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_B4", RiddleIndex=6, SpeechChapter=
5, EnableOnFlag="C4_Admin_B4_Done")
Log:
RiddleInfo=(PMap="Admin", Room="Admin_C5", RiddleIndex=7, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Admin", Room="Admin_B3", RiddleIndex=9, SpeechChapter=
5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_A1", RiddleIndex=1, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_A1", RiddleIndex=6, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_B1", RiddleIndex=2, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_B3", RiddleIndex=3, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_B3", RiddleIndex=8, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_B2", RiddleIndex=4, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_C2", RiddleIndex=5, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Cell", Room="Cell_C6", RiddleIndex=7, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_A", RiddleIndex=1, SpeechChapte
r=7)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_B3", RiddleIndex=2, SpeechChapte
r=5)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_C1", RiddleIndex=3, SpeechChapte
r=7, EnableOnFlag="C4_Admin_B4_Done")
Log:
RiddleInfo=(PMap="Garden", Room="Garden_C3", RiddleIndex=5, SpeechChapte
r=5)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_C2", RiddleIndex=4, SpeechChapte
r=7)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_C2", RiddleIndex=7, SpeechChapte
r=7)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_C2", RiddleIndex=6, SpeechChapte
r=7)
Log:
RiddleInfo=(PMap="Garden", Room="Garden_B4", RiddleIndex=8, SpeechChapte
r=5)
Log:
RiddleInfo=(PMap="Max", Room="Max_A1", RiddleIndex=1, SpeechChapter=6, R
oom2="Max_A1_Desc")
Log:
RiddleInfo=(PMap="Max", Room="Max_A1", RiddleIndex=8, SpeechChapter=6, R
oom2="Max_A1_Desc")
Log:
RiddleInfo=(PMap="Max", Room="Max_C1", RiddleIndex=2, SpeechChapter=6)
Log:
RiddleInfo=(PMap="Max", Room="Max_B1", RiddleIndex=3, SpeechChapter=6)
Log:
RiddleInfo=(PMap="Max", Room="Max_B3", RiddleIndex=4, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Max", Room="Max_B4", RiddleIndex=5, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Max", Room="Max_C5", RiddleIndex=6, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Max", Room="Max_C8", RiddleIndex=7, SpeechChapter=5)
Log:
RiddleInfo=(PMap="Medical", Room="Medical_A", RiddleIndex=1, SpeechChap
ter=3)
Log:
RiddleInfo=(PMap="Medical", Room="Medical_A", RiddleIndex=8, SpeechChap
ter=3)

Log:
RiddleInfo=(PMap="Medical", Room="Medical_B1", RiddleIndex=2, SpeechChap
ter=3)
Log:
RiddleInfo=(PMap="Medical", Room="Medical_B2", RiddleIndex=3, SpeechChap
ter=3)
Log:
RiddleInfo=(PMap="Medical", Room="Medical_B4", RiddleIndex=4, SpeechChap
ter=3)
Log:
RiddleInfo=(PMap="Medical", Room="Medical_B5", RiddleIndex=5, SpeechChap
ter=3, EnableOnFlag="C2_Med_ScarecrowDone")
Log:
RiddleInfo=(PMap="Medical", Room="Medical_B6", RiddleIndex=6, SpeechChap
ter=3)
Log:
RiddleInfo=(PMap="Medical", Room="Medical_C5", RiddleIndex=7, SpeechChap
ter=3)
Log:
RiddleInfo=(PMap="Overworld",
Room="Overworld_A2", RiddleIndex=2, Sp
eechChapter=7)
Log:
RiddleInfo=(PMap="Overworld",
Room="Overworld_A2", RiddleIndex=3, Sp
eechChapter=7)
Log:
RiddleInfo=(PMap="Overworld",
Room="Overworld_A2", RiddleIndex=1, Sp
eechChapter=7)
Log:
RiddleInfo=(PMap="OverworldEast", Room="Overworld_A3", RiddleIndex=2, Sp
eechChapter=7)
Log:
RiddleInfo=(PMap="OverworldEast", Room="Overworld_A3", RiddleIndex=3, Sp
eechChapter=7)
Log:
RiddleInfo=(PMap="OverworldEast", Room="Overworld_A3", RiddleIndex=4, Sp
eechChapter=7)
Log:
RiddleInfo=(PMap="OverworldWest", Room="Overworld_A1", RiddleIndex=1, Sp
eechChapter=8)
Log:
RiddleInfo=(PMap="OverworldWest", Room="Overworld_A1", RiddleIndex=2, Sp
eechChapter=8)
Log:
RiddleInfo=(PMap="OverworldWest", Room="Overworld_A1", RiddleIndex=3, Sp
eechChapter=8)
Log:
RiddleInfo=(PMap="Cave", Room="Cave_A", RiddleIndex=1, SpeechChapter=7,
Room2="Cave_A_Desc")
Log:
Unlockables=( Name="Health1" ),
Log:
Unlockables=( Name="Health2", NeedsFlagSet="Unlocked_Health1" ),
Log:
Unlockables=( Name="Health3", NeedsFlagSet="Unlocked_Health2" ),
Log:
Unlockables=( Name="Health4", NeedsFlagSet="Unlocked_Health3" ),
Log:
Unlockables=( Name="BatarangStunTime" ),
Log:
Unlockables=( Name="BatarangTarget2" ),
Log:
Unlockables=( Name="BatarangTarget3", NeedsFlagSet="Unlocked_BatarangTar
get2" ),
Log:
Unlockables=( Name="ExplodeSolo", NeedsFlagSet="Unlocked_GelSolo" ),
Log:
Unlockables=( Name="ProximityMine", NeedsFlagSet="Equip_ExplosiveGoo" ),
Log:
Unlockables=( Name="SonicBatarang", NeedsFlagSet="CollarsOn" ),
Log:
Unlockables=( Name="SonicBatarangExp", NeedsFlagSet="Unlocked_SonicBatar
ang" ),
Log:
Unlockables=( Name="ResonatorRange", NeedsFlagSet="Equip_Resonator2" ),
Log:
Unlockables=( Name="ResonatorEasy", NeedsFlagSet="Equip_Resonator2" ),
Log:
Unlockables=( Name="BatarangSteer" ),
Log:
Unlockables=( Name="AnytimeTd" ),
Log:
Unlockables=( Name="FloorGrateTd" ),
Log:
Unlockables=( Name="GlassSmashTd" ),
Log:
Unlockables=( Name="HangAttackTd" ),
Log:
Unlockables=( Name="CombatThrow" ),
Log:
Unlockables=( Name="QuickTakedown" ),
Log:
Unlockables=( Name="DoublePowerCombo" )
Log:
Unlockables=( Name="LedgeGrab" )
Log:
Unlockables=( Name="ComboBatarang" )
Log:
Unlockables=( Name="ComboBoost" )
Log:
;&=split character for <A> + <B>
Log:
;^=split character for <A> - <B>

Log:
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Log:

CI_KeyMap=
CI_KeyMap=_A
CI_KeyMap=_B
CI_KeyMap=_X
CI_KeyMap=_Y
CI_KeyMap=_ShoulderL
CI_KeyMap=_TriggerL
CI_KeyMap=_TriggerR
CI_KeyMap=_ShoulderR
CI_KeyMap=_A
CI_KeyMap=_Back
CI_KeyMap=_DPad
CI_KeyMap=_AnalogueL
CI_KeyMap=_AnalogueL
CI_KeyMap=_AnalogueL
CI_KeyMap=_AnalogueL
CI_KeyMap=_AnalogueR
CI_KeyMap=_TriggerR&_A
CI_KeyMap=_AnalogueL&_AnalogueR
CI_KeyMap=_TriggerR
CI_KeyMap=_DPad_U
CI_KeyMap=_DPad_D
CI_KeyMap=_DPad_L
CI_KeyMap=_DPad_R
CI_KeyMap=_AnalogueR
CI_KeyMap=_TriggerL&_TriggerR
CI_KeyMap=_ShoulderL^_ShoulderR
CI_KeyMap=_ShoulderL
CI_KeyMap=_ShoulderR
CI_KeyMap=_TriggerR&_Y
CI_KeyMap=_Y
CI_KeyMap=_X
CI_KeyMap=_ShoulderR
CI_KeyMap=_B
CI_KeyMap=_A&_X
CI_KeyMap=_B&_Y
CI_KeyMap=_B
CI_KeyMap=_A
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_DPad
CI_KeyMap=_AnalogueR
CI_KeyMap=_AnalogueL_click
CI_KeyMap=_AnalogueR_click
CI_KeyMap=_TriggerL&_ShoulderR
CI_KeyMap=_TriggerL
CI_KeyMap=_TriggerR
CI_KeyMap=_B
CI_KeyMap=_Blank
CI_KeyMap=_DPad
CI_KeyMap=_AnalogueL&_AnalogueR
CI_KeyMap=_sixaxisShake1
CI_KeyMap=_sixaxisShake2
CI_KeyboardMap=
CI_KeyboardMap=Space

Log:
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Log:
Log:

CI_KeyboardMap=E
CI_KeyboardMap=_LMB
CI_KeyboardMap=_RMB
CI_KeyboardMap=_MMB
CI_KeyboardMap=_RMB
CI_KeyboardMap=_LMB
CI_KeyboardMap=F
CI_KeyboardMap=
CI_KeyboardMap=Tab
CI_KeyboardMap=1*8
CI_KeyboardMap=W*S*A*D
CI_KeyboardMap=W
CI_KeyboardMap=S
CI_KeyboardMap=A*D
CI_KeyboardMap=_Mouse
CI_KeyboardMap=LCtrl&Space
CI_KeyboardMap=
CI_KeyboardMap=LCtrl
CI_KeyboardMap=
CI_KeyboardMap=
CI_KeyboardMap=
CI_KeyboardMap=
CI_KeyboardMap=
CI_KeyboardMap=_RMB&_LMB
CI_KeyboardMap=
CI_KeyboardMap=
CI_KeyboardMap=
CI_KeyboardMap=LCtrl&_RMB
CI_KeyboardMap=_RMB
CI_KeyboardMap=_LMB
CI_KeyboardMap=E
CI_KeyboardMap=E
CI_KeyboardMap=Shift&_LMB
CI_KeyboardMap=Shift&_RMB
CI_KeyboardMap=LCtrl
CI_KeyboardMap=Space
CI_KeyboardMap=1
CI_KeyboardMap=2
CI_KeyboardMap=3
CI_KeyboardMap=4
CI_KeyboardMap=5
CI_KeyboardMap=6
CI_KeyboardMap=8
CI_KeyboardMap=7
CI_KeyboardMap=_Mouse
CI_KeyboardMap=
CI_KeyboardMap=Z
CI_KeyboardMap=_RMB&E
CI_KeyboardMap=Q
CI_KeyboardMap=C
CI_KeyboardMap=LCtrl
CI_KeyboardMap=W*S
CI_KeyboardMap=1*8
CI_KeyboardMap=A*D*_LMB*_RMB
CI_KeyboardMap=
CI_KeyboardMap=Unassigned
CI_KeyboardMap2=Unassigned
CI_KeyboardMap2=Unassigned
CI_KeyboardMap2=Unassigned
CI_KeyboardMap2=Unassigned

Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=_Thumb1
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=_Up*_Down*_Left*_Right
Log:
CI_KeyboardMap2=_Up
Log:
CI_KeyboardMap2=_Down
Log:
CI_KeyboardMap2=_Left*_Right
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=R
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=_Thumb2
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=_Up*_Down
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=_Left*_Right*_LMB*_RMB
Log:
CI_KeyboardMap2=Unassigned
Log:
CI_KeyboardMap2=
Log:
AutoJezRoutes=(Name="test",MapList=("entry","admin","entry2","cell","ent
ry3","garden","entry4","cave","entry5","overworld","entry6","medical","entry7","
max","entry8","visitor","exit"))
Log:
AutoJezRoutes=(Name="admin",MapList=("admin"))
Log:
AutoJezRoutes=(Name="cave",MapList=("cave"))
Log:
AutoJezRoutes=(Name="cell",MapList=("cell"))

Log:
AutoJezRoutes=(Name="garden",MapList=("garden"))
Log:
AutoJezRoutes=(Name="max",MapList=("max"))
Log:
AutoJezRoutes=(Name="medical",MapList=("medical"))
Log:
AutoJezRoutes=(Name="overworld",MapList=("overworld"))
Log:
AutoJezFlags=(Name="overworld",FlagList=("Chapter6_Start"))
Log:
AutoJezFlags=(Name="cell",FlagList=("Chapter4_Start"))
Log:
AutoJezFlags=(Name="garden",FlagList=("Chapter5_Start"))
Log:
AutoJezFlags=(Name="cave",FlagList=("Chapter6_Start"))
Log:
AutoJezFlags=(Name="medical",FlagList=("Chapter2_Start"))
Log:
AutoJezFlags=(Name="max",FlagList=("Chapter5_Start"))
Log:
AutoJezFlags=(Name="visitor",FlagList=("Chapter7_Start"))
Log:
AutoJezFlags=(Name="admin",FlagList=("Chapter3_Start"))
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=1, IconI
D=1, PictureID=1, Mode=0, Start="Combat_Max,Combat_Max_Joker,Max_B3,Max_B3_CH
0,Max_B3_Static,Max_B3_Lights,Max_B3_Fx,Max_B3_CLights,Max_B3_Audio?Flags=Challe
nge,Challenge_Guards?Movie=LoadingJC?NoFadeIn?Id=1")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=2, IconI
D=2, PictureID=2, Mode=1, Start="Predator_Med,Predator_Med_Joker,Medical_A,Me
dical_A_Static_Art,Medical_A_Lights,Medical_A_Fx,Medical_A_CLights,Medical_A_Aud
io,Medical_A_CH0?Flags=Challenge,Challenge_Guards?Movie=LoadingJP?NoFadeIn?Id=2"
)
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=3, IconI
D=3, PictureID=3, Mode=0, Start="Combat_Cave,Combat_Cave_Joker,CombatCave_C1,
CombatCave_C1_CH0,CombatCave_C1_Static,CombatCave_C1_Lights,CombatCave_C1_Fx,Com
batCave_C1_CLights,CombatCave_C1_Audio?Flags=Challenge,Challenge_Guards?Movie=Lo
adingJC?NoFadeIn?Id=3")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=4, IconI
D=4, PictureID=4, Mode=1, Start="Predator_Admin,Predator_Admin_Joker,Admin_B2
,Admin_B2_Static,Admin_B2_Lights,Admin_B2_Fx,Admin_B2_CLights,Admin_B2_Audio,Adm
in_B2_CH0?Flags=Challenge,Challenge_Guards?Movie=LoadingJP?NoFadeIn?Id=4")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=5, IconI
D=5, PictureID=5, Mode=0, Start="Combat_Cell,Combat_Cell_Joker,Cell_B1,Cell_B
1_CH0,Cell_B1_Static,Cell_B1_Lights,Cell_B1_CLights,Cell_B1_Audio,Cell_B1_Fx?Fla
gs=Challenge,Challenge_Guards?Movie=LoadingJC?NoFadeIn?Id=5")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=6, IconI
D=6, PictureID=6, Mode=1, Start="Predator_Max,Predator_Max_Joker,Max_A1,Max_A
1_Static,Max_A1_PhysX,Max_A1_Lights,Max_A1_Fx,Max_A1_CLights,Max_A1_Audio,Max_A1
_CH0,Max_A1_CH2567?Flags=Challenge,Challenge_Guards?Movie=LoadingJP?NoFadeIn?Id=
6")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=7, IconI
D=7, PictureID=7, Mode=0, Start="Combat_Garden,Combat_Garden_Joker,Garden_B5_
CH0,Garden_B5,Garden_B5_Static,Garden_B5_Lights,Garden_B5_CLights,Garden_B5_Audi
o?Flags=Challenge,Challenge_Guards?Movie=LoadingJC?NoFadeIn?Id=7")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_JokerSet, ID=8, IconI
D=8, PictureID=8, Mode=1, Start="Predator_Cave,Predator_Cave_Joker,Cave_B6,Ca
ve_B6_Static,Cave_B6_Lights,Cave_B6_CLights,Cave_B6_Audio,Cave_B6_CH0?Flags=Chal
lenge,Challenge_Guards?Movie=LoadingJP?NoFadeIn?Id=8")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=9, Icon
ID=1, PictureID=1, Mode=0, Start="Combat_Max,Max_B3,Max_B3_CH0,Max_B3_Static,
Max_B3_Lights,Max_B3_Fx,Max_B3_CLights,Max_B3_Audio?Flags=Challenge,Challenge_No
rmal?Movie=LoadingBC?NoFadeIn?Id=9")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=10, Icon
ID=2, PictureID=2, Mode=1, Start="Predator_Med,Medical_A,Medical_A_Static_Art
,Medical_A_Lights,Medical_A_Fx,Medical_A_CLights,Medical_A_Audio,Medical_A_CH0?F
lags=Challenge,Challenge_Normal?Movie=LoadingBP?NoFadeIn?Id=10")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=11, Icon
ID=3, PictureID=3, Mode=0, Start="Combat_Cave,CombatCave_C1,CombatCave_C1_CH0
,CombatCave_C1_Static,CombatCave_C1_Lights,CombatCave_C1_Fx,CombatCave_C1_CLight
s,CombatCave_C1_Audio?Flags=Challenge,Challenge_Normal?Movie=LoadingBC?NoFadeIn?
Id=11")

Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=12, Icon
ID=4, PictureID=4, Mode=1, Start="Predator_Admin,Admin_B2,Admin_B2_Static,Adm
in_B2_Lights,Admin_B2_Fx,Admin_B2_CLights,Admin_B2_Audio,Admin_B2_CH0?Flags=Chal
lenge,Challenge_Normal?Movie=LoadingBP?NoFadeIn?Id=12")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=13, Icon
ID=5, PictureID=5, Mode=0, Start="Combat_Cell,Cell_B1,Cell_B1_CH0,Cell_B1_Sta
tic,Cell_B1_Lights,Cell_B1_CLights,Cell_B1_Audio,Cell_B1_Fx?Flags=Challenge,Chal
lenge_Normal?Movie=LoadingBC?NoFadeIn?Id=13")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=14, Icon
ID=6, PictureID=6, Mode=1, Start="Predator_Max,Max_A1,Max_A1_Static,Max_A1_Ph
ysX,Max_A1_Lights,Max_A1_Fx,Max_A1_CLights,Max_A1_Audio,Max_A1_CH0,Max_A1_CH2567
?Flags=Challenge,Challenge_Normal?Movie=LoadingBP?NoFadeIn?Id=14")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=15, Icon
ID=7, PictureID=7, Mode=0, Start="Combat_Garden,Garden_B5,Garden_B5_CH0,Garde
n_B5_Static,Garden_B5_Lights,Garden_B5_CLights,Garden_B5_Audio?Flags=Challenge,C
hallenge_Normal?Movie=LoadingBC?NoFadeIn?Id=15")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=16, Icon
ID=8, PictureID=8, Mode=1, Start="Predator_Cave,Cave_B6,Cave_B6_Static,Cave_B
6_Lights,Cave_B6_CLights,Cave_B6_Audio,Cave_B6_CH0?Flags=Challenge,Challenge_Nor
mal?Movie=LoadingBP?NoFadeIn?Id=16")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=17, Icon
ID=9, PictureID=9, Mode=0, Start="Combat_Max,Max_B3,Max_B3_CH0,Max_B3_Static,
Max_B3_Lights,Max_B3_Fx,Max_B3_CLights,Max_B3_Audio?Flags=Challenge,Challenge_Ha
rd?Movie=LoadingBC?NoFadeIn?Id=17")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=18, Icon
ID=10, PictureID=10, Mode=1, Start="Predator_Med,Medical_A,Medical_A_Static_Art
,Medical_A_Lights,Medical_A_Fx,Medical_A_CLights,Medical_A_Audio,Medical_A_CH0?F
lags=VantageBombs,Challenge,Challenge_Hard?Movie=LoadingBP?NoFadeIn?Id=18")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=19, Icon
ID=11, PictureID=11, Mode=0, Start="Combat_Cave,CombatCave_C1,CombatCave_C1_CH0
,CombatCave_C1_Static,CombatCave_C1_Lights,CombatCave_C1_Fx,CombatCave_C1_CLight
s,CombatCave_C1_Audio?Flags=,Challenge,Challenge_Hard?Movie=LoadingBC?NoFadeIn?I
d=19")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=20, Icon
ID=12, PictureID=12, Mode=1, Start="Predator_Admin,Admin_B2,Admin_B2_Static,Adm
in_B2_Lights,Admin_B2_Fx,Admin_B2_CLights,Admin_B2_Audio,Admin_B2_CH0?Flags=Vant
ageBombs,Challenge,Challenge_Hard?Movie=LoadingBP?NoFadeIn?Id=20")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=21, Icon
ID=13, PictureID=13, Mode=0, Start="Combat_Cell,Cell_B1,Cell_B1_CH0,Cell_B1_Sta
tic,Cell_B1_Lights,Cell_B1_CLights,Cell_B1_Audio,Cell_B1_Fx?Flags=Challenge,Chal
lenge_Hard?Movie=LoadingBC?NoFadeIn?Id=21")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=22, Icon
ID=14, PictureID=14, Mode=1, Start="Predator_Max,Max_A1,Max_A1_Static,Max_A1_Ph
ysX,Max_A1_Lights,Max_A1_Fx,Max_A1_CLights,Max_A1_Audio,Max_A1_CH0,Max_A1_CH2567
?Flags=VantageBombs,Challenge,Challenge_Hard?Movie=LoadingBP?NoFadeIn?Id=22")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=23, Icon
ID=15, PictureID=15, Mode=0, Start="Combat_Garden,Garden_B5,Garden_B5_CH0,Garde
n_B5_Static,Garden_B5_Lights,Garden_B5_CLights,Garden_B5_Audio?Flags=Challenge,C
hallenge_Hard?Movie=LoadingBC?NoFadeIn?Id=23")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_BatmanSet, ID=24, Icon
ID=16, PictureID=16, Mode=1, Start="Predator_Cave,Cave_B6,Cave_B6_Static,Cave_B
6_Lights,Cave_B6_CLights,Cave_B6_Audio,Cave_B6_CH0?Flags=VantageBombs,Challenge,
Challenge_Hard?Movie=LoadingBP?NoFadeIn?Id=24")
Log:
; DLC set (type=2)
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_DLCSet, ID=25, IconID
=25, PictureID=25, Mode=2, Start="CombatDLC1_C1,CombatDLC1_C1_Static,CombatDL
C1_C1_Lights,CombatDLC1_C1_Fx,CombatDLC1_C1_CLights,CombatDLC1_C1_Audio?Flags=Ch
allenge,EnduranceMode?Movie=LoadingBC?NoFadeIn?Id=25")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_DLCSet, ID=26, IconID
=26, PictureID=26, Mode=1, Start="PredDLC_A1,PredDLC_A1_Static,PredDLC_A1_Lig

hts,PredDLC_A1_CLights,PredDLC_A1_Audio?Flags=Challenge?Movie=LoadingBP?NoFadeIn
?Id=26")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_DLCSet, ID=29, IconID
=29, PictureID=29, Mode=0, Start="Alley_C1,Alley_C1_Static,Alley_C1_Lights,Al
ley_C1_Fx,Alley_C1_CLights,Alley_C1_Audio?Flags=Challenge?Movie=LoadingBC?NoFade
In?Id=29")
Log:
ChallengeDefinitions=(Pack=0, Type=EChallengeType_DLCSet, ID=30, IconID
=30, PictureID=30, Mode=2, Start="Scarecrow_N1,Scarecrow_N1_Static,Scarecrow_
N1_Lights,Scarecrow_N1_Fx,Scarecrow_N1_CLights,Scarecrow_N1_Audio?Flags=Challeng
e,EnduranceMode?Movie=LoadingSC?NoFadeIn?Id=30")
Log:
IniVersion=58
Log:
Log:
Log:
Log:

[BmGame.RHUD]
SkipButtonIconName=BmFonts.Xbox_BButton

Log:
Log:
it
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[BmGame.RExperienceSystem]
XPCurve=2000
; 1 - this is hardcoded, tell Ben if you want to change

Log:
Log:
Log:
Log:
Log:

[IniVersion]
0=1382051086.000000
1=1382050120.000000
2=1449535238.000000

XPCurve=2000
; 2
XPCurve=2500
; 3
XPCurve=3000
; 4
XPCurve=3500
; 5
XPCurve=4000
; 6
XPCurve=4500
; 7
XPCurve=5000
; 8
XPCurve=5000
; 9
XPCurve=5000
;10
XPCurve=5000
;11
XPCurve=5000
;12
XPCurve=5000
;13
XPCurve=5000
;14
XPCurve=5000
;15
XPCurve=5000
;16
XPCurve=5000
;17
XPCurve=5000
;18
XPCurve=5000
;19
XPCurve=5000
;20
;=================================================

Log: FileName: ..\BmGame\Config\BmInput.ini


Log:
[Engine.PlayerInput]
Log:
MoveForwardSpeed=1200
Log:
MoveStrafeSpeed=1200
Log:
LookRightScale=375
Log:
LookUpScale=-300
Log:
MouseSensitivity=30.0
Log:
DoubleClickTime=0.250000
Log:
bEnableMouseSmoothing=true
Log:
Bindings=(Name="Fire",Command="Button bFire | StartFire | OnRelease Stop
Fire")
Log:
Bindings=(Name="AltFire",Command="StartAltFire | OnRelease StopAltFire")

Log:
Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=1.0")
Log:
Bindings=(Name="MoveBackward",Command="Axis aBaseY Speed=-1.0")
Log:
Bindings=(Name="TurnLeft",Command="Axis aBaseX Speed=-200.0 AbsoluteAxis
=100")
Log:
Bindings=(Name="TurnRight",Command="Axis aBaseX Speed=+200.0 AbsoluteAx
is=100")
Log:
Bindings=(Name="StrafeLeft",Command="Axis aStrafe Speed=-1.0")
Log:
Bindings=(Name="StrafeRight",Command="Axis aStrafe Speed=+1.0")
Log:
Bindings=(Name="Jump",Command="Jump | Axis aUp Speed=+1.0 AbsoluteAxis=1
00")
Log:
Bindings=(Name="Duck",Command="Button bDuck | Axis aUp Speed=-1.0 Absol
uteAxis=100")
Log:
Bindings=(Name="Look",Command="Button bLook")
Log:
Bindings=(Name="Pause",Command="Pause")
Log:
Bindings=(Name="LookToggle",Command="Toggle bLook")
Log:
Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=1
00")
Log:
Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis
=100")
Log:
Bindings=(Name="CenterView",Command="Button bSnapLevel")
Log:
Bindings=(Name="Walking",Command="Button bRun")
Log:
Bindings=(Name="Strafe",Command="Button bStrafe")
Log:
Bindings=(Name="NextWeapon",Command="NextWeapon")
Log:
Bindings=(Name="ViewTeam",Command="ViewClass Pawn")
Log:
Bindings=(Name="TurnToNearest",Command="Button bTurnToNearest")
Log:
Bindings=(Name="Turn180",Command="Button bTurn180")
Log:
Bindings=(Name="W",Command="MoveForward")
Log:
Bindings=(Name="S",Command="MoveBackward")
Log:
Bindings=(Name="A",Command="StrafeLeft")
Log:
Bindings=(Name="D",Command="StrafeRight")
Log:
Bindings=(Name="F",Command="FreezeRendering")
Log:
Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
Log:
Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
Log:
Bindings=(Name="LeftMouseButton",Command="Fire")
Log:
Bindings=(Name="RightMouseButton",Command="AltFire")
Log:
Bindings=(Name="LeftControl",Command="Jump")
Log:
Bindings=(Name="SpaceBar",Command="Jump")
Log:
Bindings=(Name="BackSpace",Command="Jump")
Log:
Bindings=(Name="Escape",Command="CloseEditorViewport | onrelease ShowMen
u")
Log:
Bindings=(Name="E",Command="Use")
Log:
Bindings=(Name="MouseScrollUp",Command="PrevWeapon")
Log:
Bindings=(Name="MouseScrollDown",Command="NextWeapon")
Log:
Bindings=(Name="C",Command="DoDuck")
Log:
Bindings=(Name="P",Command="TogglePhysicsMode")
Log:
Bindings=(Name="B",Command="ToggleSpeaking true | OnRelease ToggleSpeaki
ng false")
Log:
Bindings=(Name="T",Command="Talk")
Log:
Bindings=(Name="Y",Command="TeamTalk")
Log:
Bindings=(Name="Up",Command="MoveForward")
Log:
Bindings=(Name="Down",Command="MoveBackward")
Log:
Bindings=(Name="Left",Command="TurnLeft")
Log:
Bindings=(Name="Right",Command="TurnRight")
Log:
Bindings=(Name="LeftShift",Command="Walking")
Log:
Bindings=(Name="F1",Command="viewmode wireframe")
Log:
Bindings=(Name="F2",Command="viewmode unlit")
Log:
Bindings=(Name="F3",Command="viewmode lit")
Log:
Bindings=(Name="F5",Command="Stat StartFile")
Log:
Bindings=(Name="F11",Command="ToggleMovieRecord")
Log:
Bindings=(Name="F8",Command="show postprocess")

Log:
Bindings=(Name="F4",Command="ReloadLevel",Alt=False)
Log:
Bindings=(Name="F9",Command="shot")
Log:
Bindings=(Name="F10",Command="dumpdynamicshadowstats")
Log:
Bindings=(Name="Delete",Command="DebugMenuOn | OnRelease DebugMenuOff")
Log:
Bindings=(Name="End",Command="Camera FirstPerson")
Log:
Bindings=(Name="PageDown",Command="Camera ThirdPerson")
Log:
Bindings=(Name="PageUp",Command="Camera Fixed")
Log:
Bindings=(Name="Home",Command="Camera FixedTracking")
Log:
Bindings=(Name="Insert",Command="Camera FreeCam")
Log:
Bindings=(Name="XboxTypeS_A",Command="Use")
Log:
Bindings=(Name="XboxTypeS_B",Command="Jump")
Log:
Bindings=(Name="XboxTypeS_X",Command="ChangePosture")
Log:
Bindings=(Name="XboxTypeS_Y",Command="NextWeapon")
Log:
Bindings=(Name="XboxTypeS_Back",Command="")
Log:
Bindings=(Name="XboxTypeS_Start",Command="|onrelease showmenu")
Log:
Bindings=(Name="XboxTypeS_LeftShoulder",Command="obj list")
Log:
Bindings=(Name="XboxTypeS_RightShoulder",Command="mem")
Log:
Bindings=(Name="XboxTypeS_DPad_Up",Command="MoveForward")
Log:
Bindings=(Name="XboxTypeS_DPad_Down",Command="MoveBackward")
Log:
Bindings=(Name="XboxTypeS_DPad_Left",Command="TurnLeft")
Log:
Bindings=(Name="XboxTypeS_DPad_Right",Command="TurnRight")
Log:
Bindings=(Name="XboxTypeS_RightTrigger",Command="Fire")
Log:
Bindings=(Name="XboxTypeS_LeftTrigger",Command="ToggleTargetingMode")
Log:
Bindings=(Name="XboxTypeS_LeftX",Command="Axis aStrafe Speed=1.0 DeadZon
e=0.3")
Log:
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone
=0.3")
Log:
Bindings=(Name="XboxTypeS_RightX",Command="Axis aTurn Speed=1.0 DeadZone
=0.2")
Log:
Bindings=(Name="XboxTypeS_RightY",Command="Axis aLookup Speed=0.8 DeadZo
ne=0.2")
Log:
bInvertMouse=true
Log:
bInvertCapeGlide=true
Log:
Bindings=(Name="F6",Command="Stat StopFile")
Log:
Bindings=(Name="V",Command="FreezeAll")
Log:
Bindings=(Name="C",Command="ToggleLockCamera", Control=True)
Log:
Bindings=(Name="Y",Command="ToggleGhost")
Log:
Bindings=(Name="C",Command="ToggleCapeForwardState",Alt=true)
Log:
Bindings=(Name="V",Command="ToggleCapeGlideState",Alt=true)
Log:
Bindings=(Name="X",Command="ToggleCapePause",Alt=true)
Log:
Bindings=(Name="B",Command="CapeReset",Alt=true)
Log:
Bindings=(Name="T",Command="Teleport")
Log:
Bindings=(Name="J",Command="ToggleFMODCompressor")
Log:
Bindings=(Name="O",Command="ToggleFMODOcclusion")
Log:
Bindings=(Name="Add", Command="AddXP")
Log:
Bindings=(Name="Period",Command="ToggleThoughts")
Log:
Bindings=(Name="NumPadTwo",Command="DebugCameraDown | OnRelease StopDebu
gCameraMovement")
Log:
Bindings=(Name="NumPadFour",Command="DebugCameraLeft | OnRelease StopDeb
ugCameraMovement")
Log:
Bindings=(Name="NumPadSix",Command="DebugCameraRight | OnRelease StopDeb
ugCameraMovement")
Log:
Bindings=(Name="NumPadEight",Command="DebugCameraUp | OnRelease StopDebu
gCameraMovement")
Log:
Bindings=(Name="NumPadSeven",Command="DebugCameraForward | OnRelease Sto
pDebugCameraMovement")
Log:
Bindings=(Name="NumPadOne",Command="DebugCameraBack | OnRelease StopDebu
gCameraMovement")
Log:
Bindings=(Name="NumPadNine",Command="DebugCameraZoomIn | OnRelease StopD
ebugCameraMovement")

Log:
Bindings=(Name="NumPadThree",Command="DebugCameraZoomOut | OnRelease Sto
pDebugCameraMovement")
Log:
Bindings=(Name="One",Command="SelectGadget1")
Log:
Bindings=(Name="Two",Command="SelectGadget2")
Log:
Bindings=(Name="Three",Command="SelectGadget3")
Log:
Bindings=(Name="Four",Command="SelectGadget4")
Log:
Bindings=(Name="Five",Command="SelectGadget5")
Log:
Bindings=(Name="Six",Command="SelectGadget6")
Log:
Bindings=(Name="Seven",Command="SelectGadget7")
Log:
Bindings=(Name="Eight",Command="SelectGadget8")
Log:
Bindings=(Name="C",Command="ToggleAlternativeCamera",Control=true)
Log:
Bindings=(Name="F4",Command="PauseExit",Alt=True)
Log:
Bindings=(Name="Run",Command="StartRun | OnRelease EndRun | Button bRunB
utton")
Log:
Bindings=(Name="Stealth",Command="StartStealthMove | OnRelease EndStealt
hMove | Button bCrouchButton | FloorTakedownModifierPressed")
Log:
Bindings=(Name="Grapple",Command="GrapplePressed | OnRelease GrappleRele
ased")
Log:
Bindings=(Name="Gadget",Command="GadgetPressed | OnRelease GadgetRelease
d")
Log:
Bindings=(Name="Grab", Command="GrabPressed | OnRelease GrabReleased")
Log:
Bindings=(Name="Cover", Command="CoverPressed | OnRelease CoverReleased"
);
Log:
Bindings=(Name="HoldToZoom", Command="ReadyGadget | OnRelease UnreadyGad
get | Button bReadyGadgetButton")
Log:
Bindings=(Name="GadgetMode", Command="StartGadgetMode | OnRelease EndGad
getMode")
Log:
Bindings=(Name="ForensicMode", Command="SelectForensicModePressed | OnRe
lease SelectForensicModeReleased");
Log:
Bindings=(Name="GrappleOrGadget", Command="GrappleOrGadgetPressed | OnRe
lease FireGrapple | OnRelease GadgetReleased")
Log:
Bindings=(Name="GrappleOrGadgetOrQuickStrike", Command="GrappleOrStrikeG
adgetPressed | OnRelease GadgetReleased")
Log:
Bindings=(Name="GadgetOrQuickStrike", Command="GadgetOrQuickStrikePresse
d | OnRelease GadgetReleased")
Log:
Bindings=(Name="StealthOrGadget", Command="StealthOrGadgetPressed | OnRe
lease EndStealthMove | OnRelease GadgetReleased | Button bCrouchButton | FloorTa
kedownModifierPressed")
Log:
Bindings=(Name="QuickStrike", Command="TriggerQuickStrike | OnRelease Qu
ickStrikeReleased")
Log:
Bindings=(Name="HeavyStrike", Command="TriggerHeavyStrike | OnRelease He
avyStrikeReleased")
Log:
Bindings=(Name="ChargeStrike", Command="TriggerChargeStrike | OnRelease
ChargeStrikeReleased")
Log:
Bindings=(Name="BlockBreaker", Command="TriggerBlockBreaker | OnRelease
BlockBreakerReleased")
Log:
Bindings=(Name="Redirect", Command="TriggerRedirect | OnRelease Redirect
Released")
Log:
Bindings=(Name="ContextSensitive", Command="PressedContextSensitive | On
Release ReleasedContextSensitive")
Log:
Bindings=(Name="ReadyBatarang", Command="ReadyBatarang | OnRelease UnRea
dyBatarang")
Log:
Bindings=(Name="HoldToZoomOrCounter", Command="ReadyGadgetOrCounterPress
ed | OnRelease ReadyGadgetOrCounterReleased | OnRelease UnreadyGadget | Button b
ReadyGadgetButton")
Log:
Bindings=(Name="PS3Crouch", Command="StealthOrQuickBatclawPressed | OnRe
lease EndStealthMove | Button bCrouchButton | FloorTakedownModifierPressed"))
Log:
Bindings=(Name="W",Command="DebugMenuUpPressed | OnRelease DebugMenuUpRe
leased")
Log:
Bindings=(Name="S",Command="DebugMenuDownPressed | OnRelease DebugMenuDo

wnReleased")
Log:
Bindings=(Name="A",Command="DebugMenuLeftPressed | OnRelease DebugMenuLe
ftReleased")
Log:
Bindings=(Name="D",Command="DebugMenuRightPressed | OnRelease DebugMenuR
ightReleased")
Log:
Bindings=(Name="Up",Command="DebugMenuUpPressed | OnRelease DebugMenuUpR
eleased")
Log:
Bindings=(Name="Down",Command="DebugMenuDownPressed | OnRelease DebugMen
uDownReleased")
Log:
Bindings=(Name="Left",Command="DebugMenuLeftPressed | OnRelease DebugMen
uLeftReleased")
Log:
Bindings=(Name="Right",Command="DebugMenuRightPressed | OnRelease DebugM
enuRightReleased")
Log:
Bindings=(Name="E",Command="DebugMenuNextPage")
Log:
Bindings=(Name="Enter",Command="DebugCamSingleFrameStep | DebugMenuSelec
tA")
Log:
Bindings=(Name="BackSpace",Command="ToggleDebugCamera",Control=False)
Log:
Bindings=(Name="BackSpace",Command="DebugCamera2Pad",Control=True)
Log:
Bindings=(Name="RightShift",Command="DebugMenuOn | OnRelease DebugMenuOf
f")
Log:
Bindings=(Name="Q",Command="DebugMenuPrevPage")
Log:
Bindings=(Name="K",Command="DebugKillAllEnemies")
Log:
Bindings=(Name="I",Command="ToggleLookInvert")
Log:
Bindings=(Name="G",Command="DebugGiveAllGadgets")
Log:
Bindings=(Name="F",Command="DebugMenuSelect2")
Log:
Bindings=(Name="Escape",Command="Pause")
Log:
Bindings=(Name="Pause",Command="Pause")
Log:
Bindings=(Name="P",Command="TogglePhysicsGrabber",Alt=false,Control=fals
e)
Log:
Bindings=(Name="P",Command="TogglePaths",Alt=true)
Log:
Bindings=(Name="P",Command="ToggleAIPaths",Control=true)
Log:
Bindings=(Name="M",Command="ToggleMute",Control=true)
Log:
Bindings=(Name="H",Command="ToggleHighSpeed",Alt=false)
Log:
Bindings=(Name="H",Command="ToggleSuperHighSpeed",Alt=true)
Log:
Bindings=(Name="L",Command="ToggleLowSpeed",Alt=false)
Log:
Bindings=(Name="Equals",Command="DebugWeaponIn | Button aRightShoulder")
Log:
Bindings=(Name="Underscore",Command="DebugWeaponOut | Button aLeftShould
er")
Log:
Bindings=(Name="SLASH",Command="GPU")
Log:
Bindings=(Name="Equals",Command="Stat Levels")
Log:
Bindings=(Name="U",Command="DebugForce3rdPersonCamera")
Log:
Bindings=(Name="COMMA",Command="ToggleEnemiesCanAttack")
Log:
Bindings=(Name="TAB", Command="OpenLevelUpOrMap")
Log:
Bindings=(Name="O",Command="RestoreHealth")
Log:
Bindings=(Name="PageUp",Command="DebugMenuStepUp")
Log:
Bindings=(Name="PageDown",Command="DebugMenuStepDown")
Log:
Bindings=(Name="R",Command="DebugMenuSelectA")
Log:
Bindings=(Name="XboxTypeS_LeftTrigger",Command="HoldToZoom | DebugMenuQu
alifyOn | OnRelease DebugMenuQualifyOff | DebugMenuPrevPage | Axis aLeftTrigger
Speed=1.0 DeadZone=0.2 | Axis aUp Speed=-1.0 DeadZone=0.1")
Log:
Bindings=(Name="XboxTypeS_RightTrigger",Command="StealthOrGadget | Debug
MenuQualifyOn | OnRelease DebugMenuQualifyOff | DebugMenuNextPage | Axis aRightT
rigger Speed=1.0 DeadZone=0.2 | AttackThrow | Axis aUp Speed=1.0 DeadZone=0.1")
Log:
Bindings=(Name="XboxTypeS_RightThumbstick",Command="DebugMenuSelectA | T
oggleCameraZoom")
Log:
Bindings=(Name="XboxTypeS_LeftThumbstick",Command="DebugMenuSelectA | Ce
ntreCamera")
Log:
Bindings=(Name="XboxTypeS_DPad_Left",Command="Button bGadgetSelectLeft |
DebugMenuLeftPressed | OnRelease DebugMenuLeftReleased")
Log:
Bindings=(Name="XboxTypeS_DPad_Right",Command="Button bGadgetSelectRight

| DebugMenuRightPressed | OnRelease DebugMenuRightReleased")


Log:
Bindings=(Name="XboxTypeS_DPad_Up",Command="MoveDialogueOptionUp | Butto
n bGadgetSelectUp | DebugMenuUpPressed | OnRelease DebugMenuUpReleased")
Log:
Bindings=(Name="XboxTypeS_DPad_Down",Command="MoveDialogueOptionDown | B
utton bGadgetSelectDown | DebugMenuDownPressed | OnRelease DebugMenuDownReleased
")
Log:
Bindings=(Name="XboxTypeS_Back",Command="OpenLevelUpOrMap")
Log:
Bindings=(Name="XboxTypeS_Start",Command="Pause")
Log:
Bindings=(Name="XboxTypeS_LeftX",Command="Axis aStrafe Speed=1.0 DeadZon
e=0.3 | Axis aRawLHJoyRight Speed=1.0 DeadZone=0.0")
Log:
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone
=0.3 | Axis aRawLHJoyUp Speed=1.0 DeadZone=0.0" )
Log:
Bindings=(Name="XboxTypeS_RightX",Command="Axis aTurn Speed=1.0 DeadZone
=0.2 | Axis aRawRHJoyRight Speed=1.0 DeadZone=0.0")
Log:
Bindings=(Name="XboxTypeS_RightY",Command="Axis aLookup Speed=1.0 DeadZo
ne=0.2 | Axis aRawRHJoyUp Speed=1.0 DeadZone=0.0")
Log:
Bindings=(Name="XboxTypeS_A",Command="DebugCamSingleFrameStep | Run | Co
ntextSensitive |CapeGlide | AcceptConversation | Evade | DebugMenuSelectA | Can
celBatarangCamera")
Log:
Bindings=(Name="XboxTypeS_B",Command="HangFromVantagePoint | BlockBreake
r | DebugCamMoreSpeed | OnRelease DebugCamNormalSpeed | ExitAgilityMode | SkipCu
tscene | CancelGadget | DebugMenuSelectB | CancelBatarangCamera")
Log:
Bindings=(Name="XboxTypeS_X",Command="QuickStrike | AttackSilentFinish |
DebugMenuSelectX | CancelBatarangCamera")
Log:
Bindings=(Name="XboxTypeS_Y",Command="Grab | ActivateNoise | AttackFear
Finish | DebugMenuSelectY | SpecialMoveCheat | CancelBatarangCamera")
Log:
Bindings=(Name="XboxTypeS_LeftShoulder",Command="DebugMenuStepUp | Foren
sicMode | Button aLeftShoulder | SlowDownSpectatorCamera")
Log:
Bindings=(Name="XboxTypeS_RightShoulder",Command="DebugMenuStepDown | Gr
apple | SecondaryFireGadget | DebugMenuQualifyOn | OnRelease DebugMenuQualifyOff
| Button aRightShoulder | SpeedUpSpectatorCamera")
Log:
Bindings=(Name="MouseScrollUp",Command="GadgetSelectLeft")
Log:
Bindings=(Name="MouseScrollDown",Command="GadgetSelectRight")
Log:
Bindings=(Name="SIXAXIS_AccelX",Command="Axis aAccelX Speed=1.0 DeadZone
=0.2")
Log:
Bindings=(Name="SIXAXIS_AccelY",Command="Axis aAccelY Speed=1.0 DeadZone
=0.2")
Log:
Bindings=(Name="SIXAXIS_AccelZ",Command="Axis aAccelZ Speed=1.0 DeadZone
=0.2")
Log:
Bindings=(Name="SIXAXIS_Gyro",Command="Axis aGyro Speed=1.0 DeadZone=0.2
")
Log:
IniVersion=58
Log:
Bindings=(Name="W",Command="MoveForward | DebugMenuUpPressed | OnRelease
DebugMenuUpReleased | Axis aRawLHJoyUp Speed=1.0", Shift=false, Control=false,
Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_FOR
WARD,0,-1,-1,"",false,false,CI_Movement,CI_LeftStick,CI_LeftStickUp
Log:
Bindings=(Name="S",Command="MoveBackward | DebugMenuDownPressed | OnRele
ase DebugMenuDownReleased | Axis aRawLHJoyUp Speed=-1.0", Shift=false, Control=f
alse, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:C
OM_BACK,0,-1,-1,"",false,false,CI_Movement,CI_LeftStick,CI_LeftStickDown
Log:
Bindings=(Name="A",Command="StrafeLeft | DebugMenuLeftPressed | OnReleas
e DebugMenuLeftReleased | Axis aRawLHJoyRight Speed=-1.0", Shift=false, Control=
false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:
COM_LEFT,0,-1,-1,"",false,false,CI_LeftStick,CI_LeftStickLeftAndRight
Log:
Bindings=(Name="D",Command="StrafeRight | DebugMenuRightPressed | OnRele
ase DebugMenuRightReleased | Axis aRawLHJoyRight Speed=1.0", Shift=false, Contro
l=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):MET
A:COM_RIGHT,0,-1,-1,"",false,false,CI_LeftStick,CI_LeftStickLeftAndRight
Log:
Bindings=(Name="SpaceBar",Command="ContextSensitive | Run | CapeGlide |
AcceptConversation | Evade | CancelBatarangCamera", Shift=false, Control=false,

Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_RUN


_GLIDE_USE,0,-1,-1,"bRunButton",false,false,CI_RunGlide,CI_Interact
Log:
Bindings=(Name="LeftControl",Command="Stealth | CancelBatarangCamera | C
ancelGadget | ExitAgilityMode | HangFromVantagepoint", Shift=false, Control=fals
e, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_
CROUCH,0,-1,-1,"bCrouchButton",false,false,CI_Crouch,CI_Cancel,CI_HangFromVantag
ePoint
Log:
Bindings=(Name="Z",Command="ToggleCameraZoom", Shift=false, Control=fals
e, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_
ZOOM,0,-1,-1,"",false,true,CI_Zoom
Log:
Bindings=(Name="F",Command="Grapple", Shift=false, Control=false, Alt=fa
lse, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_GRAPPLE,0
,-1,-1,"",false,true,CI_UseGrapple
Log:
Bindings=(Name="CapsLock",Command="ToggleCrouch", Shift=false, Control=f
alse, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:C
OM_CROUCH_TOGGLE,0,-1,-1,"",false,true,CI_ToggleCrouch
Log:
Bindings=(Name="Q",Command="DebugMenuPrevPage | QuickBatarang", Shift=fa
lse, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt
=false):META:COM_QUICKBATARANG,1,-1,-1,"",false,true,CI_QuickBatarang
Log:
Bindings=(Name="C",Command="QuickBatClaw", Shift=false, Control=false, A
lt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_QUIC
KBATCLAW,1,-1,-1,"",false,true,CI_QuickBatClaw
Log:
Bindings=(Name="LeftMouseButton",Command="TriggerThrow", Shift=true, Con
trol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):
META:COM_THROW,1,-1,-1,"",false,true,CI_Throw
Log:
Bindings=(Name="RightMouseButton",Command="TriggerCombatTakedown | Butto
n bReadyGadgetButton", Shift=true, Control=false, Alt=false, bIgnoreShift=false,
bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_COMBATTAKEDOWN,1,-1,-1,"",false,t
rue,CI_CombatTakeDown
Log:
Bindings=(Name="MiddleMouseButton",Command="ForensicMode | Button aLeftS
houlder", Shift=false, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl
=false, bIgnoreAlt=false):META:COM_DETECTIVE_MODE,1,-1,-1,"",false,true,CI_Visio
nModes
Log:
Bindings=(Name="LeftMouseButton",Command="GadgetOrQuickStrike | SkipCuts
cene", Shift=false, Control=false, Alt=false, bIgnoreShift=true, bIgnoreCtrl=fal
se, bIgnoreAlt=false):META:COM_GRAPPLE_USE_STRIKE,1,0,-1,"",false,true,CI_Strike
,CI_UseGadget,CI_X
Log:
Bindings=(Name="Unbound",Command="Gadget", Shift=false, Control=false, A
lt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_USE_
GADGET,1,0,0,"",false,true,CI_Strike
Log:
Bindings=(Name="Unbound",Command="QuickStrike", Shift=false, Control=fal
se, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM
_STRIKE,1,0,0,"",false,true,CI_UseGadget
Log:
Bindings=(Name="RightMouseButton",Command="HoldToZoomOrCounter | Button
bReadyGadgetButton", Shift=false, Control=false, Alt=false, bIgnoreShift=true, b
IgnoreCtrl=false, bIgnoreAlt=false):META:COM_READY,1,1,-1,"bReadyGadgetButton",f
alse,false,CI_AimGadget,CI_SilentTakeDown,CI_Y
Log:
Bindings=(Name="Unbound",Command="HoldToZoom", Shift=false, Control=fals
e, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_
AIM_GADGET,1,1,-1,"bReadyGadgetButton",false,false,CI_AimGadget
Log:
Bindings=(Name="Unbound",Command="Grab", Shift=false, Control=false, Alt
=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_COUNTE
R,1,1,-1,"",false,false,CI_SilentTakeDown
Log:
Bindings=(Name="E",Command="SecondaryFireGadget | BlockBreaker", Shift=f
alse, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAl
t=false):META:COM_CAPESTUN,1,2,-1,"",false,true,CI_CapeStun,CI_SecondaryFire,CI_
B
Log:
Bindings=(Name="Unbound",Command="SecondaryFireGadget", Shift=false, Con
trol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):
META:COM_GADGET_SECONDARY,1,2,-1,"",false,true,CI_SecondaryFire

Log:
Bindings=(Name="Unbound",Command="DebugMenuNextPage | BlockBreaker", Shi
ft=false, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgno
reAlt=false):META:COM_CAPESTUN,1,2,-1,"",false,true,CI_CapeStun
Log:
Bindings=(Name="Up",Command="MoveForward | DebugMenuUpPressed | OnReleas
e DebugMenuUpReleased | Axis aRawLHJoyUp Speed=1.0", Shift=false, Control=false,
Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_FO
RWARD,0,-1,-1,"",true,false,CI_Movement,CI_LeftStick,CI_LeftStickUp
Log:
Bindings=(Name="Down",Command="MoveBackward | DebugMenuDownPressed | OnR
elease DebugMenuDownReleased | Axis aRawLHJoyUp Speed=-1.0", Shift=false, Contro
l=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):MET
A:COM_BACK,0,-1,-1,"",true,false,CI_Movement,CI_LeftStick,CI_LeftStickDown
Log:
Bindings=(Name="Left",Command="StrafeLeft | DebugMenuLeftPressed | OnRel
ease DebugMenuLeftReleased | Axis aRawLHJoyRight Speed=-1.0", Shift=false, Contr
ol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):ME
TA:COM_LEFT,0,-1,-1,"",true,false,CI_LeftStick,CI_LeftStickLeftAndRight
Log:
Bindings=(Name="Right",Command="StrafeRight | DebugMenuRightPressed | On
Release DebugMenuRightReleased | Axis aRawLHJoyRight Speed=1.0", Shift=false, Co
ntrol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false)
:META:COM_RIGHT,0,-1,-1,"",true,false,CI_LeftStick,CI_LeftStickLeftAndRight
Log:
Bindings=(Name="Unbound",Command="ContextSensitive | Run | CapeGlide | A
cceptConversation | Evade | CancelBatarangCamera", Shift=false, Control=false, A
lt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_RUN_
GLIDE_USE,0,-1,-1,"bRunButton",true,false,CI_RunGlide,CI_Interact
Log:
Bindings=(Name="Unbound",Command="Stealth | CancelBatarangCamera | Cance
lGadget | ExitAgilityMode | HangFromVantagepoint", Shift=false, Control=false, A
lt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_CROU
CH,0,-1,-1,"bCrouchButton",true,false,CI_Crouch,CI_Cancel,CI_HangFromVantagePoin
t
Log:
Bindings=(Name="Unbound",Command="ToggleCameraZoom", Shift=false, Contro
l=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):MET
A:COM_ZOOM,0,-1,-1,"",true,true,CI_Zoom
Log:
Bindings=(Name="ThumbMouseButton",Command="Grapple", Shift=false, Contro
l=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):MET
A:COM_GRAPPLE,0,-1,-1,"",true,true,CI_UseGrapple
Log:
Bindings=(Name="Unbound",Command="ToggleCrouch", Shift=false, Control=fa
lse, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:CO
M_CROUCH_TOGGLE,0,-1,-1,"",false,true,CI_ToggleCrouch
Log:
Bindings=(Name="ThumbMouseButton2",Command="DebugMenuPrevPage | QuickBat
arang", Shift=false, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=f
alse, bIgnoreAlt=false):META:COM_QUICKBATARANG,1,-1,-1,"",true,true,CI_QuickBata
rang
Log:
Bindings=(Name="Unbound",Command="QuickBatClaw", Shift=false, Control=fa
lse, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:CO
M_QUICKBATCLAW,1,-1,-1,"",true,true,CI_QuickBatClaw
Log:
Bindings=(Name="Unbound",Command="TriggerThrow", Shift=false, Control=fa
lse, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:CO
M_THROW,1,-1,-1,"",true,true,CI_Throw
Log:
Bindings=(Name="Unbound",Command="TriggerCombatTakedown", Shift=false, C
ontrol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false
):META:COM_COMBATTAKEDOWN,1,-1,-1,"",true,true,CI_CombatTakeDown
Log:
Bindings=(Name="Unbound",Command="ForensicMode | Button aLeftShoulder",
Shift=false, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bI
gnoreAlt=false):META:COM_DETECTIVE_MODE,1,-1,-1,"",true,true,CI_VisionModes
Log:
Bindings=(Name="Unbound",Command="GadgetOrQuickStrike", Shift=false, Con
trol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):
META:COM_GRAPPLE_USE_STRIKE,1,0,-1,"",true,true,CI_Strike,CI_UseGadget,CI_X
Log:
Bindings=(Name="Unbound",Command="Gadget", Shift=false, Control=false, A
lt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_USE_
GADGET,1,0,0,"",true,true,CI_Strike
Log:
Bindings=(Name="Unbound",Command="QuickStrike", Shift=false, Control=fal

se, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM


_STRIKE,1,0,0,"",true,true,CI_UseGadget
Log:
Bindings=(Name="Unbound",Command="HoldToZoomOrCounter", Shift=false, Con
trol=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):
META:COM_READY,1,1,-1,"bReadyGadgetButton",true,false,CI_AimGadget,CI_SilentTake
Down,CI_Y
Log:
Bindings=(Name="Unbound",Command="HoldToZoom", Shift=false, Control=fals
e, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_
AIM_GADGET,1,1,-1,"bReadyGadgetButton",true,false,CI_AimGadget
Log:
Bindings=(Name="Unbound",Command="Grab", Shift=false, Control=false, Alt
=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:COM_COUNTE
R,1,1,-1,"",true,false,CI_SilentTakeDown
Log:
Bindings=(Name="Unbound",Command="SecondaryFireGadget | BlockBreaker", S
hift=false, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIg
noreAlt=false):META:COM_CAPESTUN,1,2,-1,"",true,true,CI_CapeStun,CI_SecondaryFir
e,CI_B
Log:
Bindings=(Name="R",Command="SecondaryFireGadget", Shift=false, Control=f
alse, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgnoreAlt=false):META:C
OM_GADGET_SECONDARY,1,2,-1,"",true,true,CI_SecondaryFire
Log:
Bindings=(Name="Unbound",Command="DebugMenuNextPage | BlockBreaker", Shi
ft=false, Control=false, Alt=false, bIgnoreShift=false, bIgnoreCtrl=false, bIgno
reAlt=false):META:COM_CAPESTUN,1,2,-1,"",true,true,CI_CapeStun
Log:
Log:
[Engine.DebugCameraInput]
Log:
Bindings=(Name="MoveUp",Command="Axis aUp Speed=1.0")
Log:
Bindings=(Name="MoveDown",Command="Axis aUp Speed=-1.0")
Log:
Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=1.0")
Log:
Bindings=(Name="MoveBackward",Command="Axis aBaseY Speed=-1.0")
Log:
Bindings=(Name="TurnLeft",Command="Axis aBaseX Speed=-200.0 AbsoluteAxis
=100")
Log:
Bindings=(Name="TurnRight",Command="Axis aBaseX Speed=+200.0 AbsoluteAx
is=100")
Log:
Bindings=(Name="StrafeLeft",Command="Axis aStrafe Speed=-1.0")
Log:
Bindings=(Name="StrafeRight",Command="Axis aStrafe Speed=+1.0")
Log:
Bindings=(Name="Q",Command="MoveDown")
Log:
Bindings=(Name="E",Command="MoveUp")
Log:
Bindings=(Name="W",Command="MoveForward")
Log:
Bindings=(Name="S",Command="MoveBackward")
Log:
Bindings=(Name="A",Command="StrafeLeft")
Log:
Bindings=(Name="D",Command="StrafeRight")
Log:
Bindings=(Name="F",Command="FreezeRendering")
Log:
Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
Log:
Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
Log:
Bindings=(Name="Left",Command="TurnLeft")
Log:
Bindings=(Name="Right",Command="TurnRight")
Log:
Bindings=(Name="c",Command="ToggleDebugCamera",Control=False,Shift=False
,Alt=True)
Log:
Bindings=(Name="LeftShift",Command="MoreSpeed | OnRelease NormalSpeed",C
ontrol=False,Shift=False,Alt=False)
Log:
Bindings=(Name="XboxTypeS_LeftThumbstick",Command="ToggleDebugCamera")
Log:
Bindings=(Name="XboxTypeS_LeftX",Command="Axis aStrafe Speed=1.0 DeadZon
e=0.3")
Log:
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone
=0.3")
Log:
Bindings=(Name="XboxTypeS_RightX",Command="Axis aTurn Speed=1.0 DeadZone
=0.2")
Log:
Bindings=(Name="XboxTypeS_RightY",Command="Axis aLookup Speed=0.8 DeadZo
ne=0.2")
Log:
Bindings=(Name="XboxTypeS_LeftTrigger",Command="MoveDown")

Log:
Log:
Log:
)
Log:

Bindings=(Name="XboxTypeS_RightTrigger",Command="MoveUp")
Bindings=(Name="XboxTypeS_A",Command="SetFreezeRendering")
Bindings=(Name="XboxTypeS_B",Command="MoreSpeed | OnRelease NormalSpeed"

Log:
[Editor.EditorViewportInput]
Log:
Bindings=(Command="MODE WIDGETMODECYCLE",Name=SpaceBar)
Log:
Bindings=(Command="MODE WIDGETCOORDSYSTEMCYCLE",Name=Tilde)
Log:
Bindings=(Command="DELETE",Name=Delete)
Log:
Bindings=(Command="EDCALLBACK ACTORPROPS",Name=F4)
Log:
Bindings=(Command="QUIT_EDITOR",Name=F4,Alt=True)
Log:
Bindings=(Command="EDCALLBACK SURFPROPS",Name=F5)
Log:
Bindings=(Command="EDCALLBACK LEVELPROPS",Name=F6)
Log:
Bindings=(Command="ACTOR SELECT ALL",Name=A,Shift=True)
Log:
Bindings=(Command="POLY SELECT MATCHING BRUSH",Name=B,Shift=True)
Log:
Bindings=(Command="POLY SELECT ADJACENT COPLANARS",Name=C,Shift=True)
Log:
Bindings=(Command="DUPLICATE",Name=D,Shift=True)
Log:
Bindings=(Command="ACTOR SELECT MATCHINGSTATICMESH",Name=E,Shift=True)
Log:
Bindings=(Command="POLY SELECT ADJACENT FLOORS",Name=F,Shift=True)
Log:
Bindings=(Command="EDCALLBACK FITTEXTURETOSURFACE",Name=F,Control=True,S
hift=True)
Log:
Bindings=(Command="POLY SELECT MATCHING GROUPS",Name=G,Shift=True)
Log:
Bindings=(Command="POLY SELECT MATCHING ITEMS",Name=I,Shift=True)
Log:
Bindings=(Command="POLY SELECT ADJACENT ALL",Name=J,Shift=True)
Log:
Bindings=(Command="POLY SELECT MEMORY SET",Name=M,Shift=True)
Log:
Bindings=(Command="ACTOR LEVELCURRENT",Name=M)
Log:
Bindings=(Command="ACTOR MOVETOCURRENT",Name=M,Control=True)
Log:
Bindings=(Command="SELECT NONE",Name=N,Shift=True)
Log:
Bindings=(Command="POLY SELECT MEMORY INTERSECT",Name=O,Shift=True)
Log:
Bindings=(Command="POLY SELECT REVERSE",Name=Q,Shift=True)
Log:
Bindings=(Command="POLY SELECT MEMORY RECALL",Name=R,Shift=True)
Log:
Bindings=(Command="POLY SELECT ALL",Name=S,Shift=True)
Log:
Bindings=(Command="POLY SELECT MATCHING TEXTURE",Name=T,Shift=True)
Log:
Bindings=(Command="POLY SELECT MEMORY UNION",Name=U,Shift=True)
Log:
Bindings=(Command="POLY SELECT ADJACENT WALLS",Name=W,Shift=True)
Log:
Bindings=(Command="POLY SELECT MEMORY XOR",Name=X,Shift=True)
Log:
Bindings=(Command="POLY SELECT ADJACENT SLANTS",Name=Y,Shift=True)
Log:
Bindings=(Command="ACTOR SELECT MATCHINGSTATICMESH ALLCLASSES",Name=Z,Sh
ift=True)
Log:
Bindings=(Command="EDIT COPY",Name=C,Control=True)
Log:
Bindings=(Command="EDIT PASTE",Name=V,Control=True)
Log:
Bindings=(Command="DUPLICATE",Name=W,Control=True)
Log:
Bindings=(Command="EDIT CUT",Name=X,Control=True)
Log:
Bindings=(Command="TRANSACTION REDO",Name=Y,Control=True)
Log:
Bindings=(Command="TRANSACTION UNDO",Name=Z,Control=True)
Log:
;Bindings=(Command="BRUSH ADD",Name=A,Control=True)
Log:
;Bindings=(Command="BRUSH SUBTRACT",Name=S,Control=True)
Log:
;Bindings=(Command="BRUSH FROM INTERSECTION",Name=I,Control=True)
Log:
;Bindings=(Command="BRUSH FROM DEINTERSECTION",Name=D,Control=True)
Log:
Bindings=(Command="PREFAB SELECTACTORSINPREFABS",Name=P,Shift=True)
Log:
Bindings=(Command="ACTOR ALIGN SNAPTOFLOOR ALIGN=0",Name=End)
Log:
Bindings=(Command="ACTOR ALIGN MOVETOGRID",Name=End,Control=True)
Log:
Bindings=(Command="CAMERA ALIGN",Name=Home)
Log:
Bindings=(Command="CAMERA ALIGN ACTIVEVIEWPORTONLY",Name=Home,Shift=True
)
Log:
Bindings=(Command="MAP BRUSH GET",Name=P,Control=True)
Log:
Bindings=(Command="ACTOR FIND KISMET",Name=K,Control=True)
Log:
Bindings=(Command="ACTOR SELECT ALL FROMOBJ",Name=A,Control=True,Shift=T
rue)

Log:
Log:
Log:
Log:
rue)
Log:
Log:
Log:

Bindings=(Command="ACTOR SYNCBROWSER",Name=B,Control=True)
Bindings=(Command="ACTOR DESELECT",Name=Escape)
Bindings=(Command="CTRLTAB SHIFTDOWN=FALSE",Name=Tab,Control=True)
Bindings=(Command="CTRLTAB SHIFTDOWN=TRUE",Name=Tab,Control=True,Shift=T

Log:
Log:
Log:
Log:
Log:

[UnrealEd.ObjectEditorViewportInput]
Bindings=(Command="TRANSACTION REDO",Name=Y,Control=True)
Bindings=(Command="TRANSACTION REDO",Name=Z,Control=True,Shift=True)
Bindings=(Command="TRANSACTION UNDO",Name=Z,Control=True)

Log:
Log:
Log:
Log:
Log:
Log:

[Engine.Console]
ConsoleKey=F10
TypeKey=Quote
MaxScrollbackSize=1024
HistoryBot=-1

Bindings=(Command="SAVEALL",Name=S,Control=True)
Bindings=(Command="OPEN KISMET",Name=K,Control=True)

Log:
[Engine.UIInputConfiguration]
Log:
AxisEmulationDefinitions=(AxisInputKey=MouseX,AdjacentAxisInputKey=Mouse
Y,bEmulateButtonPress=False)
Log:
AxisEmulationDefinitions=(AxisInputKey=MouseY,AdjacentAxisInputKey=Mouse
X,bEmulateButtonPress=False)
Log:
AxisEmulationDefinitions=(AxisInputKey=XboxTypeS_LeftX,AdjacentAxisInput
Key=XboxTypeS_LeftY,bEmulateButtonPress=True,InputKeyToEmulate[0]=Gamepad_LeftSt
ick_Right,InputKeyToEmulate[1]=Gamepad_LeftStick_Left)
Log:
AxisEmulationDefinitions=(AxisInputKey=XboxTypeS_LeftY,AdjacentAxisInput
Key=XboxTypeS_LeftX,bEmulateButtonPress=True,InputKeyToEmulate[0]=Gamepad_LeftSt
ick_Up,InputKeyToEmulate[1]=Gamepad_LeftStick_Down)
Log:
AxisEmulationDefinitions=(AxisInputKey=XboxTypeS_RightX,AdjacentAxisInpu
tKey=XboxTypeS_RightY,bEmulateButtonPress=True,InputKeyToEmulate[0]=Gamepad_Righ
tStick_Right,InputKeyToEmulate[1]=Gamepad_RightStick_Left)
Log:
AxisEmulationDefinitions=(AxisInputKey=XboxTypeS_RightY,AdjacentAxisInpu
tKey=XboxTypeS_RightX,bEmulateButtonPress=True,InputKeyToEmulate[0]=Gamepad_Righ
tStick_Up,InputKeyToEmulate[1]=Gamepad_RightStick_Down)
Log:
Log:
[Engine.UIDataStore_InputAlias]
Log:
;InputAliases=(AliasName="ShiftBoth",PlatformInputKeys[1]=(InputKeyData=
(InputKeyName=""),ButtonFontMarkupString="")) @todo
Log:
Log:
Log:
Log:

[Configuration]
BasedOn=..\BmGame\Config\DefaultInput.ini

Log:
Log:
Log:

[CommonGame.RPlayerInputBase]
bInvertJoystick=true

Log:
Log:
Log:
Log:
Log:
Log:

[BmGame.RPlayerInput]
GlanceUpScale=-200
GlanceRightScale=200
bInvertCapeGlide=true
bUseEasyControls=false

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[GFxUI.KeyMap]
FullKeyboard=1
XboxTypeS_DPad_Left=Left
XboxTypeS_DPad_Right=Right
XboxTypeS_DPad_Up=Up
XboxTypeS_DPad_Down=Down
XboxTypeS_A=Enter
XboxTypeS_B=Escape
XboxTypeS_X=LeftControl
XboxTypeS_Y=Delete
XboxTypeS_LeftTrigger=LeftBracket
XboxTypeS_LeftShoulder=Underscore
XboxTypeS_LeftThumbStick=NumPadSeven
XboxTypeS_RightTrigger=RightBracket
XboxTypeS_RightShoulder=Equals
XboxTypeS_RightThumbStick=NumPadNine
XboxTypeS_Back=Tab
XboxTypeS_Start=SpaceBar
Gamepad_LeftStick_Left=Left
Gamepad_LeftStick_Right=Right
Gamepad_LeftStick_Up=Up
Gamepad_LeftStick_Down=Down
Gamepad_RightStick_Left=NumPadFour
Gamepad_RightStick_Right=NumPadSix
Gamepad_RightStick_Up=NumPadEight
Gamepad_RightStick_Down=NumPadTwo

Log:
Log:
Log:
Log:

[GFxUI.GamepadMouse]
X=XboxTypeS_RightX
Y=XboxTypeS_RightY

Log:
Log:
Log:
Log:
Log:

[IniVersion]
0=1382051016.000000
1=1382050120.000000
2=1449535238.000000

Log: FileName: ..\BmGame\Config\BmUI.ini


Log:
[Engine.UIInteraction]
Log:
UISkinName=DefaultUISkin.DefaultSkin
Log:
UIJoystickDeadZone=0.9
Log:
UIAxisMultiplier=1.0
Log:
AxisRepeatDelay=0.2
Log:
MouseButtonRepeatDelay=0.15
Log:
DoubleClickTriggerSeconds=0.5
Log:
DoubleClickPixelTolerance=1
Log:
ToolTipInitialDelaySeconds=0.25
Log:
ToolTipExpirationSeconds=5.0
Log:
UISoundCueNames=GenericError
Log:
UISoundCueNames=MouseEnter
Log:
UISoundCueNames=MouseExit
Log:
UISoundCueNames=Clicked
Log:
UISoundCueNames=Focused
Log:
UISoundCueNames=SceneOpened
Log:
UISoundCueNames=SceneClosed
Log:
UISoundCueNames=ListSubmit
Log:
UISoundCueNames=ListUp

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

UISoundCueNames=ListDown
UISoundCueNames=SliderIncrement
UISoundCueNames=SliderDecrement
UISoundCueNames=NavigateUp
UISoundCueNames=NavigateDown
UISoundCueNames=NavigateLeft
UISoundCueNames=NavigateRight
UISoundCueNames=CheckboxChecked
UISoundCueNames=CheckboxUnchecked

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Engine.GameUISceneClient]
OverlaySceneAlphaModulation=0.45
bRestrictActiveControlToFocusedScene=true
bCaptureUnprocessedInput=True
bEnableDebugInput=true
bRenderDebugInfo=false
bRenderActiveControlInfo=true
bRenderFocusedControlInfo=true
bRenderTargetControlInfo=true
bRenderDebugInfoAtTop=true
bSelectVisibleTargetsOnly=true
bInteractiveMode=false
bDisplayFullPaths=true
bShowWidgetPath=true
bShowRenderBounds=true
bShowCurrentState=true
bShowMousePos=true

Log:
Log:
Log:

[Engine.UIScreenObject]
AnimationDebugMultiplier=1.0

Log:
Log:
Log:

[Engine.UIAction_GetNATType]
bAlwaysOpen=False

Log:
Log:
Log:

[Engine.UITabControl]
bAllowPagePreviews=true

Log:
Log:
Log:
Log:

[Engine.UIComp_DrawStringEditbox]
SelectionTextColor=(R=1.0,G=1.0,B=1.0,A=1.0)
SelectionBackgroundColor=(R=0.0,G=0.0,B=1.0,A=0.6)

Log:
Log:
Log:

[Engine.UICalloutButton]
DefaultMarkupStringTemplate=<ButtonCallouts:`InputAliasTag`>

Log:
Log:
Log:

[Configuration]
BasedOn=..\BmGame\Config\DefaultUI.ini

Log:
Log:
Log:
Log:
Log:

[IniVersion]
0=1382051004.000000
1=1382050122.000000
2=1382050120.000000

Log: FileName: ..\BmGame\Localization\INT\Version.INT


Log:
[ID]
Log:
Unreal=QA_APPROVED_BUILD_OCTOBER_2008
Log:
Local=198408 23-01-2010 21:41.02
Log:
Log: FileName: ..\Engine\Localization\INT\Launch.INT
Log:
[General]
Log:
Start=BATMAN: ARKHAM ASYLUM (Starting)
Log:
Exit=BATMAN: ARKHAM ASYLUM (Exiting)
Log:
Run=BATMAN: ARKHAM ASYLUM (Running)
Log:
Product=BATMAN: ARKHAM ASYLUM
Log:
Log:
[Errors]
Log:
Error_RemoteDesktop=This game cannot run with 3D graphics over a Remote
Desktop connection.
Log:
Error_ParentalControls=The current level of parental controls do not all
ow you to run this game.
Log:
Error_ResolutionTooLow=The current resolution is too low to run this gam
e.
Log:
Error_NotMinSpec=Your hardware does not meet the minimum requiremts. Do
you want to continue?
Log:
Error_ModifiedCode=Modified executable code is not allowed. Please reins
tall the game.
Log:
Error_PureVirtualsEnabled=The game cannot run with CHECK_PUREVIRTUALS en
abled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.
Log:
Log: FileName: ..\Engine\Localization\INT\Core.INT
Log:
[Language]
Log:
Language=English (International)
Log:
LangId=9
Log:
SubLangId=1
Log:
Log:
Log:
dlet)
Log:

[Public]
Object=(Name=Core.HelloWorldCommandlet,Class=Class,MetaClass=Core.Comman

Log:
[Errors]
Log:
Unknown=Unknown Error
Log:
Aborted=Aborted
Log:
ExportOpen=Error exporting `~: couldn't open file '`~'
Log:
ExportWrite=Error exporting `~: couldn't write file '`~'
Log:
FileNotFound=Can't find file '`~'
Log:
ObjectNotFound=Failed to find object '`~ `~.`~'
Log:
PackageNotFound=Can't find file for package '`~' while loading `~
Log:
PackageResolveFailed=Can't resolve package name
Log:
FilenameToPackage=Can't convert filename '`~' to package name
Log:
Sandbox=Package '`~' is not accessible in this sandbox
Log:
PackageVersion=Package '`~' version mismatch
Log:
SavedWithNewerVersion=Package '`~' has been saved with engine version ne
wer than current and therefore won't be possible to save. CurrEngineVersion: `~
VersionSavedWith: `~
Log:
CannotSaveWithOlderVersion=Cannot save package '`~' as current engine ve
rsion is older than version the package was originally saved with.
Log:
CannotSavePartiallyLoaded=Cannot save package '`~' as it has only been p

artially loaded
Log:
Error_FilenameIsTooLongForCooking=Filename '`~' is too long; this may in
terfere with cooking for consoles. Unreal filenames should be no longer than `~
characters.
Log:
FailedLoad=Failed to load '`~': `~
Log:
ConfigNotFound=Can't find '`~' in configuration file section=`~ key=`~
Log:
LoadClassMismatch=`~ is not a child class of `~
Log:
NotDll='`~' is not a DLL package; can't find export '`~'
Log:
NotInDll=Can't find '`~' in '`~.lib'
Log:
FailedLoadPackage=Failed loading package: `~
Log:
FailedLoadObject=Failed to load '`~ `~.`~': `~
Log:
TransientImport=Transient object imported: `~
Log:
LinkedToObjectsInOtherMap_FindCulpritQ=Can't save `~: Graph is linked to
object in external map package. Try to find the chain of references to that ob
ject (may take some time)?
Log:
LinkedToPrivateObjects_FindCulpritQ=Can't save `~: Graph is linked to ex
ternal private object. Try to find the chain of references to that object (may
take some time)?
Log:
FailedSaveOtherMapPackage=Can't save `~: Graph is linked to object `~ in
external map package
Log:
FailedSavePrivate=Can't save `~: Graph is linked to external private obj
ect `~
Log:
FailedImportPrivate=Can't import private object `~ `~
Log:
FailedCreate=`~ `~ not found for creation
Log:
FailedImport=Can't find `~ in file '`~'
Log:
FailedSaveFile=Error saving file '`~': `~
Log:
SaveWarning=Error saving '`~'
Log:
NotPackaged=Object is not packaged: `~ `~
Log:
NotWithin=Object `~ `~ created in `~ instead of `~
Log:
Abstract=Can't create object `~: class `~ is abstract
Log:
NoReplace=Can't replace `~ with `~
Log:
ReplaceNotFullyLoaded_f=Attempting to replace an object that hasn't been
fully loaded: `~
Log:
ReplaceNoPostLoad_f=Can't replace objects which need to be post-loaded w
hile still de-serializing objects: `~
Log:
NoFindImport=Can't find file '`~' for import
Log:
ReadFileFailed=Failed to read file '`~' for import
Log:
SeekFailed=Error seeking file
Log:
OpenFailed=Error opening file '`~' (`~).
Log:
WriteFailed=Error writing to file
Log:
ReadEof=Read beyond end of file
Log:
IniReadOnly=The file `~ is write protected; settings cannot be saved
Log:
UrlFailed=Failed launching URL
Log:
Warning=Warning
Log:
Question=Question
Log:
OutOfMemory=Ran out of virtual memory. To prevent this condition, you mu
st free up more space on your primary hard disk.
Log:
History=History
Log:
Assert=Assertion failed: `~ [File:`~] [Line: `~]
Log:
Debug=Debug assertion failed: `~ [File:`~] [Line: `~]
Log:
LinkerExists=Linker for '`~' already exists
Log:
BinaryFormat=The file '`~' contains unrecognizable data
Log:
SerialSize=`~: Serial size mismatch: Got `~, Expected `~
Log:
ExportIndex=Bad export index `~/`~
Log:
ImportIndex=Bad import index `~/`~
Log:
Password=Password not recognized
Log:
Exec=Unrecognized command
Log:
BadProperty='`~': Bad or missing property '`~'
Log:
MisingIni=Missing .ini file: `~
Log:
Error_ActorComponentDestroyedWithoutRemoval=Actor component (`~) destroy

ed without removal from scene


Log:
FileVersionDump=Unable to load package (`~) PackageVersion `4~, MaxExpec
ted `4~ : LicenseePackageVersion `4~, MaxExpected `4~.
Log:
CookedPackagedVersionOlderThanEnginePackageFileCookedContentVersion=Unab
le to run as package was cooked with an older version of the engine. Please reco
ok: (`~) CurrEngineVersion: `~ VersionSavedWith: `~
Log:
NativeRebuildRequired=Unable to create object of type '`~': native class
layout differs from script layout. Please build C++ before continuing to avoid
data corruption.
Log:
PackageNamedNone=Attempted to create a package named 'None'
Log:
EmptyPackageName=Attempted to create a package with an empty package nam
e.
Log:
OldVersionFile=The file `~ was saved by a previous version which is not
backwards compatible with this one.
Log:
LoadingTransientInstance=Attempting to load an instance of a transient c
lass from disk - Package:'`~' Object:'`~' Class:'`~'
Log:
LoadedDeprecatedClassInstance=`~: class `~ has been deprecated.
Log:
OperationDisallowedOnCookedContent=The requested operation cannot be per
formed on a cooked package.
Log:
PackageBiggerThanSoftLimit=Package `~ was successfully saved and is `~ M
Byte in size. This exceeds the recommended package size. Please split it up to
be less than `~ MByte.
Log:
Log:
[Query]
Log:
OldVersion=The file `~ was saved by a previous version which is not back
wards compatible with this one. Reading it will likely fail, and may cause a cr
ash. Do you want to try anyway?
Log:
Name=Name:
Log:
Password=Password:
Log:
PassPrompt=Enter your name and password:
Log:
PassDlg=Identity Check
Log:
Overwrite=The file '`~' needs to be updated. Do you want to overwrite t
he existing version?
Log:
OverwriteReadOnly='`~' is marked read-only. Would you like to try to fo
rce overwriting it?
Log:
CheckoutPerforce='`~' is marked read-only. Should I try to check it out
of Perforce?
Log:
PackageFailedToOpen=The package '`~' failed to open. Should this command
let continue operation, ignoring further load errors? Continuing may have advers
e effects (object references may be lost).
Log:
RemoveNativeClass=Native class with no script detected: '`~'. Should thi
s class be removed from static initialization? (If you haven't recently removed
a native script class, make sure that the class declaration includes CLASS_Intri
nsic.)
Log:
Log:
Log:
Log:
Log:
Log:

[Progress]
Saving=Saving file: `~...
Loading=Loading file: `~...
Finalizing=Finalizing: `~...

Log:
Log:
Log:
Log:
Log:
Log:
Log:

[General]
Product=Unreal
Engine=Unreal Engine
Copyright=Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
True=True
False=False
None=None

Log:
Log:
Log:

Yes=Yes
No=No

Log:
[HelpCommandlet]
Log:
HelpDescription=This commandlet displays help information on other comma
ndlets
Log:
HelpUsage=gamename.exe help <list | commandletname | webhelp commandletn
ame>
Log:
HelpWebLink=https://udn.epicgames.com/bin/view/Three/HelpCommandlet
Log:
HelpParamNames[0]=list
Log:
HelpParamDescriptions[0]=Lists all commandlets that are available
Log:
HelpParamNames[1]=commandlet name
Log:
HelpParamDescriptions[1]=Displays help information for the specified com
mandlet
Log:
HelpParamNames[2]=webhelp
Log:
HelpParamDescriptions[2]=Launches a browser with the URL of the web page
that documents the commandlet
Log:
Log: FileName: ..\Engine\Localization\INT\Engine.INT
Log:
[Public]
Log:
Object[0]=(Name=Engine.ServerCommandlet,Class=Class,MetaClass=Core.Comma
ndlet)
Log:
Object[1]=(Name=Engine.MasterMD5Commandlet,Class=Class,MetaClass=Core.Co
mmandlet)
Log:
Object[2]=(Name=Engine.SmokeTestCommandlet,Class=Class,MetaClass=Core.Co
mmandlet)
Log:
Log:
[Errors]
Log:
NetHDSpace=There is not enough space on your HDD to download the package
. You will need to free some space to download packages.
Log:
NetOpen=Error opening file
Log:
NetWrite=Error writing to file
Log:
NetRefused=Server refused to send '`~'
Log:
NetClose=Error closing file
Log:
NetSize=File size mismatch
Log:
NetMove=Error moving file
Log:
NetInvalid=Received invalid file request
Log:
NoDownload=You cannot join the match because the host has downloadable c
ontent you do not.
Log:
DownloadFailed=Downloading package '`~' failed: `~
Log:
RequestDenied=Server requested file from pending level: Denied
Log:
ConnectionFailed_Title=Connection Lost
Log:
ConnectionFailed=Your connection to the host has been lost.
Log:
ChAllocate=Couldn't allocate channel
Log:
NetAlready=Already networking
Log:
NetListen=Listen failed: No linker context available
Log:
LoadEntry=Can't load Entry: `~
Log:
InvalidUrl=You cannot join the match because the host has downloadable c
ontent you do not.
Log:
InvalidLink=Invalid Link: `~
Log:
FailedBrowse=Failed to enter `~: `~. Please check the log for errors.
Log:
Listen=Listen failed: `~
Log:
AbortToEntry=Failed; returning to Entry
Log:
ServerOpen=Servers can't open network URLs
Log:
ServerListen=Dedicated server can't listen: `~
Log:
Pending=Pending connect to '`~' failed; `~
Log:
LoadPlayerClass=Failed to load player class

Log:
ClientOutdated=The match you are trying to join is running an incompatib
le version of the game. Please try upgrading your game version.
Log:
ServerOutdated=Server's version is outdated
Log:
FailedMapload_NotFound=The map specified on the commandline '`~' could n
ot be found. Would you like to load the default map instead?
Log:
DebuggerPresentError=The game has detected that you are currently runnin
g a user-mode or kernel-mode debugger and cannot continue. Please exit all debu
gging utilities and restart the game.
Log:
NetworkInit=Error initializing network layer.
Log:
CreateMatchError=Error creating match
Log:
UsedCheatCommands=Console commands were used which are disallowed in net
play. You must restart the game to create a match.
Log:
FailedFindPackage=Failed to find required package '`~'
Log:
ConnectionTimeout=Your connection to the host timed out
Log:
NegativeDeltaTime=CPU time drift detected! Please consult release notes
on how to address this.
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Progress]
CancelledConnect=Cancelled Connect Attempt
RunningNet=`~: `~ (`~ players)
NetReceiving=Receiving '`~': `~/`~
NetReceiveOk=Successfully received '`~'
NetSend=Sending '`~'
NetSending=Sending '`~': `~/`~
Connecting=Connecting...
Listening=Listening for clients...
Loading=Loading
Saving=Saving
Paused=Paused by `~
ReceiveFile=Receiving '`~'
ReceiveOptionalFile=Receiving optional file '`~'
ReceiveSize=Size `~K, Complete `3.1~`~
ConnectingText=Connecting:
ConnectingURL=unreal://`~/`~
Success=Success

Log:
Log:
Log:

[Console]
ClassCaption=Standard Unreal Console

Log:
Log:
Log:
Log:
Log:
Log:
Log:

[GameViewportClient]
LoadingMessage=LOADING
SavingMessage=SAVING
ConnectingMessage=CONNECTING
PausedMessage=PAUSED
PrecachingMessage=PRECACHING

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[MasterMD5Commandlet]
HelpCmd=mastermd5
HelpOneLiner=Manipulate the Master MD5 database
HelpUsage=mastermd5 [-option..] <params>
HelpWebLink=http://unreal.epicgames.com/servertips.htm
HelpParm[0]=-c
HelpDesc[0]=Creates a new MD5 database
HelpParm[1]=-a
HelpDesc[1]=Adds new packages to the database
HelpParm[2]=-s

Log:
Log:
Log:
Log:

HelpDesc[2]=Show the current database.


HelpParm[3]=-r
HelpDesc[3]=Force the revision of all entries to <param>

Log:
[General]
Log:
Upgrade=To enter this server, you need the latest free update to Unreal
available from Epic's Web site:
Log:
UpgradeURL=http://www.unreal.com/upgrade
Log:
UpgradeQuestion=Do you want to launch your web browser and go to the upg
rade page now?
Log:
Version=Version `~
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Menu]
HelpMessage=
MenuList=
LeftString=Left
RightString=Right
CenterString=Center
EnabledString=Enabled
DisabledString=Disabled
HelpMessage[1]=This menu has not yet been implemented.
YesString=yes
NoString=no

Log:
Log:
Log:
Log:
Log:
Log:

[PlayerController]
QuickSaveString=Quick Saving
NoPauseMessage=Game is not pauseable
ViewingFrom=Now viewing from
OwnCamera=Now viewing from own camera

Log:
Log:
Log:
Log:
Log:

[DamageType]
DeathString=`o was killed by `k.
FemaleSuicide=`o killed herself.
MaleSuicide=`o killed himself.

Log:
Log:
Log:
Log:
Log:

[DmgType_Suicided]
DeathString=`o had an aneurysm.
FemaleSuicide=`o had an aneurysm.
MaleSuicide=`o had an aneurysm.

Log:
Log:
Log:
Log:

[GameInfo]
DefaultPlayerName=Player
GameName=Game

Log:
Log:
Log:
Log:
Log:
Log:

[HUD]
LoadingMessage=LOADING
SavingMessage=SAVING
ConnectingMessage=CONNECTING
PausedMessage=PAUSED

Log:
Log:

[Inventory]
PickupMessage=Snagged an item.

Log:
Log:
Log:
Log:

[LevelInfo]
Title=Untitled

Log:
Log:
Log:
Log:
Log:

[PlayerReplicationInfo]
StringDead=Dead
StringSpectating=Spectating
StringUnknown=Unknown

Log:
Log:
Log:

[TeamInfo]
TeamName=Team

Log:
Log:
Log:

[Weapon]
ItemName=Weapon

Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
me!!!
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[GameMessage]
SwitchLevelMessage=Switching Levels
LeftMessage= left the game.
FailedTeamMessage=Could not find team for player
FailedPlaceMessage=Could not find a starting spot
FailedSpawnMessage=Could not spawn player
EnteredMessage= entered the game.
MaxedOutMessage=Server is already at capacity.
ArbitrationMessage=The session has already started.
OvertimeMessage=Score tied at the end of regulation. Sudden Death Overti

Log:
Log:
Log:

[WaterVolume]
LocationName=under water

Log:
Log:
Log:
Log:
Log:

[DmgType_Telefragged]
DeathString=`o was telefragged by `k
FemaleSuicide=`o was telefragged by `k
MaleSuicide=`o was telefragged by `k

Log:
Log:
Log:
Log:

[DmgType_Fell]
DeathString=`k pushed `o over the edge.
FemaleSuicide=`o left a small crater
MaleSuicide=`o left a small crater

GlobalNameChange=changed name to
NewTeamMessage=is now on
NoNameChange=Name is already in use.
VoteStarted=started a vote.
VotePassed=Vote passed.
MustHaveStats=Must have stats enabled to join this server.
CantBeSpectator=Sorry, you cannot become a spectator at this time.
CantBePlayer=Sorry, you cannot become an active player at this time.
BecameSpectator=became a spectator.
NewPlayerMessage=A new player entered the game.
KickWarning=You are about to be kicked for idling!
NewSpecMessage=A spectator entered the game/
SpecEnteredMessage= joined as a spectator.

Log:
Log:
Log:
Log:
Log:
Log:
Log:

[FailedConnect]
FailMessage[0]=FAILED
FailMessage[1]=FAILED
FailMessage[2]=FAILED
FailMessage[3]=FAILED

TO
TO
TO
TO

JOIN
JOIN
JOIN
JOIN

GAME. NEED PASSWORD.


GAME. WRONG PASSWORD.
GAME. GAME HAS STARTED.
GAME.

Log:
[AccessControl]
Log:
IPBanned=Your IP address has been banned on this server.
Log:
WrongPassword=The password you entered is incorrect.
Log:
NeedPassword=You need to enter a password to join this game.
Log:
SessionBanned=Your IP address has been banned from the current game sess
ion.
Log:
KickedMsg=You have been forcibly removed from the game.
Log:
DefaultKickReason=None specified
Log:
IdleKickReason=Kicked for idling.
Log:
ACDisplayText[0]=Game Password
Log:
ACDisplayText[1]=Access Policies
Log:
ACDisplayText[2]=Admin Password
Log:
ACDescText[0]=If this password is set, players will have to enter it to
join this server.
Log:
ACDescText[1]=Specifies IP addresses or address ranges which have been b
anned.
Log:
ACDescText[2]=Password required to login with administrator privileges o
n this server.
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[ServerCommandlet]
HelpDescription=Network game server
HelpUsage=server map.unr[?game=gametype] [-option...] [parm=value]...
HelpWebLink=http://unreal.epicgames.com/servertips.htm
HelpParamNames[0]=Log
HelpParamDescriptions[0]=Specify the log file to generate
HelpParamNames[1]=AllAdmin
HelpParamDescriptions[1]=Give all players admin privelages

Log:
Log:
Log:

[UIEditBox]
InitialValue=Initial Editbox Value

Log:
Log:
Log:

[UIStyle]
StyleName=Default Style

Log:
Log:
Log:

[UIStyle_Text]
StyleName=Default Text Style

Log:
Log:
Log:

[UIStyle_Image]
StyleName=Default Image Style

Log:
Log:
Log:

[ConsoleTextStyle]
StyleName=Console Text Style

Log:

[ConsoleImageStyle]

Log:
Log:

StyleName=Console Border Style

Log:
Log:
Log:

[ConsoleStyle]
StyleName=Console Combo Style

Log:
Log:
Log:

[ConsoleBufferTextStyle]
StyleName=Console Buffer Text Style

Log:
Log:
Log:

[ConsoleBufferTextImageStyle]
StyleName=Console Buffer Background Style

Log:
Log:
Log:

[ConsoleBufferStyle]
StyleName=Console Buffer Combo Style

Log:
Log:
Log:

[CursorImageStyle]
StyleName=Cursor Style

Log:
Log:
Log:
ypress
Log:

[UIEvent_ProcessInput]
DisplayName=Process Input
Description=Executes actions in response to an input event, such as a ke
or mouse movement

Log:
[UIEvent_OnEnterState]
Log:
DisplayName=Enter State
Log:
Description=Activated whenever a widget enters a new menu state, such as
disabled or focused
Log:
Log:
[UIEvent_OnLeaveState]
Log:
DisplayName=Leave State
Log:
Description=Activated whenever a widget leaves a menu state, such as dis
abled or focused
Log:
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[UINumericEditBox]
IncrementButtonName=Increment Button
DecrementButtonName=Decrement Button

Log:
[SmokeTestCommandlet]
Log:
HelpDescription=This commandlet runs a series of tests to validate a bui
ld
Log:
HelpUsage=gamename.exe smoketest <SERVER | CHECK_NATIVE_CLASS_SIZES>
Log:
HelpWebLink=
Log:
HelpParamNames[0]=SERVER
Log:
HelpParamDescriptions[0]=Runs the game as a server for one tick to valid
ate startup and first frame code
Log:
HelpParamNames[1]=CHECK_NATIVE_CLASS_SIZES
Log:
HelpParamDescriptions[1]=Validates that all native classes match their s
cript classes in member layout
Log:
Log:

[ExampleGameMenu]

Log:
CancelButtonText=Return To Game
Log:
RespawnButtonText=Respawn Player
Log:
ReloadButtonText=Reload Map
Log:
InlineFontSampleText=These words are small... <Fonts:EngineFonts.LargeFo
nt>these words are big,<Fonts:/> and these words are back to normal.
Log:
InlineStyleSampleText=These words are normal... <Styles:ConsoleStyle>the
se words are green<Styles:/> and these words are normal too.
Log:
SplitscreenButtonText=Splitscreen Test Scene
Log:
Log:
[TestMenuStrings]
Log:
ButtonTestText=The button has been clicked <SceneData:ButtonClickCount>
times.
Log:
PlayerIndexText=The propagated PlayerIndex is: <SceneData:PlayerIndex>.
Log:
WrapStringTest=This is just some nonsense text that will be used for tes
ting various string auto-sizing features. This really long string is a great one
to use for testing the wrapping functionality of a UIString. In fact, there ar
e so many characters in this string that it is great for testing many different
features of a UIString.
Log:
Log:
[OnlineProfileSettings]
Log:
OwnerMappings[0]=(Name="None")
Log:
OwnerMappings[1]=(Name="Online Service Setting")
Log:
OwnerMappings[2]=(Name="Game Setting")
Log:
ProfileMappings[0]=(ValueMappings=((Name="Off"),(Name="On")))
Log:
ProfileMappings[1]=(ValueMappings=((Name="Off"),(Name="On")))
Log:
ProfileMappings[2]=(ValueMappings=((Name="No"),(Name="Yes")))
Log:
ProfileMappings[3]=(ValueMappings=((Name="Off"),(Name="On"),(Name="Both"
)))
Log:
ProfileMappings[5]=(ValueMappings=((Name="Normal"),(Name="Easy"),(Name="
Hard")))
Log:
ProfileMappings[6]=(ValueMappings=((Name="Medium"),(Name="Low"),(Name="H
igh")))
Log:
ProfileMappings[7]=(ValueMappings=((Name="None"),(Name="Black"),(Name="W
hite"),(Name="Yellow"),(Name="Orange"),(Name="Pink"),(Name="Red"),(Name="Purple"
),(Name="Blue"),(Name="Green"),(Name="Brown"),(Name="Silver")))
Log:
ProfileMappings[8]=(ValueMappings=((Name="None"),(Name="Black"),(Name="W
hite"),(Name="Yellow"),(Name="Orange"),(Name="Pink"),(Name="Red"),(Name="Purple"
),(Name="Blue"),(Name="Green"),(Name="Brown"),(Name="Silver")))
Log:
ProfileMappings[9]=(ValueMappings=((Name="Off"),(Name="On")))
Log:
ProfileMappings[10]=(ValueMappings=((Name="Off"),(Name="On")))
Log:
ProfileMappings[11]=(ValueMappings=((Name="Left Thumbstick"),(Name="Righ
t Thumbstick")))
Log:
ProfileMappings[12]=(ValueMappings=((Name="Auto"),(Name="Manual")))
Log:
ProfileMappings[13]=(ValueMappings=((Name="Behind"),(Name="Front"),(Name
="Inside")))
Log:
ProfileMappings[14]=(ValueMappings=((Name="Trigger"),(Name="Button")))
Log:
ProfileMappings[15]=(ValueMappings=((Name="Trigger"),(Name="Button")))
Log:
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Log:

[ViewportStatus]
RenderingFrozenE=Rendering frozen...
OcclusionChild=Occlusion Child

Log:
Log:
Log:
Log:

[UIDataProvider_OnlineFriendMessages]
SendingPlayerNameCol=Sender's Name
bIsFriendInviteCol=Friend Invitation
bWasAcceptedCol=Friend Was Accepted

Log:
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Log:

bWasDeniedCol=Friend Was Denied


MessageCol=Message

Log:
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Log:

[UIDataProvider_OnlineFriends]
NickNameCol=Name
PresenceInfoCol=Online Status
bIsOnlineCol=Is Online
bIsPlayingCol=Is Playing
bIsPlayingThisGameCol=Is Playing This Game
bIsJoinableCol=Is Joinable
bHasVoiceSupportCol=Has Voice Support
OfflineText=Offline
OnlineText=Online
AwayText=Away
BusyText=Busy

Log:
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Log:

[OnlineGameSettings]
NumPublicConnections.FriendlyName=Max Public Slots
NumPrivateConnections.FriendlyName=Max Private Slots
NumOpenPublicConnections.FriendlyName=Open Public Slots
NumOpenPrivateConnections.FriendlyName=Open Private Slots
bShouldAdvertise.FriendlyName=Advertise
bIsLanMatch.FriendlyName=Lan Match
bUsesStats.FriendlyName=Uses Stats
bAllowJoinInProgress.FriendlyName=Join In Progress Allowed
bAllowInvites.FriendlyName=Invites Allowed
bUsesPresence.FriendlyName=Presence Enabled
bAllowJoinViaPresence.FriendlyName=Join Via Presence Allowed
bUsesArbitration.FriendlyName=Arbitration
OwningPlayerName.FriendlyName=Server
PingInMs.FriendlyName=Ping
bIsDedicated.FriendlyName=Dedicated
bIsListPlay.FriendlyName=ListPlay
AverageSkillRating.FriendlyName=Skill Rating

Log:
Log:
Log:
Log:

[UIDataStore_OnlineStats]
PlayerNickData.PlayerNickColumnName=Player Nick
RankNameMetaData.RankColumnName=Rank

Log: FileName: ..\BmGame\Config\BmPlaylist.ini


Log: FileName: ..\BmGame\Localization\INT\GFxUI.INT
Log:
[ArmoredBatman]
Log:
01=Congratulations!!
Log:
02=Armored Batsuit unlocked for use in Challenge Mode
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[Benchmark]
Average=Average
Benchmark=Benchmark
BenchmarkResults=Benchmark Results (FPS)
FPS=FPS
Maximum=Maximum
Minimum=Minimum

Log:

[Bio]

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Attributes=Attributes
BaseOfOps=Base Of Operations
Close=Close
Eyes=Eyes
Facts=Facts
FirstAppear=First Appearance
Hair=Hair
Height=Height
Mystery=Mystery
Occupation=Occupation
PlayTape=Play Tape
ReadCipher=Decipher Chronicle
RealName=Real Name
Rotate=Rotate
SelectTape=Select Tape
StopCipher=Stop Reading
StopTape=Stop Tape
Story=Story
Tapes=Patient Interviews
Tapes2=Deciphered messages
Title=Character Bios
Unknown=Unknown
Unlocked=Character Bio Unlocked
View=View
ViewerUnlocked=Character Trophy Unlocked
Weight=Weight
Zoom=Zoom

Log:
[Challenge]
Log:
Predgoal_21=Round the bend
Log:
Predgoal_22=Smash landing
Log:
Predgoal_23=Hang time
Log:
Predgoal_24=Break your fall
Log:
Predgoal_25=Hit and run
Log:
Predgoal_26=Crash landing
Log:
Predgoal_27=Shock tactics
Log:
Predgoal_28=Watch your step
Log:
Predgoal_29=Pre-emptive Strike
Log:
Predgoal_3=Crowd control
Log:
Predgoal_30=Three Strikes
Log:
Predgoal_31=Bullet Proof
Log:
Predgoal_32=Last Man Standing
Log:
Predgoal_33=What Goes Up
Log:
Predgoal_34=Smash and Grab
Log:
Predgoal_4=Two for two
Log:
Predgoal_5=Three for three
Log:
Predgoal_6=Break through
Log:
Predgoal_7=Fall guy
Log:
Predgoal_8=Tug of war
Log:
Predgoal_9=Chain reaction
Log:
PredGoalDesc_0=Explode a weak wall into a henchman to knock him out.
Log:
PredGoalDesc_1=Knock down a henchman with a Batarang and then take him d
own.
Log:
PredGoalDesc_10=Kick 3 henchmen in one move using the Line Launcher.
Log:
PredGoalDesc_11=Knock down 3 henchmen with one Remote Control Batarang (
Upgrade required).
Log:
PredGoalDesc_12=Use the Sonic Shock Batarang to pacify a henchman (Upgra
de required).
Log:
PredGoalDesc_13=Use the Triple Batarang to knock down 3 henchmen with on

e throw (Upgrade required).


Log:
PredGoalDesc_14=Use the Line Launcher to kick a henchman off an edge and
knock him out.
Log:
PredGoalDesc_15=Jump out of a floor grate and take down a henchman.
Log:
PredGoalDesc_16=Using the Ultra Batclaw, pull the floor out from under a
henchman.
Log:
PredGoalDesc_17=Using the Ultra Batclaw, pull the floor out from under 2
henchmen.
Log:
PredGoalDesc_18=Using the Ultra Batclaw, pull the floor out from under 3
henchmen.
Log:
PredGoalDesc_19=Sneak up behind a henchman and perform a Silent Takedown
.
Log:
PredGoalDesc_2=Glide kick a henchman and then knock him out on the groun
d.
Log:
PredGoalDesc_20=While hanging from a ledge, grab a henchman and pull him
off the ledge.
Log:
PredGoalDesc_21=Use Corner Cover to hide and then take down an approachi
ng henchman.
Log:
PredGoalDesc_22=Smash through a glass ceiling onto a henchman below to t
ake him down.
Log:
PredGoalDesc_23=Perform an Inverted Takedown from a vantage point (Upgra
de required).
Log:
PredGoalDesc_24=Drop down on top of a henchman and then knock him out on
the ground.
Log:
ArmouredBatman=Batman (Armored)
Log:
Batman=Batman
Log:
ByFriends=Friends Only
Log:
ByRank=Top 100
Log:
C1_Desc0=4000
Log:
C1_Desc1=8000
Log:
C1_Desc2=15000
Log:
C1_Title=Maximum Punishment
Log:
C10_Desc0=10000
Log:
C10_Desc1=20000
Log:
C10_Desc2=30000
Log:
C10_Title=Intensive Treatment (Extreme)
Log:
C11_Desc0=19
Log:
C11_Desc1=0
Log:
C11_Desc2=1
Log:
C11_Title=Silent Knight
Log:
C12_Desc0=5
Log:
C12_Desc1=6
Log:
C12_Desc2=2
Log:
C12_Title=Silent Knight (Extreme)
Log:
C13_Desc0=6000
Log:
C13_Desc1=12000
Log:
C13_Desc2=18000
Log:
C13_Title=Sewer Bat
Log:
C14_Desc0=10000
Log:
C14_Desc1=30000
Log:
C14_Desc2=50000
Log:
C14_Title=Sewer Bat (Extreme)
Log:
C15_Desc0=7
Log:
C15_Desc1=20
Log:
C15_Desc2=21
Log:
C15_Title=Record Breaker
Log:
C16_Desc0=9
Log:
C16_Desc1=11
Log:
C16_Desc2=12
Log:
C16_Title=Record Breaker (Extreme)

Log:
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C17_Desc0=10000
C17_Desc1=20000
C17_Desc2=30000
C17_Title=Shock and Awe
C18_Desc0=10000
C18_Desc1=20000
C18_Desc2=30000
C18_Title=Shock and Awe (Extreme)
C19_Desc0=22
C19_Desc1=23
C19_Desc2=24
C19_Title=Survival Tactics
C2_Title=Paging Dr. Joker
C20_Desc0=13
C20_Desc1=14
C20_Desc2=25
C20_Title=Survival Tactics (Extreme)
C21_Desc0=10000
C21_Desc1=20000
C21_Desc2=30000
C21_Title=Rumble in the Jungle
C22_Desc0=30000
C22_Desc1=40000
C22_Desc2=50000
C22_Title=Rumble in the Jungle (Extreme)
C23_Desc0=28
C23_Desc1=3
C23_Desc2=15
C23_Title=Invisible Predator
C24_Desc0=17
C24_Desc1=27
C24_Desc2=8
C24_Title=Invisible Predator (Extreme)
C3_Desc0=4000
C3_Desc1=8000
C3_Desc2=15000
C3_Title=Gutter Tactics
C30_Desc0=How long can you survive in Scarecrow's world?
C30_Desc1=
C30_Desc2=
C30_Title=Scarecrow Nightmare
C4_Title=Administered Pain
C5_Desc0=4000
C5_Desc1=8000
C5_Desc2=15000
C5_Title=Caged Fighter
C6_Title=Hell's Hacienda
C7_Desc0=4000
C7_Desc1=8000
C7_Desc2=15000
C7_Title=Giggles in the Gardens
C8_Title=Cavern of Love
C9_Desc0=6000
C9_Desc1=12000
C9_Desc2=18000
C9_Title=Intensive Treatment
ChallengeBonus=Perfect Knight Bonus
ChangeCharacter=Change Character
ChooseWeapon=Choose your character...
Close=Back

Log:
Comingsoon=COMING SOON!
Log:
CurrentRankings=Current Rankings
Log:
DarkKnightBonus=Dark Knight Bonus
Log:
Downloadable_Desc=Downloadable Content, which is not yet available.
Log:
Downloadable_Title=Downloadable
Log:
EndlessBonus=Flawless Freeflow Bonus
Log:
FindMe=My Rank
Log:
Joker=Joker
Log:
Joker_ChallengeBonus=Last Laugh Bonus
Log:
Joker_DarkKnightBonus=Who's Smiling Now? Bonus
Log:
Joker_EndlessBonus=Flawless Freeflow Bonus
Log:
Joker_VariationBonus=Variation Bonus
Log:
JokerCombat=Take down the Arkham guards while scoring as many points as
possible.
Log:
JokerPredator=Defeat the Arkham guards as quickly as possible.
Log:
Leaderboard=Leaderboard
Log:
LeaderboardEmpty=This Leaderboard is currently empty.
Log:
LeaderboardNoRanking=You have not recorded a result on this Leaderboard
yet.
Log:
LeaderboardTitleFriends=Leaderboard - Friends Only
Log:
LeaderboardTitleMe=Leaderboard - My Rank
Log:
LeaderboardTitleRanked=Leaderboard - Top 100
Log:
Locked_Desc=This Challenge is currently locked.
Log:
Locked_Title=Locked
Log:
LockedCharacter=Unavailable
Log:
MedEasyPred=Medical Predator
Log:
MedHardPred=Medical Predator (Extreme)
Log:
New=NEW!
Log:
NewHighScore=NEW HIGH SCORE!
Log:
NewLeaderboardScore=NEW PERSONAL BEST!
Log:
Next=Next
Log:
PredatorComplete=CHALLENGE COMPLETE
Log:
Predgoal_0=Blast zone
Log:
Predgoal_1=Mind your head
Log:
Predgoal_10=Domino effect
Log:
Predgoal_11=Three in a row
Log:
Predgoal_12=Sonic boom
Log:
Predgoal_13=The magic number
Log:
Predgoal_14=Kick off
Log:
Predgoal_15=Grate moves
Log:
Predgoal_16=Come on down
Log:
Predgoal_17=Two for the price of one
Log:
Predgoal_18=Three fall
Log:
Predgoal_19=Silence is golden
Log:
Predgoal_2=Aerial assault
Log:
Predgoal_20=Over the ledge
Log:
PredGoalDesc_25=Punch an armed henchman.
Log:
PredGoalDesc_26=Use the Ultra Batclaw to pull a wall down on a henchman.
Log:
PredGoalDesc_27=Appear out of nowhere to surprise a terrified henchman.
Log:
PredGoalDesc_28=Spray the Explosive Gel on the floor to stun a patrollin
g henchman (Auto Proximity Detonation required).
Log:
PredGoalDesc_29=Take down the high security henchman (in red) first.
Log:
PredGoalDesc_3=Take down 3 henchmen at once with one wall using Explosiv
e Gel.
Log:
PredGoalDesc_30=Punch any three different armed henchmen.
Log:
PredGoalDesc_31=Take down all of the henchmen without taking damage.
Log:
PredGoalDesc_32=Take down the high security henchman (in red) last.
Log:
PredGoalDesc_33=When a henchman climbs to the top of a ladder, send him
flying back down.
Log:
PredGoalDesc_34=Perform an Inverted Takedown from a vantage point throug

h the glass ceiling (Upgrade required).


Log:
PredGoalDesc_4=Take down 2 henchmen with 2 different walls at once using
Explosive Gel.
Log:
PredGoalDesc_5=Take down 3 henchmen with 3 different walls at once using
Explosive Gel.
Log:
PredGoalDesc_6=Line Launch through a window into a henchman on the other
side.
Log:
PredGoalDesc_7=Batclaw a henchman and pull him off a walkway to take him
down.
Log:
PredGoalDesc_8=Use the Ultra Batclaw to pull 3 henchmen off a walkway at
once, taking them all out.
Log:
PredGoalDesc_9=Kick 2 henchmen in one move using the Line Launcher.
Log:
PredObj=Take down all escaped henchmen as quickly as possible.
Log:
PredObj_Hard=Take down all escaped henchmen as quickly as possible witho
ut taking damage.
Log:
PredObj_Joker=Take down all the Arkham guards to escape the asylum.
Log:
Previous=Previous
Log:
Score=Score
Log:
Select=Select
Log:
ShowGamerCard=Gamer Card
Log:
Start=Start
Log:
Stats=Status
Log:
TotalTime=Time Taken
Log:
Unlocked=Challenge Unlocked
Log:
VariationBonus=Variation Bonus
Log:
View=View
Log:
Wave=ROUND
Log:
WaveCompleted=ROUND COMPLETE
Log:
WavesAllCompleted=ALL ROUNDS COMPLETE
Log:
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Log:

[CombatFlow]
Complete=Challenge Complete
Failed=Challenge Failed
HealthChallenge=Perfect Knight Bonus
HealthWave=Dark Knight Bonus
Total=Total Score
Wave1=Round 1
Wave2=Round 2
Wave3=Round 3
Wave4=Round 4
WaveComplete=Round Complete

Log:
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Log:

[CombatMoves]
Batarang=Combo Batarang
Batclaw=Batclaw Strike
Counter=Counter
Evade=Evade
GroundTakedown=Ground Pound
JokerGun=Boooooom!
PowerStrike=Power Strike
Redirect=Redirect
Strike=Strike
Stun=Stun
Takedown=Takedown
Throw=Throw
ThrowKnockdown=Knock Down
ThrowRingOut=Ring Out
VenomFinish=Titan Takedown

Log:
Log:
Log:

VenomRide=Rodeo Strike
VenomStrike=Collateral Damage

Log:
[Controller]
Log:
AimBatarang=Aim Gadget
/ Tap to Quick Throw Batarang
Log:
AimBatarangJ=Aim Gadget / Quick Fire Gun
Log:
CapeStun=Cape Stun
Log:
CapeStunJ=Stun
Log:
CentreCam=Center Camera
Log:
Counter=Counter
Log:
Crouch=Crouch / Use Gadget
/ Double Tap to Quick Fire Batclaw
Log:
CrouchJ=Crouch / Use Gadget
Log:
CrouchPS3=Crouch / Double Tap to Quick Fire Batclaw
Log:
CrouchPS3J=Crouch
Log:
DetectiveMode=Detective Mode / Hold to Scan
Log:
GadgetSelect=Select Gadget
Log:
Grapple=Grapple
Log:
GrapplePS3=Grapple / Use Gadget
Log:
LookAround=Look around
Log:
Map=WayneTech
Log:
MapJ=Predator Challenges
Log:
Move=Move
Log:
Pause=Pause
Log:
Run=Run / Double Tap to Dodge
Log:
Strike=Strike
Log:
ThrowBatarang=Throw Batarang
Log:
UseGadget=Use Gadget
Log:
ZoomCam=Zoom
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Log:

[Frontend]
CorruptSave=CORRUPT SAVE!
Menu_Options=OPTIONS
Menu_Start=PRESS START
SaveGame1=SAVED GAME 1
SaveGame2=SAVED GAME 2
SaveGame3=SAVED GAME 3
SaveGame4=SAVED GAME 4
SaveGameSelect=SAVED GAME SELECT
StartNewGame=START NEW GAME

Log:
[Gadgets]
Log:
Batarang_Title_1=Batarang
Log:
BatClaw_Desc_1=This Grapnel attachment can be used to grab and pull obje
cts from a distance.
Log:
BatClaw_Stats_1=The Batclaw can also attach to enemies.
Log:
BatClaw_Title_1=Batclaw
Log:
ContinuePrompt=Continue
Log:
ControlBatarang_Desc_1=Batarang that can be steered in flight
Log:
ControlBatarang_Stats_1=
Log:
ControlBatarang_Title_1=Remote Control Batarang
Log:
ExplosiveGel_Desc_1=Can be used to destroy structural weaknesses around
Arkham.
Log:
ExplosiveGel_Stats_1=Warning: Explosions may harm bystanders.
Log:
ExplosiveGel_Title_1=Explosive Gel
Log:
JokerGun_Title_1=Gun

Log:
JokerSpecs_Title_1=Specs
Log:
JokerTeeth_Title_1=Teeth
Log:
LineLauncher_Desc_1=Allows rapid movement between two horizontal points.
Log:
LineLauncher_Stats_1=Range: 100m
Rate of travel: 13.3m/sec
Line Strength: 600kg
Log:
LineLauncher_Title_1=Line Launcher
Log:
MultiBatarang_Desc_1=Throw several Batarangs at once.
Log:
MultiBatarang_Stats_1=
Log:
MultiBatarang_Title_1=Multi-Batarang
Log:
Resonator_Desc_1=Uses ultrasound frequencies to bypass security systems.
Log:
Resonator_Stats_1=Security protocols are broken using a 512-bit decrypti
on key.
Log:
Resonator_Title_1=Cryptographic Sequencer
Log:
SonicBatarang_Desc_1=Create a sound to attract enemies
Log:
SonicBatarang_Stats_1=Upgrade to detonate
Log:
SonicBatarang_Title_1=Sonic Batarang
Log:
Statistics=STATISTICS:
Log:
UltraBatClaw_Desc_1=Upgraded Batclaw attachment. Fires up to three hooks
at one time.
Log:
UltraBatClaw_Stats_1=Additional leverage allows structural weaknesses to
be pulled down remotely.
Log:
UltraBatClaw_Title_1=Ultra Batclaw
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[Global]
BareHands=Bare Hands
Dagger=Dagger
G36c=G36c Rifle
Metal Pipe=Metal Pipe
New=NEW
Scanning_Enabled=Scanning is Enabled
Shock Baton=Shock Baton
Shotgun=Shotgun

Log:
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Log:

[HUD]
Critical=Critical Strike
LevelUp=UPGRADE
XP=XP
XP_Combo_Bonus=MAX COMBO BONUS
XP_Variation_Bonus=VARIATION BONUS

Log:
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Log:

[Investigate]
bpm=bpm
Chromato=Chromato
Crazy=Condition: Crazed
Critical=Condition: Terrified
Fine=Condition: Calm
HostilesArmed=Armed
HostilesDetected=Hostiles Detected
HostilesUnArmed=Unarmed
HostileTakenDown=Hostile taken down
Unconcious=Condition: Unconscious
Undead=Condition: Undead
Wounded=Condition: Nervous

Log:

[Map]

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Admin=Arkham Mansion
Arkham=Arkham
Batmobile=Batmobile
Cave=Caves
Cell=Penitentiary
CH2_ScanCrimeScene=Head to this location, and see what you can find.
Close=Close
CrocsLair=Croc's Lair
DeadmansPoint=Deadman's Point
East=East
ExitToOverworld=Exit
Garden=Botanical Gardens
HideRiddler=Hide ?
MapObj_InSubMap=There is something to do at this location!
MapRoomUnavailable=
MapUnavailable=MAP NOT AVAILABLE
Max=Intensive Treatment
Medical=Medical Facility
North=North
Objectives=OBJECTIVES
Overworld=Arkham Island
OverworldEast=Arkham Island, East
OverworldNorth=Arkham Island, North
OverworldWest=Arkham Island, West
Pan=Pan
ShowAll=Show all
ShowBatman=Show Batman
ShowRiddler=Show ?
Title=Map & Objectives
View=View
Visitor=Visitor Center
West=West
Zoom=Zoom
ZoomIn=Zoom in
ZoomOut=Zoom out

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[Months]
1=January
10=October
11=November
12=December
2=Feburary
3=March
4=April
5=May
6=June
7=July
8=August
9=September

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[Objectives]
NewObjective=NEW OBJECTIVE
NewPrimaryObjective=NEW PRIMARY OBJECTIVE
ObjectiveComplete=OBJECTIVE COMPLETE
PrimaryObjectiveComplete=PRIMARY OBJECTIVE COMPLETE

Log:

[Riddler]

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ChallengeSolved=Riddler Challenge Complete


CipherFound=Chronicle of Arkham scanned
CipherReFound=Chronicle of Arkham already scanned
EnvAnalysis=Environment Analysis
EnvNothing=No Subject Detected
EnvObscured=Subject Obscured
EnvOutOfView=Subject Out Of View
EnvTooSmall=Subject Too Small
Found=FOUND
JokerTeethDestroyed10=Destroyed 10 Joker Teeth
JokerTeethDestroyed20=Destroyed 20 Joker Teeth
JokerTeethDestroyed5=Destroyed 5 Joker Teeth
KeyIcon=Unlocks a reward
MapFound=Riddler Map Found
MapFound2=Secrets Revealed On Map
PickupFound=Riddler Trophy Found
ProjectAlign=Solution not aligned
ProjectPartial=Solution partially detected
RiddleReSolved=Riddle Already Solved
RiddleSolved=Riddle Solved
TapeFound=Patient Interview Found
TeethDestroyed=Teeth Destroyed:
Title=Riddler's Challenge
TitleCipher=Chronicle of Arkham
TitleJokerTeeth=Joker Teeth
TitleMap=Mystery
TitlePickup=Riddler Trophy
TitleRiddle=Riddle
TitleTape=Patient Interview Tape
ToScan=Hold - Scan in the solution to the riddle
TotalComplete=Total Complete

Log:
[Scanner]
Log:
Aborted=Aborted
Log:
AtomAlcohol=Alcohol:
Log:
AtomLogPrintHarley=Assumed Fingerprint of Harley Quinn.
Log:
AtomLogPrintYoung=Assumed Fingerprint of Dr. Young.
Log:
AtomLogQuincy=Assumed DNA of Quincy Sharp.
Log:
AtomLogTobacco=Tobacco:
Log:
AtomLogWhiskey=Whiskey:
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AtomNicotine=Nicotine:
Log:
AtomPrintHarlequin=Fingerprint: Harley Quinn Match 100%.
Log:
AtomPrintYoung=Fingerprint: Dr. Young Match 100%.
Log:
AtomQuincy=DNA Result: Quincy Sharp Match 100%.
Log:
AtomTobacco=Tobacco:
Log:
AtomWhiskey=Whiskey:
Log:
Completed=Completed
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Detected=Detected
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Evidence=Evidence
Log:
IvyPheromone=Naturally produced chemicals that affect members of the sam
e species. Ivy's can affect the will of any male she meets.
Log:
Mode_Blood=DNA Trace ID
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Mode_FingerPrint=Fingerprint tracking
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Mode_FootPrint=Footprint tracking
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Mode_Investigate=Detective Mode
Log:
Mode_Scanner=Evidence scanner
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Mode_Tobacco=Tobacco tracking
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Mode_Vapour=Vapor tracking
Log:
> %d Unarmed.
Armed.
NPCCount=%d Hostiles Detected.

Log:
ResultsPrintsHarley=Deoxyribonucleic acid (DNA) is a nucleic acid that c
ontains the genetic instructions
The main role of DNA molecules is the long-term storage of information.
The code is read by copying stretches of DNA into the related nucleic acid RNA,
in a process called transcription.
DNA is organized into structures called chromosomes.
Process called DNA replication.
DNA is a long polymer made from repeating units called nucleotides. The DNA cha
in is 22 to 26 ngstrms wide (2.2 to 2.6 nanometer) and one nucleotide unit is 3.3
(0.33 nm) long
DNA polymers can be enormous molecules containing millions of nucleotides.
Chromosome number 1, is approximately 220 million base pairs long. In living or
ganisms, DNA does not usually exist as a single molecule base linked to a sugar
is called a nucleoside
multiple nucleotides are linked together in DNA
Log:
ResultsPrintsYoung=Deoxyribonucleic acid (DNA) is a nucleic acid that co
ntains the genetic instructions
The main role of DNA molecules is the long-term storage of information.
The code is read by copying stretches of DNA into the related nucleic acid RNA,
in a process called transcription.
DNA is organized into structures called chromosomes.
Process called DNA replication.
DNA is a long polymer made from repeating units called nucleotides. The DNA cha
in is 22 to 26 ngstrms wide (2.2 to 2.6 nanometer) and one nucleotide unit is 3.3
(0.33 nm) long
DNA polymers can be enormous molecules containing millions of nucleotides.
Chromosome number 1, is approximately 220 million base pairs long. In living or
ganisms, DNA does not usually exist as a single molecule base linked to a sugar
is called a nucleoside
multiple nucleotides are linked together in DNA
Log:
ResultsQuincy=This is blood, gore, other bloody stuff. Mayhaps a bloody
mary. Or just mary without blood. In any even this is surely without mistake Blo
od.
Log:
ResultsTobacco=Nicotine is an alkaloid -Solanaceae. -Tobacco and coca. N
icotine constitute 0.6-3.0%. Biosynthesis in roots -Function antiherbivore chemi
cal. Potent neurotoxin. Nicotine derivatives- imidacloprid. Nicotine is hygrosco
pic. Nitrogenous base nicotine forms salts with acids. Nicotine easily penetrate
s the skin. Nicotine is metabolized in the liver by cytochrome:P450 enzymes. PCY
P2A6, CYP2B6. Metabolite = Cotinine. Tobacco smoking. Mol.mass 162.26 g/mole Den
sity 1.01 g/cm3 Melt Point -79*C (-110*F) Boiling Point 247*C (477*F)
Log:
ResultsWhiskey=Chemical composition confirmed. Mixture based on a liquid
suspension. Containing 1.034 parts CORN 22.966 parts BARLEY 6 parts RYE. Compou
nd suspended in H2O with trace elements of OAK. Suspension alcohol rating: 86% p
roof American. Chemical breakdown confirmed Whiskey / Bourbon. Analysis suggests
match for ROCKHILL BOURBON. Available at 13 stores in Gotham
Log:
Scanning=Scanning
Log:

Log:
[UI]
Log:
Time=Time:
Log:
TimePlayed=Time Played:
Log:
TotalComplete=Completed
Log:
TotalScore=TOTAL
Log:
UnlockedChallenges=Unlocked Challenges:
Log:
UnlockedCharBios=Unlocked Character Bios:
Log:
UnlockedCharBios=Character Bios:
Log:
Upgrades=Upgrades
Log:
Vibration=VIBRATION
Log:
ViewBio=View Character Bio
Log:
ViewMap=Location added to map
Log:
ViewUpgrade=View Upgrades
Log:
VolumeDialogue=DIALOGUE VOLUME
Log:
VolumeMusic=MUSIC VOLUME
Log:
VolumeSFX=SFX VOLUME
Log:
Vsync=V-Sync
Log:
Yes=YES
Log:
ACCEPT=Accept
Log:
Actions=Actions
Log:
ADJUST=Adjust
Log:
ArmouredBatmanUnlocked=Congratulations! You have unlocked the Armored Ba
tsuit for use in the Challenge Mode.
Log:
Autoflow=AUTO COUNTERS
Log:
AutoFlowOff=Counters must be performed manually with the counter button.
Log:
AutoFlowOn=Counters are performed automatically on the strike button.
Log:
BiosUnlocked=Character Bios
Log:
Blank=
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CameraAssist=Camera Assist
Log:
CameraAssistHelpText=Camera will track Batman's movement direction autom
atically when walking or crouching.
Log:
CANCEL=Back
Log:
ChallengeDied=CHALLENGE FAILED
Log:
ChallengeExit=Exit the Challenge?
Log:
ChallengeMode=CHALLENGE MODE
Log:
ChallengeRetry=Retry Challenge?
Log:
Challenges=Challenges
Log:
CharacterBio=CHARACTER BIOS
Log:
CharacterViewer=Character Trophies
Log:
ChooseDifficulty=CHOOSE DIFFICULTY
Log:
Close=Close
Log:
CompletedChallenges=Completed Challenges:
Log:
ConfirmDelete=Are you sure you wish to delete this Save Game?
Log:
Continue=Continue
Log:
ControlConfig=Controller Configuration
Log:
Controls=View Controls
Log:
ControlType=Control Type
Log:
Credits=Credits
Log:
Cycle=Cycle
Log:
DateString=%2d/%2d/%2d
Log:
Defaults=Restore Defaults
Log:
Delete=Delete
Log:
DemoChallenge=DEMO CHALLENGE
Log:
DLCChallengeMode=Downloadable Content
Log:
DLCChallengeModeExtra=Extra Content
Log:
DLCMsgArmouredBatman=The Armored Batsuit is available to use in 'Challen
ge Mode' once you have unlocked Challenges by playing the Story Mode.
Log:
DLCMsgJoker=Joker is available to play in 'Challenge Mode' once you have
unlocked Challenges by playing the Story Mode.
Log:
Easy=EASY

Log:
Exit=EXIT TO DESKTOP
Log:
ExitFromPause=All unsaved progress will be lost. Are you sure you want t
o quit the current game?
Log:
ExitGame=Are you sure you wish to exit?
Log:
FreeFlowCombat=Freeflow Combat
Log:
GameOver=MISSION FAILED
Log:
Gamepad=Xbox 360 Controller for Windows
Log:
Gamma=BRIGHTNESS
Log:
GammaHelpText=The darkened Batman logo on the picture above should only
just be visible.
Log:
Hard=HARD
Log:
HardDifficultyWarning=Enemies are tougher and have better awareness of B
atman's hiding places.
There is no attack indicator to assist in combat.
This should only be attempted by players who are experts at Batman: Arkham Asylu
m, or the very brave!
Log:
InfoCastDefault=Welcome to Batman: Arkham Asylum. Greetings from the Inf
ocast messaging system. Not currently able to connect to server...
Log:
InvertGlide=INVERT FLIGHT
Log:
InvertLook=INVERT LOOK
Log:
InvertRot=INVERT ROTATION
Log:
KeepOptionChanges=Do you want to keep the changed Options?
Log:
Keyboard=Keyboard
Log:
KeyboardAlt=Keyboard Alt.
Log:
MainMenu=MAIN MENU
Log:
Map=MAP
Log:
Mode0=Type-A
Log:
Mode1=Type-B
Log:
Mode2=Type-C
Log:
Move=Move
Log:
Movement=Movement
Log:
New=NEW
Log:
NewGame=NEW GAME
Log:
NextLoc=Next Location
Log:
No=NO
Log:
NoController=Please reconnect the controller.
Log:
Normal=NORMAL
Log:
Off=OFF
Log:
On=ON
Log:
Options=OPTIONS
Log:
OptionsAudio=AUDIO OPTIONS
Log:
OptionsGame=GAME OPTIONS
Log:
PadOnly=This option only applies to Gamepads.
Log:
Page=SECTION
Log:
Paused=PAUSED
Log:
Play=Play
Log:
PredatorGoals=PREDATOR MEDAL CHALLENGES
Log:
PressStart=PRESS START
Log:
PrevLoc=Previous Location
Log:
ProfileSelect=PROFILE SELECT
Log:
ProfileStats=PROFILE STATISTICS
Log:
Quit=QUIT
Log:
Rank=RANK
Log:
Rank=Rank
Log:
Render3D=3D Display
Log:
Restart=Restart from Checkpoint
Log:
RestartChallenge=Restart Challenge
Log:
RestartYN=All unsaved progress will be lost. Are you sure you want to re

start from the last checkpoint?


Log:
Resume=RESUME
Log:
Retry=RETRY
Log:
Retry2=Replay Challenge
Log:
RetryChallenge=Retry from the beginning?
Log:
Riddler=Riddles
Log:
SavePending=Please wait a moment while game data is saved.
Log:
Score=Score:
Log:
Secrets=Secrets:
Log:
Secrets=Secrets:
Log:
Select=Select
Log:
Show=Show
Log:
SignedIn=Signed In:
Log:
SixAxis=Motion sensor function
Log:
Skip=Skip
Log:
StoryMode=CONTINUE STORY
Log:
Subtitles=SUBTITLES
Log:
SubtitlesLow=Subtitles
Log:
SubtitleStr0=Subtitles: Off
Log:
SubtitleStr1=Subtitles: On
Log:
TextLabelGOTY=GAME OF THE YEAR
Log:
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on
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Log:

[UI_MiscMovies]
BatMobileAttackWarning=WARNING: BATMOBILE SENSOR ALERT
HQFilterbody=Exclude matches not containing chlorophyll
HQFiltermain=Modifying fingerprint filter
RiddlerLOC=Riddler broadcast location identified
RiddlerLOCBody=Apt 1511, 225 O'Neil Avenue, Old Gotham
Riddlertrace=Tracing broadcast location
RiddlertraceBody=Signal encrypted with 512-bit cipher
Riddlerupload=Uploading location to Gotham City PD
RiddlerUploadBody=Apt 1511, 225 O'Neil Avenue, Old Gotham
YoungFilterbody=Exclude matches older than 60 minutes based on degradati
YoungFiltermain=Modifying fingerprint filter

Log:
[Upgrade]
Log:
AnytimeTd=Special Combo Takedown
Log:
AnytimeTdDesc=Allows Batman to perform an unblockable instant Takedown a
fter achieving a combo score of x8. Batman can continue to chain attacks after a
Special Combo move.
Log:
AVAILABLE=Upgrade Available
Log:
BatarangSteer=Remote Control Batarang
Log:
BatarangSteerDesc=Special Batarang that can be directly controlled by Ba
tman after being released. Once thrown, requires a short recharge period before
it can be used again.
Log:
BatarangStunTime=Batarang Power
Log:
BatarangStunTimeDesc=Upgrades the standard Batarang power, increasing th
e time an assailant stays down when hit.
Log:
BatarangTarget2=Twin Batarang
Log:
BatarangTarget2Desc=Allows two targets to be taken out simultaneously. O
nce thrown, requires a short period of time before it can be used again. Also up
grades Combo Batarang.
Log:
BatarangTarget3=Triple Batarang
Log:
BatarangTarget3Desc=Allows three targets to be taken out simultaneously.
Once thrown, requires a short period of time before it can be used again. Also
upgrades Combo Batarang.
Log:
CombatThrow=Special Combo Throw

Log:
CombatThrowDesc=Allows Batman to perform an unblockable grab and throw a
fter achieving a combo score of x8. Can be directed to inflict damage on multipl
e targets. Batman can continue to chain attacks after a Special Combo move.
Log:
ComboBatarang=Combo Batarang
Log:
ComboBatarangDesc=Powers up the Batarang during combos so that it can be
used to knock down thugs.
Log:
ComboBoost=Special Combo Boost
Log:
ComboBoostDesc=Allows Special Combo Moves to be executed after achieving
a combo score of x5 instead of x8.
Log:
ControlDetails=CONTROLS
Log:
CurrentXP=Current XP
Log:
DoublePowerCombo=Critical Combo Strikes
Log:
DoublePowerComboDesc=Doubles the power of normal combo strikes when stri
kes are timed perfectly. Increases combo score by x2 for each strike, allowing f
or quicker activation of Special Combo Moves.
Log:
ExplodeSolo=Multiple Frequency Detonator
Log:
ExplodeSoloDesc=Allows selective detonation of Explosive Gel. Useful for
advanced Takedown tactics.
Log:
FloorGrateTd=Grate Attack
Log:
FloorGrateTdDesc=Attack an assailant from a floor grate.
Log:
HangAttackTd=Inverted Takedown
Log:
HangAttackTdDesc=Allows Batman to swoop down and grab assailants as they
pass under gargoyles and leave them strung up underneath.
Log:
Health1=Armor Upgrade V1
Log:
Health1Desc=Military grade spun para-aramid fibers molded into the Batsu
it chest piece provide greater protection from attack.
Log:
Health2=Armor Upgrade V2
Log:
Health2Desc=Super lightweight nano-engineered polymer plating incorporat
ed into the Batsuit creates a more resilient outer shell.
Log:
Health3=Armor Upgrade V3
Log:
Health3Desc=Ultra strong micro plating developed by WayneTech, layered b
etween the regular armor and the undersuit.
Log:
Health4=Armor Upgrade V4
Log:
Health4Desc=Batsuit soaked in top secret prototype formula, developed by
Lucius Fox at WayneTech. Durability is massively increased without additional w
eight while retaining full movement and flexibility.
Log:
Level=Level
Log:
Locked=Not Available.
Log:
LockedDesc=This item is not yet available.
Log:
Points=Upgrades Available:
Log:
PromptAim=Aim
Log:
PromptAnytime=Takedown
Log:
PromptCancel=Cancel
Log:
PromptClose=Close
Log:
PromptContinue=Continue
Log:
PromptDetonate=Detonate
Log:
PromptDetonteCharge=Detonate specific charge
Log:
PromptDirection=Choose direction to throw
Log:
PromptDoublePower=Press the strike button once immediately after the con
tact point of a previous combo blow to unleash a critical combo strike.
Log:
PromptHang=Hang from gargoyle
Log:
PromptHangAttack=Inverted Takedown
Log:
PromptMove=Move
Log:
PromptSelect=Choose
Log:
PromptSelectGadget=Select Gadget
Log:
PromptSteer=Steer
Log:
PromptThrow=Throw
Log:
PromptUnlock=Unlock
Log:
PromptUpgrade=Upgrade
Log:
PromptView=View

Log:
PromptZoom=Zoom in on charge to be detonated
Log:
ProximityMine=Auto Proximity Detonation
Log:
ProximityMineDesc=Upgrades the Explosive Gel to automatically detonate i
f nearby threat detected. Temporarily incapacitates targets.
Log:
RailDrag=Ledge Attack
Log:
RailDragDesc=Pull assailants from walkways and ledges while hanging belo
w them.
Log:
ResonatorEasy=Cryptographic Power Amplifier
Log:
ResonatorEasyDesc=Increases the power of the Cryptographic Sequencer, al
lowing easier deciphering of security systems.
Log:
ResonatorRange=Cryptographic Range Amplifier
Log:
ResonatorRangeDesc=Increases effective range of the Cryptographic Sequen
cer, allowing Batman to override out of reach Control Points and open up access
to areas that would otherwise be inaccessible.
Log:
Secret=Mystery Item.
Log:
SecretDesc=You'll get a surprise when you unlock this item.
Log:
SelectOneItem=Select item to unlock.
Log:
SonicBatarang=Sonic Batarang
Log:
SonicBatarangDesc=Tuned to resonate at the exact frequency of the neares
t Arkham suicide collar, attracting that henchman. Useful for luring a target in
to a trap or away from an area of importance. Once thrown, requires a short rech
arge period before it can be used again.
Log:
SonicBatarangExp=Sonic Shock Batarang
Log:
SonicBatarangExpDesc=Upgrade to the Sonic Batarang. Allows this to be de
tonated once thrown to overload the suicide collar of a nearby henchman, incapac
itating him. However, the residual interference will stop any further Sonic Bata
rangs from being effective in this location.
Log:
StunDesc=Useful to distract an assailant when other attacks fail.
Log:
StunTitle=Stun Attack
Log:
Target4=Four Batarangs
Log:
Target4Desc=Throw Batarangs at four targets at once.
Log:
Title=WAYNETECH
Log:
UNLOCK_title=Congratulations!
Log:
UNLOCK1=You have unlocked a WayneTech upgrade.
Log:
UNLOCK2=Fill the XP meter to upgrade the Batsuit and gain enhanced skill
s.
Log:
UNLOCK3=Select your upgrade from the WayneTech selection screen.
Log:
UPG=UPGRADED
Log:
WayneTech=WayneTech Systems
Log:
Log: FileName: ..\BmGame\Config\BmCamera.ini
Log:
[BmGame.R3rdPersonCamera]
Log:
EnableCameraAssist=True
Log:
Log:
Log:
Log:

[IniVersion]
0=1382050120.000000

Log: FileName: ..\Engine\Localization\INT\Editor.INT


Log:
[AnalyzeCookedContentCommandlet]
Log:
HelpDescription=Displays statistics about cooked packages, such as the t
otal disk space used by each type of asset or assets which are duplicated in mul
tiple packages.
Log:
HelpUsage=gamename.exe AnalyzeCookedContent
Log:
Log:
Log:

[AnalyzeCookedPackagesCommandlet]
HelpDescription=@todo

Log:
Log:

HelpUsage=gamename.exe AnalyzeCookedPackages

Log:
[AnalyzeContentCommandlet]
Log:
HelpDescription=this will print out an overview of the content the packa
ges listed to the cmd prompt (c.f. AnalyzeReferencedContent for getting more in
depth stats)
Log:
HelpUsage=gamename.exe AnalyzeContent <list of packages>
Log:
Log:
[AnalyzeReferencedContentCommandlet]
Log:
HelpDescription=this dump a number of .cvs with an overview of all conte
nt in the game
Log:
HelpUsage=gamename.exe AnalyzeReferencedContent <list of packages>
Log:
HelpParamNames[0]=-MAPSONLY
Log:
HelpParamDescriptions[0]=only load up maps and thereby only the content
referenced in those maps
Log:
HelpParamNames[1]=-EXCLUDESCRIPT
Log:
HelpParamDescriptions[1]=do not analyze script referenced objects
Log:
HelpParamNames[2]=-EXCLUDENONNATIVESCRIPT
Log:
HelpParamDescriptions[2]=do not analyze non native script referenced obj
ects (e.g. useful for seeing what will always be loaded)
Log:
Log:
[AnalyzeScriptCommandlet]
Log:
HelpDescription=Analyzes all Unrealscript .u files and generates a list
of potential optimizations.
Log:
HelpUsage=gamename.exe AnalyzeScript
Log:
Log:
[BatchExportCommandlet]
Log:
HelpDescription=Export objects in bulk from Unreal packages to various f
ormats
Log:
HelpUsage=gamename.exe BatchExport <package.ext> <classname> <export_ext
> [dest_path_name]
Log:
HelpWebLink=https://udn.epicgames.com/bin/view/Three/BatchExportCommandl
et
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=Package whose objects you wish to export
Log:
HelpParamNames[1]=classname
Log:
HelpParamDescriptions[1]=Class of object to export
Log:
HelpParamNames[2]=export_ext
Log:
HelpParamDescriptions[2]=File extension to export to
Log:
HelpParamNames[3]=dest_path_name
Log:
HelpParamDescriptions[3]=Path to export files to.
Log:
Log:
Log:
les and
Log:
Log:
Log:
h files
Log:

[CompareLocCommandlet]
HelpDescription=Displays all differences between english localization fi
their counterparts in another language.
HelpUsage=gamename CompareLoc <lang_ext>
HelpParamNames[0]=lang_ext
HelpParamDescriptions[0]=Extension of the language to compare the englis
against

Log:
Log:
e
Log:

[ConformCommandlet]
HelpDescription=Makes two versions of the same package network compatibl
HelpUsage=gamename.exe conform existing_file.ext old_file.ext

Log:
Log:
.
Log:
Log:
with.
Log:

HelpParamNames[0]=existing_file.ext
HelpParamDescriptions[0]=Existing binary file to load, conform, and save
HelpParamNames[1]=old_file.ext
HelpParamDescriptions[1]=Old file to make source file binary compatible

Log:
[CookPackagesCommandlet]
Log:
HelpDescription=Resaves packages so that they can be loaded on a console
.
Log:
HelpUsage=gamename.exe CookPackages -Platform=<PlatformName> [packagenam
e.ext...] [Switches]
Log:
HelpWebLink=https://udn.epicgames.com/bin/view/Three/CookPackagesXenonCo
mmandlet"
;@todo SAMZ update this page.
Log:
HelpParamNames[0]=[packagename.ext]
Log:
HelpParamDescriptions[0]=Optional package name. If specified, only this
package and its dependencies packages will be cooked. Multiple package names sh
ould be separated by spaces.
Log:
HelpParamNames[1]=-Full
Log:
HelpParamDescriptions[1]=Recooks all packages. Deletes all packages in t
he cooked directory first.
Log:
HelpParamNames[2]=-SkipMaps
Log:
HelpParamDescriptions[2]=Skip cooking of map packages.
Log:
HelpParamNames[3]=-AlwaysRecookMaps
Log:
HelpParamDescriptions[3]=Force recook of map packages, regardless of whe
ther they've changed or not.
Log:
HelpParamNames[4]=-AlwaysRecookScript
Log:
HelpParamDescriptions[4]=Force recook of script packages, regardless of
whether they've changed or not.
Log:
HelpParamNames[5]=-InisOnly
Log:
HelpParamDescriptions[5]=Indicates that only the .ini files should be co
oked.
Log:
HelpParamNames[6]=-SHA
Log:
HelpParamDescriptions[6]=Generates a hash file which contains the names
and expected sizes of all cooked packages.
Log:
HelpParamNames[7]=-SkipSavingMaps
Log:
HelpParamDescriptions[7]=Specifies that map packages should be processed
but not saved (useful when cooking localized packages).
Log:
HelpParamNames[8]=-AlwaysRecookScript
Log:
HelpParamDescriptions[8]=Force recook of script packages, regardless of
whether they've changed or not.
Log:
HelpParamNames[9]=-SkipNotRequiredPackages
Log:
HelpParamDescriptions[9]=Skip cooking of packages not required for start
up (useful when cooking localized packages).
Log:
HelpParamNames[10]=-CookAllNonMapPackages
Log:
HelpParamDescriptions[10]=Indicates that all packages should be cooked (
default behavior is to cook only packages used by any maps being cooked).
Log:
HelpParamNames[11]=-RemoveStaticMeshActors
Log:
HelpParamDescriptions[11]=Indicates that StaticMeshActors should be remo
ved from cooked packages (overrides the value of the bCookOutStaticMeshActors li
ne from the Engine.StaticMeshCollectionActor section of the XenonEngine.ini).
Log:
HelpParamNames[12]=-KeepStaticMeshActors
Log:
HelpParamDescriptions[12]=Indicates that StaticMeshActors should NOT be
removed from cooked packages (overrides the value of the bCookOutStaticMeshActor
s line from the Engine.StaticMeshCollectionActor section of the XenonEngine.ini)
.
Log:
HelpParamNames[13]=-RemoveStaticLights
Log:
HelpParamDescriptions[13]=Indicates that static Light actors should be r
emoved from cooked packages (overrides the value of the bCookOutStaticLightActor

s line from the Engine.StaticLightCollectionActor section of the XenonEngine.ini


).
Log:
HelpParamNames[14]=-KeepStaticLights
Log:
HelpParamDescriptions[14]=Indicates that static Light actors should NOT
be removed from cooked packages (overrides the value of the bCookOutStaticLightA
ctors line from the Engine.StaticLightCollectionActor section of the XenonEngine
.ini).
Log:
HelpParamNames[15]=PlatformName
Log:
HelpParamDescriptions[15]=Determines the format of the cooked data. Val
id values are: PS3, Xenon or Xbox360, PC or Win32
Log:
Log:
Log:
Log:
Log:

[CreateDefaultStyleCommandlet]
HelpDescription=Creates a package containing the default UISkin
HelpUsage=gamename.exe createdefaultstyle

Log:
[CutDownContentCommandlet]
Log:
HelpDescription=Removes unused content from packages. Processed packag
es are output to the UnrealEngine3/CutdownPackages/Packages/ directory
Log:
HelpUsage=gamename.exe cutdowncontent <package.ext> [package.ext...]
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=The name of the package to process. Multiple p
ackages can be specified on the commandline by separating each package name with
a space
Log:
Log:
[DiffPackagesCommandlet]
Log:
HelpDescription=Compares the property values of two packages (optionally
against a common base) and prints out the differences
Log:
HelpUsage=gamename DiffPackages <first_packagename> <second_packagename>
[-ancestor=<ancestor_packagename>] [-full | -most]
Log:
HelpParamNames[0]=first_packagename
Log:
HelpParamDescriptions[0]=The name of the first package to compare. Can
be just the package name, a relative pathname, or an absolute path name. A qual
ified pathname is required when the package is outside the game directory or whe
n comparing two packages with the same name but different locations.
Log:
HelpParamNames[1]=second_packagename
Log:
HelpParamDescriptions[1]=The name of the second package to compare. Can
be just the package name, a relative pathname, or an absolute path name. A qua
lified pathname is required when the package is outside the game directory or wh
en comparing two packages with the same name but different locations.
Log:
HelpParamNames[2]=ancestor=ancestor_packagename
Log:
HelpParamDescriptions[2]=When performing three-way comparisons, the name
of the common ancestor to compare the two versions of the package against. Can
be just the package name, a relative pathname, or an absolute path name. A qua
lified pathname is required when the package is outside the game directory or wh
en comparing two packages with the same name but different locations.
Log:
HelpParamNames[3]=-full
Log:
HelpParamDescriptions[3]=Indicates that all properties should be conside
red in the comparison. Without this switch, properties declared in Object.uc an
d non-editable are ignored.
Log:
HelpParamNames[4]=-most
Log:
HelpParamDescriptions[4]=Indicates that all properties except those decl
ared in Object.uc should be considered in the comparison. Without this switch,
non-editable properties are ignored.
Log:
HelpParamNames[5]=
Log:
HelpParamDescriptions[5]=
Log:
HelpParamNames[6]=
Log:
HelpParamDescriptions[6]=

Log:
Log:
[DumpEmittersCommandlet]
Log:
HelpDescription=Particle system information dump - identifies emitters a
nd their modules
Log:
HelpUsage=
Log:
HelpParamNames[0]=
Log:
HelpParamDescriptions[0]=
Log:
HelpParamNames[1]=
Log:
HelpParamDescriptions[1]=
Log:
Log:
[ExamineOutersCommandlet]
Log:
HelpDescription=Displays the Outer for all subobjects in all packages, i
n a table view format
Log:
HelpUsage=gamename.exe ExamineOuters
Log:
HelpWebLink=https://udn.epicgames.com/bin/view/Three/ExamineOutersComman
dlet
Log:
Log:
[ExportLocCommandlet]
Log:
HelpDescription=Exports localized property values for the specified pack
age"
Log:
HelpUsage"gamename ExportLoc <package_name | -full> [-LanguageForCooking
=<lang_ext>]"
Log:
HelpParamNames[0]=package_name
Log:
HelpParamDescriptions[0]=the name of the package to export localized tex
t for
Log:
HelpParamNames[1]=-FULL
Log:
HelpParamDescriptions[1]=uses the list of loc files in the localization
directory to build a list of package names to export
Log:
HelpParamNames[2]=-LanguageForCooking=<lang_ext>
Log:
HelpParamDescriptions[2]=Specfies the language to export property values
for; overrides the language setting configured in the Engine.ini
Log:
Log:
[FindQuestionableTextures]
Log:
HelpDescription=Looks at all packages and prints out the textures with "
spec" in their name that do NOT have an LODBias of 2
Log:
HelpUsage=gamename.exe FindQuestionableTextures <param>
Log:
HelpParamNames[0]=LOADMAPS
Log:
HelpParamDescriptions[0]=Whether to check maps or not
Log:
HelpParamNames[1]=VERBOSE
Log:
HelpParamDescriptions[1]=Whether to list all of the packages it is proce
ssing
Log:
Log:
Log:
do not
Log:
Log:
Log:
Log:
s were
Log:
Log:
Log:
Log:

[FindSoundCuesWithMissingGroups]
HelpDescription=Looks at all packages and prints out the SoundCues which
have Sound Groups assigned to them
HelpUsage=gamename.exe FindSoundCuesWithMissingGroups
[AnalyzeFallbackMaterialsCommandlet]
HelpDescription=Outputs a CSV file with information about what component
dropped to get a material to compile for the sm2 fallback.
HelpUsage=gamename AnalyzeFallbackMaterials
HelpParamNames[0]=
HelpParamDescriptions[0]=

Log:
[DumpShadersCommandlet]
Log:
HelpDescription=Dumps shader data from the supplied global shader or mat
erial into Engine/Shaders.
Log:
HelpUsage=gamename DumpShaders platform=<platform> [globalshader=<shader
type>] [material=<materialname>]
Log:
HelpParamNames[0]=platform
Log:
HelpParamDescriptions[0]=Platform is ps3, xenon, allpc, pc_sm2, pc_sm3,
pc_sm4
Log:
Log:
Log:
Log:
Log:

[FixupRedirectsCommandlet]
HelpDescription=@todo
HelpUsage=gamename.exe FixupRedirects

Log:
[ListCorruptedComponentsCommandlet]
Log:
HelpDescription=Displays components which have been corrupted in some wa
y (incorrect Outer, incorrect ObjectArchetype, etc.) for all packages.
Log:
HelpUsage=gamename.exe ListCorruptedComponents [-checkver]
Log:
HelpParamNames[0]=checkver
Log:
HelpParamDescriptions[0]=Indicates that only those packages that were sa
ved with a package version earlier than the current package version should be ch
ecked
Log:
Log:
[ListPackagesReferencingCommandlet]
Log:
HelpDescription=Displays a list of all packages which reference a partic
ular package or asset.
Log:
HelpUsage=gamename.exe ListPackagesReferencing <package[.ext] | Asset.Pa
th.Name>
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=The package name to find references to (extensi
on is optional)
Log:
HelpParamNames[1]=Asset.Path.Name
Log:
HelpParamDescriptions[1]=The fully qualified pathname for the asset to s
earch for references to
Log:
Log:
[ListScriptReferencedContentCommandlet]
Log:
HelpDescription=Lists all content referenced by defaultproperties of Unr
ealscript classes.
Log:
HelpUsage=gamename.exe ListScriptReferencedContent
Log:
Log:
[LoadPackageCommandlet]
Log:
HelpDescription=Loads the specified packages. Used for debugging and/or
detecting missing resources.
Log:
HelpUsage=gamename.exe LoadPackage <package.ext [package.ext...]|-all>
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=The name of the package/s to load.
Log:
HelpParamNames[1]=-all
Log:
HelpParamDescriptions[1]=Indicates that all packages should be loaded.
Log:
Log:
[MakeCommandlet]
Log:
HelpDescription=Compiles Unrealscript source (.uc files) into Unreal pac
kages (.u files) for any packages which are out of date.
Log:
HelpUsage=gamename.exe make [-switch...] [parm=value...]
Log:
HelpParamNames[0]=-full

Log:
HelpParamDescriptions[0]=Forces all packages to be recompiled, even if t
hey are not out of date.
Log:
HelpParamNames[1]=-nodelete
Log:
HelpParamDescriptions[1]=Do not delete dependent packages which are not
out of date. The default behavior is to rebuild any packages which occur after
a package that is out of date in the EditPackages list.
Log:
HelpParamNames[2]=-debug
Log:
HelpParamDescriptions[2]=Includes debugging information in the compiled
binaries. This is required in order to use the UnrealScript debugger.
Log:
HelpParamNames[3]=-auto
Log:
HelpParamDescriptions[3]=Automatically checks out any autogenerated head
ers that need to be updated, without prompting. Suppresses all prompts generate
d by the script compiler which are related to exporting autogenerated header fil
es.
Log:
HelpParamNames[4]=-unattended
Log:
HelpParamDescriptions[4]=Suppresses all prompts generated during the bui
ld by automatically answering "Yes".
Log:
HelpParamNames[5]=-silent
Log:
HelpParamDescriptions[5]=Similar to unattended, except that all build ou
tput (logging, etc.) is also suppressed.
Log:
HelpParamNames[6]=-silentbuild
Log:
HelpParamDescriptions[6]=Suppresses all script compiler status messages
from being displayed in the console output window.
Log:
HelpParamNames[7]=-noconform
Log:
HelpParamDescriptions[7]=Script packages are normally automatically conf
ormed (see help for the ConformCommandlet) if a package with the same name exist
s in the auto-conform directory (which can be different for each game)
Log:
HelpParamNames[8]=-WarningsAsErrors
Log:
HelpParamDescriptions[8]=Treats all script compilation warnings as error
s, causing the build to fail
Log:
HelpParamNames[9]=-intermediate
Log:
HelpParamDescriptions[9]=Script preprocessor: outputs the post-processed
versions of all unrealscript files to the preprocessor's intermediate directory
, as specified by the ProcessedFileDirectory value in the preprocessor. Useful
for debugging UnrealScript macros.
Log:
HelpParamNames[10]=-nopreprocess
Log:
HelpParamDescriptions[10]=Prevents the preprocessor from processing any
UnrealScript macros. This is useful only for debugging, as it will generally ca
use your script to fail to compile at all.
Log:
Log:
Log:
.
Log:
ext>
Log:
Log:
Log:
Log:
bjects
o this
Log:

[MergePackagesCommandlet]
HelpDescription=Combines two unrealscript packages into a single package
HelpUsage=gamename.exe MergePackages <source_package.ext> <dest_package.
HelpParamNames[0]=source_package.ext
HelpParamDescriptions[0]=The name of the first package to merge
HelpParamNames[1]=dest_package.ext
HelpParamDescriptions[1]=The name of the second package to merge. All o
from source_package which do not exist in dest_package will be copied int
package.

Log:
[PatchCommandlet]
Log:
HelpDescription=Generates an UnrealScript bytecode patch for all script
files.
Log:
HelpUsage=gamename run PatchCommandlet [PackageWildcard] [CurrentPackage
Location] [OriginalPackageLocation] [-NonIntel -NoSummary]
Log:
HelpParamNames[0]=PackageWildcard

Log:
HelpParamDescriptions[0]=Name or wildcard (i.e. *.u) for the package/s y
ou wish to create the patch for. If not specified, '*.u' is used.
Log:
HelpParamNames[1]=CurrentPackageLocation
Log:
HelpParamDescriptions[1]=The path for the folder containing the current
version of the packages. If not specified, '../GameName/Script/' is used.
Log:
HelpParamNames[2]=OriginalPackageLocation
Log:
HelpParamDescriptions[2]=The path for the folder containing the original
version of the packages. If not specified, '../GameName/ScriptOriginal/' is us
ed.
Log:
HelpParamNames[3]=NonIntel
Log:
HelpParamDescriptions[3]=Indicates that the patch data should be generat
ed in little-endian format.
Log:
HelpParamNames[4]=NoSummary
Log:
HelpParamDescriptions[4]=Suppresses the summary information that is gene
rated at the end of the process.
Log:
Log:
[PerformMapCheckCommandlet]
Log:
HelpDescription=Checks maps for errors or specific types of object refer
ences
Log:
HelpUsage=gamename run PerformMapCheck [mapname.ext] [-switches...]
Log:
HelpParamNames[0]=mapname.ext
Log:
HelpParamDescriptions[0]=Optional map name to check. Wildcards are acce
pted.
Log:
HelpParamNames[1]=-StaticRefs
Log:
HelpParamDescriptions[1]=Instead of performing a full map check, indicat
es that only references to StaticMeshActors and static Light actors should be re
ported.
Log:
HelpParamNames[2]=-ObjectNames
Log:
HelpParamDescriptions[2]=Print the path name for all referenced StaticMe
shActors and static Light actors to the console window (only relevant when using
-StaticRefs).
Log:
HelpParamNames[3]=-LogObjectNames
Log:
HelpParamDescriptions[3]=Same as -ShowObjectNames, except that the names
of the referenced objects is written only to the log, not the console window. (
useful for speeding up the commandlet when processing maps with large number of
these actors)
Log:
HelpParamNames[4]=-ShowReferencers
Log:
HelpParamDescriptions[4]=Writes the path names of all objects which refe
rence StaticMeshActors and static Light actors to the log (only relevant when us
ing -StaticRefs).
Log:
Log:
Log:
Log:
es...]
Log:
Log:
d.
Log:

[PerformTerrainMaterialDumpCommandlet]
HelpDescription=Dumps out terrain material usage information
HelpUsage=gamename run PerformTerrainMaterialDump [mapname.ext] [-switch
HelpParamNames=mapname.ext
HelpParamDescriptions=Optional map name to check. Wildcards are accepte

Log:
[PkgInfoCommandlet]
Log:
HelpDescription=Display information about the resources contained within
one or more packages
Log:
HelpUsage=gamename.exe pkginfo <package.ext> [package.ext...] [-switches
...]
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=The name of the package/s to display resource i
nformation for.

Log:
HelpParamNames[1]=-names
Log:
HelpParamDescriptions[1]=Displays information about the name table for t
he specified package/s
Log:
HelpParamNames[2]=-imports
Log:
HelpParamDescriptions[2]=Displays the external resources which are refer
enced by the objects contained in the specified package/s (ImportTable)
Log:
HelpParamNames[3]=-exports
Log:
HelpParamDescriptions[3]=Displays the resources which are contained in t
he specified package/s (ExportTable)
Log:
HelpParamNames[4]=-simple
Log:
HelpParamDescriptions[4]=Only relevant when used in combination with the
-exports flag. Causes only the name and size to be displayed, rather the full
information for each export.
Log:
HelpParamNames[5]=-all
Log:
HelpParamDescriptions[5]=Displays all data contained by the packge - ess
entially the same as specifying all three types on the command-line (-imports -e
xports -names)
Log:
Log:
[ResavePackagesCommandlet]
Log:
HelpDescription=Resaves all packages which are not marked read-only.
Log:
HelpUsage=gamename.exe ResavePackages [-switches...]
Log:
HelpParamNames[0]=-SKIPFAILS
Log:
HelpParamDescriptions[0]=Skip the assert when a package can not be opene
d
Log:
HelpParamNames[1]=-VERIFY
Log:
HelpParamDescriptions[1]=Load all packages, and display warnings for tho
se packages which would have been resaved but were read-only or could not otherw
ise be saved.
Log:
HelpParamNames[2]=-OnlySaveDirtyPackages
Log:
HelpParamDescriptions[2]=Indicates that only packages which are marked d
irty should be resaved. This is normally used for easily eliminating compatibil
ity or fixup patches in the loading code (provided that the patch marks the pack
age dirty).
Log:
HelpParamNames[3]=-AutoCheckOutPackages
Log:
HelpParamDescriptions[3]=Automatically checks out read-only packages whi
ch need to be resaved.
Log:
HelpParamNames[4]=-MINVER=##
Log:
HelpParamDescriptions[4]=Indicates that only packages with a package ver
sion higher than ## should be resaved.
Log:
HelpParamNames[5]=-MAXVER=##
Log:
HelpParamDescriptions[5]=Indicates that only packages with a package ver
sion lower than ## should be resaved.
Log:
HelpParamNames[6]=-CHECKVER
Log:
HelpParamDescriptions[6]=Indicates that only packages that have a packag
e version lower than the current package version should be resaved.
Log:
HelpParamNames[7]=-SavePackagesThatHaveFailedLoads
Log:
HelpParamDescriptions[7]=if a package (when loaded) results in FailedLoa
d errors then we want to resave this package (this is useful for removing a cla
ss or package and automatically removing all references to/from the worldstate)
Log:
HelpParamNames[8]=-cleanclasses
Log:
HelpParamDescriptions[8]=Removes any Class objects from packages which a
re not script packages.
Log:
HelpParamNames[9]=-instancemissingsubobjects
Log:
HelpParamDescriptions[9]=Instances subobjects for any existing objects w
ith subobject properties whose values point to the default object.
Log:
HelpParamNames[10]=-SkipMaps
Log:
HelpParamDescriptions[10]=Does not attempt to load any maps
Log:

Log:
[ScaleAudioVolumeCommandlet]
Log:
HelpDescription=Scales the volume of audio data across all packages
Log:
HelpUsage=gamename.exe scaleaudiovolume <volumescale>
Log:
HelpParamNames[0]=volumescale
Log:
HelpParamDescriptions[0]=The amount to scale the audio by. For example,
specifying 1.1 makes all audio volumes 10 percent louder
Log:
Log:
[SetPackageFlagsCommandlet]
Log:
HelpDescription=Sets certain allowed package flags on the specified pack
age(s)
Log:
HelpUsage=gamename.exe SetPackageFlags <package/wildcard> <flag1=value>
<flag2=value>...
Log:
HelpParamNames[0]=package/wildcard
Log:
HelpParamDescriptions[0]=The package(s) to modify flags for
Log:
HelpParamNames[1]=flagX=value
Log:
HelpParamDescriptions[1]=List of flags to modify and the desired value (
true or false). Supported flags: ServerSideOnly, ClientOptional, AllowDownload
Log:
Log:
[ShowObjectCountCommandlet]
Log:
HelpDescription=Displays the number of objects of the specified class in
each package.
Log:
HelpUsage=gamename.exe ShowObjectCount <package.classname> [package.clas
sname package.classname ...] [-switches...]
Log:
HelpParamNames[0]=package.classname
Log:
HelpParamDescriptions[0]=The full pathname for the class to search for,
e.g. Engine.LightComponent
Log:
HelpParamNames[1]=-ExactClass
Log:
HelpParamDescriptions[1]=Indicates that only objects that have this clas
s should be counted. Default behavior is to also count objects of derived class
es of the specified class.
Log:
HelpParamNames[2]=-IncludeScript
Log:
HelpParamDescriptions[2]=Indicates that packages which contain unrealscr
ipt (usually only .u packages) should be searched as well.
Log:
HelpParamNames[3]=-IncludeCooked
Log:
HelpParamDescriptions[3]=Indicates that packages which have been cooked
for a console platform should be searched as well.
Log:
HelpParamNames[4]=-CookedOnly
Log:
HelpParamDescriptions[4]=Indicates that only those packages which have b
een cooked for a console platform should be searched.
Log:
HelpParamNames[5]=-SkipClientOnly
Log:
HelpParamDescriptions[5]=Indicates that any objects which are only confi
gured to load only on the client should be ignored.
Log:
HelpParamNames[6]=-SkipServerOnly
Log:
HelpParamDescriptions[6]=Indicates that any objects which are only confi
gured to load only on the server should be ignored.
Log:
HelpParamNames[7]=-SkipEditorOnly
Log:
HelpParamDescriptions[7]=Indicates that any objects which are only confi
gured to load only in the editor should be ignored.
Log:
HelpParamNames[8]=-IgnoreWriteable
Log:
HelpParamDescriptions[8]=Indicates that only read-only packages should b
e checked (useful for avoiding old test packages which might crash the commandle
t)
Log:
HelpParamNames[9]=-IgnoreMaps
Log:
HelpParamDescriptions[9]=Indicates that map pacakges should be skipped (
speeds execution when the object you wish to list cannot be placed in maps)
Log:
HelpParamNames[10]=-ObjectNames
Log:
HelpParamDescriptions[10]=Displays the full path name for all objects fo
und by the commandlet

Log:
Log:
[ShowStylesCommandlet]
Log:
HelpDescription=Display information about all UI styles contained in a U
ISkin package
Log:
HelpUsage=gamename.exe ShowStyles <package.ext> [package.ext package.ext
...]
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=The name of the package(s) to display data for.
e.g. DefaultUISkin.upk. Wildcards are accepted.
Log:
Log:
[ShowTaggedPropsCommandlet]
Log:
HelpDescription=Displays the property names and values that were saved i
nto the specified package
Log:
HelpUsage=gamename.exe ShowTaggedProps <package.ext> <classname> [Proper
tyName,PropertyName...]
Log:
HelpParamNames[0]=package.ext
Log:
HelpParamDescriptions[0]=The name of the package to display data for. e.
g. EditorResources.upk
Log:
HelpParamNames[1]=classname
Log:
HelpParamDescriptions[1]=The full pathname for the class to display seri
alized data for, e.g. Engine.LightComponent
Log:
HelpParamNames[2]=PropertyName
Log:
HelpParamDescriptions[2]=Allows you to filter which property values are
displayed. Multiple properties are delimited by commas.
Log:
Log:
[SetTextureLODGroupCommandlet]
Log:
HelpDescription=Sets the correct texture LOD group on the texture based
on the package.group.object name
Log:
HelpUsage=gamename SetTextureLOD <params>
Log:
HelpParamNames[0]=LOADMAPS
Log:
HelpParamDescriptions[0]=Whether to check maps or not
Log:
HelpParamNames[1]=VERBOSE
Log:
HelpParamDescriptions[1]=Whether to list all of the packages/textures it
is processing
Log:
HelpParamNames[2]=AutoCheckOutPackages
Log:
HelpParamDescriptions[2]=Whether to autocheck out packages that need to
be changed
Log:
Log:
[CompressAnimationsCommandlet]
Log:
HelpDescription=Compresses all animations.
Log:
HelpUsage=gamename CompressAnimations <params>
Log:
HelpParamNames[0]=-LOADMAPS
Log:
HelpParamDescriptions[0]=Whether to check maps or not
Log:
HelpParamNames[1]=-AutoCheckOutPackages
Log:
HelpParamDescriptions[1]=Whether to autocheck out packages that need to
be changed
Log:
HelpParamNames[2]=-VERBOSE
Log:
HelpParamDescriptions[2]=Whether to list all of the packages it is proce
ssing
Log:
HelpParamNames[3]=-SKIPREADONLY
Log:
HelpParamDescriptions[3]=Whether to skip read only packages
Log:
HelpParamNames[4]=-Analyze
Log:
HelpParamDescriptions[4]=Don't compress, just report potential candidate
s for optimization.
Log:

Log:
[StripSourceCommandlet]
Log:
HelpDescription=Removes source code from compiled script packages
Log:
HelpUsage=gamename.exe stripsource <packagename>.u
Log:
HelpParamNames[0]=packagename
Log:
HelpParamDescriptions[0]=The name of the script package to strip source
code from. Wildcards are not currently supported here.
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[TestCompressionCommandlet]
HelpDescription=
HelpUsage=
HelpParamNames[0]=
HelpParamDescriptions[0]=
HelpParamNames[1]=
HelpParamDescriptions[1]=

Log:
Log:
Log:
Log:
Log:

[Errors]
LoadWarningSuffix_redirection= [redirection]
LoadWarningSuffix_circularredirection= [circular redirection]
LoadWarningSuffix_privateobject= [private]

Log:
[DoWithAnimationsCommandlet]
Log:
HelpDescription=Do things to all animations.
Log:
HelpUsage=gamename DoWithAnimations<params>
Log:
HelpParamNames[0]=-LIST
Log:
HelpParamDescriptions[0]=Just list them all
Log:
HelpParamNames[1]=-AutoCheckOutPackages
Log:
HelpParamDescriptions[1]=Whether to autocheck out packages that need to
be changed
Log:
HelpParamNames[2]=-VERBOSE
Log:
HelpParamDescriptions[2]=Whether to list all of the packages it is proce
ssing
Log:
HelpParamNames[3]=-SKIPREADONLY
Log:
HelpParamDescriptions[3]=Whether to skip read only packages
Log:
HelpParamNames[4]=-AUTOCOMPRESS
Log:
HelpParamDescriptions[4]=optimised compression.
Log:
Log: FileName: ..\BmGame\Localization\INT\GFxFonts.INT
Log:
[FontLib]
Log:
FontLib=Fonts_en.fonts_en
Log:
Log:
Log:
Log:
Log:
Log:

[Fonts]
Game=Rockwell WGL,Normal
OCR=Vox,Normal
Title=Bou Collegiate,Normal

Log:
Log:
Log:

[IME]
MoviePath=GFxIME.IME

Log: FileName: ..\BmGame\Localization\INT\PC.INT


Log:
[AutoRun]
Log:
IDS_ABOUT_COPYRIGHT=Copyright (C) 2008 Rocksteady Studios Ltd
Log:
IDS_ABOUT_TITLE=About BmAutorun
Log:
IDS_ABOUT_VERSION=BmAutorun Version 1.0

Log:
IDS_ABOUTBOX=&About BmAutorun...
Log:
IDS_APPERROR_DEFAULT=Error Running App
Log:
IDS_APPERROR_FILE_NOT_FOUND=The specified file was not found
Log:
IDS_DLG_INSTALL_DEMO=Install Demo
Log:
IDS_DLG_INSTALL_DX=Install DirectX
Log:
IDS_DLG_INSTALL_GAME=Install Game
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IDS_DLG_PLAY_GAME=Play Game
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IDS_DLG_QUIT=Quit
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IDS_DLG_SETUP_GAME=Game Setup
Log:
IDS_DLG_VIEW_README=View Readme
Log:
IDS_LAUNCHFAIL=Failed to Launch autorun.exe. Another Instance is already
running.
Log:
IDS_LAUNCHFAIL_TITLE=Application Failed To Launch
Log:
IDS_OK=OK
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[BmLauncher]
COM_AIM_GADGET=Aim Gadget
COM_BACK=Backward
COM_CAPESTUN=Cape Stun
COM_COMBATTAKEDOWN=Combat Takedown
COM_COUNTER=Counter/Takedown
COM_CROUCH=Crouch
COM_CROUCH_TOGGLE=Crouch Toggle
COM_CRYPTO_TUNE=Use Cryptographic Sequencer
COM_DETECTIVE_MODE=Detective Mode
COM_FORWARD=Forward
COM_GADGET_SECONDARY=Gadget Secondary Feature
COM_GADGETS=Select Gadgets
COM_GRAPPLE=Grapple
COM_GRAPPLE_OR_GADGET=Use Gadget/Grapple
COM_GRAPPLE_USE_STRIKE=Grapple/Use Gadget/Strike
COM_JOYSTICK_FORWARD=Invert Forward/Backward
COM_JOYSTICK_FORWARD_INVERTED=Inverted
COM_JOYSTICK_FORWARD_NORMAL=Normal
COM_LEFT=Left
COM_LEVELUP=Level Up/Map Menu
COM_MAP=Map & Objectives
COM_MOVEMENT=Movement
COM_MOVEMENT2=
COM_NEXT_GADGET=Next Gadget
COM_PREV_GADGET=Previous Gadget
COM_QUICKBATARANG=Quick Batarang
COM_QUICKBATCLAW=Quick Batclaw
COM_READY=Ready Gadget/Counter
COM_RIGHT=Right
COM_RUN_GLIDE_USE=Run/Glide/Use
COM_SEL_GADGET1=Select Gadget 1
COM_SEL_GADGET2=Select Gadget 2
COM_SEL_GADGET3=Select Gadget 3
COM_SEL_GADGET4=Select Gadget 4
COM_SEL_GADGET5=Select Gadget 5
COM_SEL_GADGET6=Select Gadget 6
COM_SEL_GADGET7=Select Gadget 7
COM_SEL_GADGET8=Select Gadget 8
COM_STRIKE=Strike
COM_TAKEDOWN=Takedown
COM_THROW=Throw
COM_USE=Use
COM_USE_GADGET=Use Gadget

Log:
COM_ZOOM=Zoom
Log:
FORM_BADSHADER=Batman: Arkham Asylum requires a graphics card which supp
orts shader model 3.0 or later.
Log:
FORM_BADSHADER_TITLE=Error
Log:
FORM_CANCEL=Cancel
Log:
FORM_CTL_SETTINGS=Settings
Log:
FORM_CTL_TAB_GADGETS=Gadget Select
Log:
FORM_CTL_TAB_GADGETS=Action Controls
Log:
FORM_CTL_TAB_MOVEMENT=Controls
Log:
FORM_CTL_TAB_MOVEMENT=Movement Controls
Log:
FORM_CTL_TITLE=Options
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FORM_DSP_AO=Ambient Occlusion
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FORM_DSP_BLOOM=Bloom
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FORM_DSP_BY=by
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FORM_DSP_DETAIL_LEVEL=Detail Level
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FORM_DSP_DISABLED=Disabled
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FORM_DSP_DISTORTION=Distortion
Log:
FORM_DSP_DRIVER_VERSION_WARNING=Your NVIDIA(TM) Graphics Driver is not u
p to date - for the best in-game experience, we recommend that you update your d
river
Log:
FORM_DSP_DYNAMIC_LIGHTS=Dynamic Lights
Log:
FORM_DSP_DYNAMIC_SHADOWS=Dynamic Shadows
Log:
FORM_DSP_EFFECTS=Effects
Log:
FORM_DSP_ENABLED=Enabled
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FORM_DSP_FOG_VOLUMES=Fog Volumes
Log:
FORM_DSP_FULLSCREEN=Fullscreen
Log:
FORM_DSP_HIGH=High
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FORM_DSP_LOW=Low
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FORM_DSP_MEDIUM=Medium
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FORM_DSP_MOTION_BLUR=Motion Blur
Log:
FORM_DSP_MSAA=Multi Sample Anti-Aliasing
Log:
FORM_DSP_MSAA_10=8xQ
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FORM_DSP_MSAA_11=16x
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FORM_DSP_MSAA_12=16xQ
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FORM_DSP_MSAA_2=2x
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FORM_DSP_MSAA_4=4x
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FORM_DSP_MSAA_9=8x
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FORM_DSP_MSAA_ATI=Use ATI Control Panel
Log:
FORM_DSP_MSAA_Disabled=Disabled
Log:
FORM_DSP_MSAA_Incompatible=NVIDIA(TM) 8000+ required
Log:
FORM_DSP_MSAA_WARNING=Your hardware does not support Multi Sample Anti-A
liasing.
Multi Sample Anti-Aliasing will be disabled.
Log:
FORM_DSP_NO=No
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FORM_DSP_NORMAL=Normal
Log:
FORM_DSP_OFF=Off
Log:
FORM_DSP_PHYSX_PERF_WARNING=Your hardware does not meet the recommendati
on for this PhysX(TM) setting ({0})
Log:
FORM_DSP_PHYSX_WARNING=Your hardware does not support NVIDIA(TM) Hardwar
e Accelerated PhysX(TM).
Performance will be severely reduced without dedicated hardware.
Log:
FORM_DSP_PHYSXLEVELTM=Hardware Accelerated PhysX(TM)
Log:
FORM_DSP_PHYSXLEVELTM_T1=NVIDIA(TM) GTX260+ recommended
Log:
FORM_DSP_PHYSXLEVELTM_T2=NVIDIA(TM) GTX260+ and dedicated NVIDIA(TM) 980
0GTX+ recommended
Log:
FORM_DSP_PIXELS=pixels
Log:
FORM_DSP_RESOLUTION=Resolution
Log:
FORM_DSP_RESOLUTION_WS=WS
Log:
FORM_DSP_SETTINGS=Display Settings
Log:
FORM_DSP_SPH_HARMONICS=Spherical Harmonic Lighting

Log:
FORM_DSP_STEREO=NVIDIA(TM) Stereoscopic 3D
Log:
FORM_DSP_STEREO_NOT_ENABLED=Disabled in NVIDIA Control Panel
Log:
FORM_DSP_STEREO_NOT_SUPPORTED=GeForce 8800+ required
Log:
FORM_DSP_STEREO_WARNING_NOT_ENABLED=NVIDIA(TM) Stereoscopic 3D is not en
abled in the NVIDIA(TM) Control Panel.
NVIDIA(TM) Stereoscopic 3D will be disabled.
Log:
FORM_DSP_STEREO_WARNING_NOT_SUPPORTED=Your hardware does not support NVI
DIA(TM) Stereoscopic 3D.
NVIDIA(TM) Stereoscopic 3D will be disabled.
Log:
FORM_DSP_TITLE=Display Settings
Log:
FORM_DSP_USEDX10=Use DirectX 10
Log:
FORM_DSP_VERY_HIGH=Very High
Log:
FORM_DSP_VSYNC=V Sync
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FORM_DSP_YES=Yes
Log:
FORM_EXIT=Exit
Log:
FORM_GETKEY_HELP=Press the key to bind
Log:
FORM_GETKEY_TITLE=Select Key
Log:
FORM_GETKEY_UNBIND=Unassign
Log:
FORM_OK=OK
Log:
FORM_PLAY=Play
Log:
FORM_README=View Readme File
Log:
FORM_README_TITLE=Read Me
Log:
FORM_RESET=Reset To Defaults
Log:
FORM_TITLE=Batman: Arkham Asylum GOTY Launcher
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[Device]
SelectOnA=Continue
SelectOnB=Choose

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[Error]
0=
1=A sign-in change occurred. You are now being returned to the title scr

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[Installer]
ID_STD_DIALOG_CTRL_BACK=< &Back
ID_STD_DIALOG_CTRL_NEXT=&Next >
ID_STRING_CUSTOM_INSTALL=Custom Install
ID_STRING_DELETE_SAVEGAMES=Would you like to delete all save games?
ID_STRING_EASY_INSTALL=Easy Install
ID_STRING_ERROR_COPY_FILE=Error copying the file
ID_STRING_ERROR_FAILED_DLL_LOAD=Failed to load dll ID_STRING_ERROR_FIND_FILE=Failed to find the file

10=You have been disconnected due to a duplicate login.


11=Invalid LIVE user.
2=A sign-in change occurred. You are now being returned to the title scr
3=A sign-in change occurred. You are now being returned to the title scr
4=
5=Connection to LIVE has been dropped.
6=No network connection!
7=LIVE service is temporarily unavailable.
8=An update is required before connection to LIVE is possible.
9=LIVE Servers are too busy to handle the request.
CorruptDLC=Damaged downloadable content detected.
LiveProblem=LIVE Issue

Log:
ID_STRING_ERROR_OPEN_FILE=Error opening the file
Log:
ID_STRING_FEATURE_NAME_README=ReadMe
Log:
ID_STRING_FEATURE_NAME_UNCOMPBINS=UncompressedBins
Log:
ID_STRING_FINISH_OPTION1=View Readme File
Log:
ID_STRING_FINISH_OPTION2=Launch Game
Log:
ID_STRING_FINISH_OPTION3=Install GameShadow
Log:
ID_STRING_GDF_TASK_LAUNCHER=Launcher
Log:
ID_STRING_GDF_TASK_PLAY=Play
Log:
ID_STRING_GDF_TASK_SUPPORT=Support
Log:
ID_STRING_GFWL_ERROR_INSTALL_FAILURE=Games for Windows - LIVE installati
on failed. Please read the readme file for possible solutions.
Log:
ID_STRING_GFWL_ERROR_INSTALL_USEREXIT=Games for Windows - LIVE is requir
ed by Batman Arkham Asylum. Please see the readme file on how to install it.
Log:
ID_STRING_REALTEK_WARNING=Setup has detected you have a RealTek sound ca
rd. There are known issues with this sound card in Batman Arkham Asylum. Please
refer to the readme for help if you experience problems.
Log:
ID_STRING_REBOOT_MACHINE=Reboot Machine
Log:
ID_STRING_SCUT_EIDOS_WEB=Eidos Website
Log:
ID_STRING_SCUT_PLAY=Play Batman Arkham Asylum
Log:
ID_STRING_SCUT_README=View ReadMe
Log:
ID_STRING_SCUT_ROCK_WEB=Rocksteady Website
Log:
ID_STRING_SCUT_SETUP=Game Setup
Log:
ID_STRING_SCUT_TECHNICAL_SUPPORT_WEB=Technical Support
Log:
ID_STRING_SCUT_UNINSTALL=Uninstall
Log:
ID_STRING_SOUNDMAX_WARNING=Setup has detected you have a SoundMAX HD aud
io device. There are known issues with this device in Batman: Arkham Asylum and
it is recommended that you install the latest drivers. Please see the readme for
more information if you experience problems.
Log:
ID_STRING_SUMMARY_INSTALL_TYPE=Chosen Install Type:
Log:
ID_STRING_SUMMARY_INSTALLDIR=Installation Directory:
Log:
ID_STRING_SUMMARY_OUTOF=out of
Log:
ID_STRING_SUMMARY_SCUT_FOLDER=Shortcut Folder:
Log:
ID_STRING_SUMMARY_SPACE_REQ=Space Required:
Log:
ID_STRING_SYSCHECK_CORES=Cores
Log:
ID_STRING_SYSCHECK_CPU=CPU
Log:
ID_STRING_SYSCHECK_CPU_SPEED=CPU Speed
Log:
ID_STRING_SYSCHECK_FAIL=Failed
Log:
ID_STRING_SYSCHECK_GFX_MEM=Graphics Memory
Log:
ID_STRING_SYSCHECK_GFXCARD=Graphics Card
Log:
ID_STRING_SYSCHECK_ONFAIL1=Your computer fails to meet all of the hardwa
re requirements for Batman: Arkham Asylum.
Log:
ID_STRING_SYSCHECK_ONFAIL2=You can continue to install but the game may
suffer from poor performance or fail to play.
Log:
ID_STRING_SYSCHECK_PASS=Passed
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ID_STRING_SYSCHECK_SM=Shader Model
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ID_STRING_SYSCHECK_SNDCARD=Sound Card
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ID_STRING_SYSCHECK_SYS_MEM=System Memory
Log:
ID_STRING_UNKNOWN_ERROR=There has been an error with this installation,
please consult the Readme for technical support.
Log:
IDPROP_SETUPTYPE_COMPLETE=Easy install
Log:
IDPROP_SETUPTYPE_COMPLETE_DESC=Easy install
Log:
IDPROP_SETUPTYPE_CUSTOM=Custom
Log:
IDPROP_SETUPTYPE_CUSTOM_DESC_PRO=Custom
Log:
IDS__DialogId_12008=InstallShield Wizard
Log:
IDS__DialogId_12008_ControlId_1200=@10550,10551;1;0;;0,128,128
Log:
IDS__DialogId_12008_ControlId_2=C
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IDS__DialogId_12008_ControlId_50=Select Program Folder
Log:
IDS__DialogId_12008_ControlId_51=Please select a program folder.
Log:
IDS__DialogId_12008_ControlId_710=Setup will add program icons to the Pr
ogram Folder listed below. You may type a new folder name, or select one from th

e existing folders list. Click Next to continue.


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IDS__DialogId_12008_ControlId_9=Cancel
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IDS__DialogId_12008_ControlId_Negative1_1=&Program Folder:
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IDS__DialogId_12008_ControlId_Negative1_2=E&xisting Folders:
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IDS__DialogId_12032=InstallShield Wizard
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IDS__DialogId_12032_ControlId_1=Finish
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IDS__DialogId_12032_ControlId_50=InstallShield Wizard Complete
Log:
IDS__DialogId_12032_ControlId_501=Yes, I want to view the ReadMe file.
Log:
IDS__DialogId_12032_ControlId_502=Yes, I want to launch %p now.
Log:
IDS__DialogId_12032_ControlId_711=The InstallShield Wizard has successfu
lly installed %P. Click Finish to exit the wizard.
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IDS__DialogId_12032_ControlId_9=Cancel
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IDS__DialogId_12062=InstallShield Wizard
Log:
IDS__DialogId_12062_ControlId_1200=@10550,10551;1;0;;0,128,128
Log:
IDS__DialogId_12062_ControlId_2=C
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IDS__DialogId_12062_ControlId_50=Setup Type
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IDS__DialogId_12062_ControlId_504_1=&Easy Install
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IDS__DialogId_12062_ControlId_504_2=Cu&stom
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IDS__DialogId_12062_ControlId_51=Select the setup type to install.
Log:
IDS__DialogId_12062_ControlId_700=Select this option to use the default
settings for installation.
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IDS__DialogId_12062_ControlId_703=Select this option to manually change
the installation settings. Recommended for advanced users.
Log:
IDS__DialogId_12062_ControlId_710=Please select a setup type.
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IDS__DialogId_12062_ControlId_9=Cancel
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IDS__NewDialog=InstallShield Wizard
Log:
IDS__NewDialog_ControlId_1200=@10550,10551;1;0;;0,128,128
Log:
IDS__NewDialog_ControlId_2=C
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IDS__NewDialog_ControlId_50=System Check Results
Log:
IDS__NewDialog_ControlId_51=
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IDS__NewDialog_ControlId_9=Cancel
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IDS_DIALOG_SETUPTYPE_FIREWALLNOTE=During installation the setup program
will modify the Windows Firewall exception list to include Batman: Arkham Asylum
. This is required to play the game.
Log:
IDS_SQLSCRIPT_INSTALLING=Executing SQL Install Script...
Log:
IDS_SQLSCRIPT_UNINSTALLING=Executing SQL Uninstall Script...
Log:
IDS_STRING_INSTALLING_REDISTS=Setup is installing additional software re
quired to run Batman: Arkham Asylum...
Log:
NEW_STRING10=The InstallShield Wizard has successfully installed %p. Cli
ck Finish to exit the wizard.
Log:
NEW_STRING11=InstallShield Wizard Complete
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NEW_STRING13=View the ReadMe file.
Log:
NEW_STRING18=System Info:
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NEW_STRING19=Minimum Required
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NEW_STRING2=Install GameShadow
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NEW_STRING20=Result
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NEW_STRING21=CPU Speed
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NEW_STRING22=Shader Model
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NEW_STRING23=Graphics Memory
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NEW_STRING24=System Memory
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NEW_STRING25=Text
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NEW_STRING26=3000 MHz, 1 Core
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NEW_STRING27=3
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NEW_STRING28=128 MB
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NEW_STRING29=1024 MB
Log:
NEW_STRING3=Text
Log:
NEW_STRING4=Install GameShadow
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NEW_STRING5=Launch %p now.
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NEW_STRING8=Finish
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NEW_STRING9=Cancel

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STRING_CHECKBOX_DESKTOPSHORTCUT=Place a shortcut on the desktop?

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[Keys]
Decimal=.
Delete=Delete
Divide=/
Down=Down
E=E
Eight=8
End=End
Enter=Enter
Equals==
Escape=Escape
F=F
F1=F1
F10=F10
F11=F11
F12=F12
F2=F2
F3=F3
F4=F4
F5=F5
F6=F6
F7=F7
F8=F8
F9=F9
Five=5
Four=4
G=G
H=H
I=I
Insert=Insert
J=J
K=K
L=L
Left=Left
LeftAlt=Left Alt
LeftBracket=[
LeftControl=Left Control
LeftMouseButton=Left Mouse Button
LeftShift=Left Shift
M=M
MiddleMouseButton=Middle Mouse Button
Mouse=Mouse
Mouse_LR=Mouse Left/Right
MouseScrollDown=Mouse Scroll Down
MouseScrollUp=Mouse Scroll Up
Multiply=*
N=N
Nine=9
NumPadEight=Numeric keypad 8
NumPadFive=Numeric keypad 5
NumPadFour=Numeric keypad 4
NumPadNine=Numeric keypad 9
NumPadOne=Numeric keypad 1
NumPadSeven=Numeric keypad 7
A=A
Add=+
Alt=Alt

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B=B
Backslash=\
Backspace=Backspace
C=C
CapsLock=Caps Lock
Comma=,
Ctrl=Ctrl
D=D
NumPadSix=Numeric keypad 6
NumPadThree=Numeric keypad 3
NumPadTwo=Numeric keypad 2
NumPadZero=Numeric keypad 0
O=O
One=1
P=P
PageDown=Page Down
PageUp=Page Up
Period=.
Q=Q
Quote=
R=R
Right=Right
RightAlt=Right Alt
RightBracket=]
RightControl=Right Control
RightMouseButton=Right Mouse Button
RightShift=Right Shift
S=S
ScrollLock=Scroll Lock
Semicolon=;
Seven=7
Shift=Shift
Six=6
Slash=/
SpaceBar=Space Bar
Subtract=T=T
Tab=Tab
Three=3
ThumbMouseButton=Thumb Mouse Button 1
ThumbMouseButton2=Thumb Mouse Button 2
Tilde=~
Two=2
U=U
Unbound=Unassigned
Underscore=_
Up=Up
V=V
W=W
X=X
Y=Y
Z=Z
Zero=0

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[KeysShort]
A=A
Add=+
Alt=Alt
B=B

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Backslash=\
Backspace=Backspace
C=C
CapsLock=CapsLock
Comma=,
Ctrl=Ctrl
D=D
Decimal=.
Delete=Del
Divide=/
Down=_Down
E=E
Eight=8
End=End
Enter=Enter
Equals==
Escape=Esc
F=F
F1=F1
F10=F10
F11=F11
F12=F12
F2=F2
F3=F3
F4=F4
F5=F5
F6=F6
F7=F7
F8=F8
F9=F9
Five=5
Four=4
G=G
H=H
I=I
Insert=Insert
J=J
K=K
L=L
Left=_Left
LeftAlt=LAlt
LeftBracket=[
LeftControl=LCtrl
LeftMouseButton=_LMB
LeftShift=LShift
M=M
MiddleMouseButton=_MMB
Mouse=_Mouse
Mouse_LR=_Mouse_LR
MouseScrollDown=_Mouse_Wheel
MouseScrollUp=_Mouse_Wheel
Multiply=*
N=N
Nine=9
NumPadEight=Num8
NumPadFive=Num5
NumPadFour=Num4
NumPadNine=Num9
NumPadOne=Num1
NumPadSeven=Num7

Log:
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NumPadSix=Num6
NumPadThree=Num3
NumPadTwo=Num2
NumPadZero=Num0
O=O
One=1
P=P
PageDown=PgDn
PageUp=PgUp
Period=.
Q=Q
Quote=
R=R
Right=_Right
RightAlt=RAlt
RightBracket=]
RightControl=RCtrl
RightMouseButton=_RMB
RightShift=RShift
S=S
ScrollLock=ScrollLock
Semicolon=;
Seven=7
Shift=Shift
Six=6
Slash=/
SpaceBar=Space
Subtract=T=T
Tab=Tab
Three=3
ThumbMouseButton=_Thumb1
ThumbMouseButton2=_Thumb2
Tilde=~
Two=2
U=U
Unbound=Unassigned
Underscore=_
Up=_Up
V=V
W=W
X=X
Y=Y
Z=Z
Zero=0

Log:
[PhysXUpdate]
Log:
ID_STRING_CANT_UNINSTALL_YET=Please uninstall the game before uninstalli
ng the Title Update
Log:
ID_STRING_GAME_NOT_INSTALLED_QUITTING=Batman: Arkham Asylum has not been
installed or could not be found. This update installer will now quit.
Log:
ID_STRING_PHYSX_INFO=This Title Update includes NVIDIA(TM) Hardware Acce
lerated PhysX(TM) content. Dedicated hardware is required for optimal performanc
e when this feature is enabled.
Log:
ID_STRING_PHYSX_NOT_SUPPORTED=NVIDIA ( TM ) Hardware Accelerated PhysX (
TM ) is not supported on your system. Installing this title update will not all
ow any Hardware Accelerated PhysX ( TM ) content to be played.
Log:
ID_STRING_SOME_FILES_LOCKED=One or more files were in use and cannot be
updated immediately. Please restart your system before running Batman: Arkham As

ylum.
Log:
Log:

PRODUCT_NAME=Batman: Arkham Asylum Title Update

Log:
[Ripple]
Log:
RippleGameInitFail=Please run Batman: Arkham Asylum by double clicking B
mStartApp.exe.
Log:
RippleGameTamperedWith=Your copy of Batman Arkham Asylum appears to have
been tampered with. Please quit and re-start BmStartApp.exe. If the problem per
sists re-install Batman: Arkham Asylum.
Log:
RippleStartAppFail=This application has failed to start and will now qui
t. Please read the readme file for possible solutions or re-install Batman: Arkh
am Asylum.
Log:
Log:
[UI]
Log:
AltF4Exit=Are you sure you wish to Exit the Game? Any unsaved progress w
ill be lost.
Log:
BmLauncherInfo=To change controls and display settings, right click the
game icon in Windows Vista and select Launcher, or select Game Setup from the St
art menu in Windows XP.
Log:
CorruptSave=The save is corrupt. Please delete it.
Log:
DLCNeedsLoggedIn=You need to be signed into a LIVE Profile to access Dow
nloadable Content.
Log:
ExitToDesktopMsg=Are you sure you wish to exit to desktop?
Log:
LeaderboardFetch=Retrieving Leaderboard Results.
Log:
LeaderboardFetchError=Failed to retrieve Leaderboard Results.
Log:
LeaderboardNotOnline=You need to be connected to LIVE to access the lead
erboards.
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Marketplace=LIVE Marketplace
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NeedFreespace=Insufficient free space to create a new save game.
Log:
NoDLCPresent=New downloadable content available. Connect to LIVE Marketp
lace to download.
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NoDLCPresentSoon=Connect to LIVE Marketplace to download additional cont
ent.
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OnlineDisabled=Online service is disabled due to parental control restri
ctions.
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PressStart=Click to Start
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SavingDesc=INFORMATION ONLY:
This game supports Autosave and this icon will appear whenever game data is bein
g saved.
Please do not turn off your computer while this icon is visible.
Log:
Log: FileName: ..\BmGame\Localization\INT\Xbox.INT
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[Device]
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NoOnB=No
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OverwriteMessage=Are you sure you wish to overwrite the save present on
this device?
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RemovedMessage=The selected storage device has been removed. Autosaving
is now disabled. You must select a storage device to re-enable autosaving.
Log:
RemovedTitle=Storage Device Removed
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SelectMessage=Are you sure you wish to Continue without selecting a Stor
age Device? Gameplay will not be saved until one is selected.
Log:
SelectOnA=Continue
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SelectOnB=Choose
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SelectTitle=Storage Device
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YesOnA=Yes
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Missing

[Error]
0=
1=A sign-in change occurred. You are now being returned to the title scr
10=You have been disconnected due to a duplicate login.
11=Invalid Xbox LIVE user.
2=A sign-in change occurred. You are now being returned to the title scr
3=A sign-in change occurred. You are now being returned to the title scr
4=
5=Connection to Xbox LIVE has been dropped.
6=No network connection!
7=Xbox LIVE service is temporarily unavailable.
8=An update is required before connection to Xbox LIVE is possible.
9=Xbox LIVE Servers are too busy to handle the request.
BadDLC_Button=Restart Batman: Arkham Asylum
BadDLC_Desc=
or damaged downloadable content detected.

If the content was on a Xbox 360 Memory Unit, please do not remove it during gam
e play.
If it is corrupt please download it again, or delete it using the Xbox Dashboard
.
Batman: Arkham Asylum will now return to the title screen.
Log:
BadDLC_Title=DOWNLOADABLE CONTENT ISSUE
Log:
CorruptDLC=Damaged or unavailable downloadable content detected.
Please download it again, or delete it from the Xbox Dashboard.
Log:
LiveProblem=Xbox LIVE Issue
Log:
NoDeviceNoSave=You have not selected a Storage Device. Are you sure you
wish to continue? If you do, you will not be able to save the game, or access an
y Online game content.
Log:
NoLoginNoSave=You have not signed into a Profile. Are you sure you wish
to continue? If you do, you will not be able to save the game, or access any Onl
ine game content.
Log:
SelectorDisabled=The Storage Device Selector is unavailable because you
have chosen to play without being able to save your progress.
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StorageDeviceRemoved=The selected storage device has been removed. Pleas
e select a different one to continue.
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[General]
SaveGameDetail=Completed: %d%% (%s)

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[UI]
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CorruptSave=The save is corrupt. Please delete it.
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DeviceSelector=Select Storage Device
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DLCAvailable=Downloadable Content Available.
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DLCNeedsLoggedIn=You need to be signed into a Gamer Profile to access Do
wnloadable Content.
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DLCNeedsSavingEnabled=You need to be signed into a Gamer Profile, and ha
ve selected a Storage Device, to access Downloadable Content.
Log:
LeaderboardFetch=Retrieving Leaderboard Results.
Log:
LeaderboardFetchError=Failed to retrieve Leaderboard Results.
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LeaderboardNotOnline=You need to be signed into Xbox LIVE to access the

leaderboards.
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Marketplace=Xbox LIVE Marketplace
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NeedFreespace=Insufficient free space to create a new save game. Open th
e Device selector?
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NoDLCPresent=New downloadable content available. Connect to Xbox LIVE Ma
rketplace to download.
Log:
NoDLCPresentSoon=Connect to Xbox LIVE Marketplace to download additional
content.
Log:
OnlineDisabled=Online service is disabled due to parental control restri
ctions.
Log:
SavingDesc=INFORMATION ONLY:
This game supports Autosave and this icon will appear whenever game data is bein
g saved.
Please do not turn off your console while this icon is visible.
Log:
ScanningDLC=Searching for Downloadable Content. Please do not remove any
Xbox 360 Memory Unit.
Log:
Log: FileName: ..\BmGame\Localization\INT\Frontend.INT
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[ButtonPress]
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DoubleTap=Double Tap
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Hold=Hold
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SingleTap=Tap
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[CharacterNames]
Aaron_Cash=Aaron Cash
Adrian_Chen=Dr. Adrian Chen
Alfred=Alfred Pennyworth
Amadeus_Arkham=Amadeus Arkham
Arkham_Guards=Aaron Cash and Guards
Arkham_Inmate=Arkham Inmates
Armoured_Batman=Batman, Armored
Bane=Bane
Batman=Batman
Batmobile=The Batmobile
Batwing=The Batwing
Black_Mask=Black Mask
Blackgate_Inmate=Blackgate Prisoners
Bob_Johnson=Bob Johnson
BodyBag=Body Bag
Bruce_Wayne=Bruce Wayne
Bruce_Waynes_Parents=Thomas Wayne / Martha Wayne
Calendar_Man=Calendar Man
Carl_Todd=Carl Todd
Catwoman=Catwoman
Clayface=Clayface
Eddie_Burlow=Eddie Burlow
Firefly=Firefly
Frank_Boles=Frank Boles
Great_White_Shark=The Great White Shark
Gretchen_Whistler=Dr. Gretchen Whistler
Harley_Quinn=Harley Quinn
Henchman_1=Blackgate Convict
Henchman_2=Blackgate Convict
Henchman_3=Blackgate Convict
Henchman_4=Blackgate Convict
Henchman_5=Blackgate Convict
Henchman_6=Blackgate Convict

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Henchman_7=Blackgate Convict
Henry_Smith=Henry Smith
Hugo_Strange=Professor Hugo Strange
Humpty_Dumpty=Humpty Dumpty
Ian_Kennedy=Ian Kennedy
Jack_Ryder=Jack Ryder
James_Gordon=Commissioner Gordon
Jim_Gordon=Commissioner Gordon
Joker=The Joker
Jordan_Fraser=Jordan Fraser
Kevin_Liew=Kevin Liew
Killer_Croc=Killer Croc
Killer_Moth=Killer Moth
Louie_Green=Louie Green
Luke_Curtis=Luke Curtis
Mad_Hatter=Mad Hatter
Masked_Guard_1=Guard
Masked_Guard_2=Guard
Masked_Guard_3=Guard
Masked_Guard_4=Guard
Masked_Orderly_1=Orderly
Masked_orderly_2=Orderly
Masked_Orderly_3=Orderly
Maxie_Zeus=Maxie Zeus
Mr_Freeze=Mr. Freeze
Oracle=Oracle
Patient=Blackgate Convict
Paul__Odonnel=Paul O'Donnel
Penguin=The Penguin
Penny=Penny
Penny_Young=Dr. Penny Young
Peter_Jessop=Dr. Peter Jessop
Poison_Ivy=Poison Ivy
Prometheus=Prometheus
Ras_Al_Ghul=R's al Ghkl
Ratcatcher=Ratcatcher
Riddler=The Riddler
Robert_Stirling=Robert Stirling
Sarah_Cassidy=Dr. Sarah Cassidy
Scarecrow=The Scarecrow
Scarface=Scarface
Scarface_Puppet=Scarface
Spirit_Of_Arkham=Chronicles of Arkham
Stephen_Kellerman=Dr. Stephen Kellerman
Tommy_Elliott=Hush
TweedleDumAndDee=Tweedledum and Tweedledee
Two_Face=Two-Face
Venom_Henchman=Henchman on Titan
Venom_Joker=Titan-powered Joker
Ventriloquist=The Ventriloquist
Voice_of_Arkham=
Warden=Warden Quincy Sharp
William_North=William North
Zach_Franklin=Zach Franklin
Zsasz=Victor Zsasz

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[CrimeScene]
EnteredWhisky=Tap - Detective Mode

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[DeathTips]
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AdminB4=Zsasz panicked and killed Dr. Young. Target Zsasz when he reveal
s himself.
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BaneNoAttack=Get in close to strike Bane and tear out his Venom pump whe
n he is disorientated.
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BaneNoBatarang=Use the Quick Batarang throw to stun Bane while he is cha
rging.
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CellA=Use Detective Mode to identify a way to shut down the electrified
floor.
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CellB3Elec=You failed to save the guards. Turn off the power before cutt
ing the rope.
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CellB3Toxin=You were overcome by Joker Toxin. Rescue the guards before t
he timer reaches zero.
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Combat1=Use counter to avoid incoming attacks.
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Combat2=If surrounded, use evade to escape and give yourself more space
and time.
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CombatGun=Use Detective Mode to identify armed inmates and prioritize be
fore engaging in combat.
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CombatGunLocker=Listen for Arkham weapon storage alarms and prioritize i
nmates trying to access them.
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CombatGunLockerJ=Listen for Arkham weapon storage alarms and prioritize
guards trying to access them.
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CombatKnife=Inmates with knives can block strikes and cannot be countere
d. Use the cape to stun them before attacking.
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CombatTaser=Inmates with Stun Batons will damage Batman if attacked dire
ctly and cannot be countered. Use evade to jump over them and then attack from b
ehind.
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CombatTaserJ=Guards with Stun Batons will damage Joker if attacked direc
tly and cannot be countered. Use evade to jump over and then strike in their bac
k.
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Croc1=Have your Batarang primed and ready for a surprise attack from Kil
ler Croc.
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Croc2=Use the Batarang to short circuit Killer Croc's neck brace and sen
d him diving back into the water.
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Croc3=Running in Croc's Lair gives away Batman's position. Only run if K
iller Croc is already attacking.
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Croc4=Run to escape if the pontoon you are on starts to shake, before Ki
ller Croc smashes it to pieces.
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CrocTrap=Detonate the Explosive Gel trap to take down Killer Croc.
Log:
DemonDual=Use the strength of the demon skeletons against each other.
Log:
DemonHenchman=Use evade to dodge out of the way of incoming attacks. Use
the Quick Batarang to stun charging demon skeletons.
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Fallen=Grapple to rescue yourself when falling.
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GardenB3=You were spotted and the hostages were killed. Take out the con
trol room operator without being detected.
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GardenC2=Find a way to power down the electricity supply to follow after
Joker.
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GardenC2ch5=Find a way to cross the electrified water.
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Gargoyle=Avoid using the booby-trapped gargoyles unless absolutely neces
sary for a quick escape.
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Gas=Grapple to escape from toxic gas.
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IvyNoBatarang=Batarang Ivy when she opens her protective shell for maxim
um damage.
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IvyNoGel=Destroy Ivy's protective shell with the Explosive Gel.
Log:
JokerGun=Use the middle stick to dodge Joker's gun fire.
Log:
JokerGun_KB=Tilt the mouse to dodge Joker's gun fire.
Log:
JokerNoBatclaw=Use the Ultra Batclaw to pull Joker down when he turns hi
s back.
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JokerNoPunch=Punch Joker when he's floored and unable to fight back.

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Lunatic=Use Ground Takedowns to knock out Lunatics, otherwise they will
keep on coming.
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Pods=Titan mutated pods detect nearby movement. Approach slowly with a B
atarang at the ready to destroy spores. Tear out the pod core to destroy it.
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Predator1=Use gargoyles and Detective Mode to survey the location and pl
an your attack.
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Predator2=Isolate vulnerable inmates and pick them off silently one by o
ne without being seen.
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Predator3=Get in close for Silent Takedowns to avoid attracting other in
mates.
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Predator4=If detected, grapple up and swing quickly between gargoyles to
escape.
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PredatorCollars=Joker is monitoring the suicide collars and will alert o
ther inmates if he notices one has gone missing. Move on quickly after performin
g Silent Takedowns.
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PredatorJ1=Use Joker's X-ray specs to survey the location and plan your
attack.
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PredatorJ2=Use Joker's gun wisely. It is very powerful but the gun shot
sound will attract Arkham's guards to the area quickly.
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RescueGordon1=Harley was alerted to your presence and killed Gordon. Res
cue Gordon without being detected.
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RescueGordon2=Harley was alerted to your presence and killed Gordon. Avo
id the inmates and find a way to Gordon.
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Scarecrow=Crouch behind low cover and avoid Scarecrow's gaze.
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Scarecrow2=Use the Batclaw to create new cover.
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Scarecrow3=Use the Batclaw to pull down crates to hide from Scarecrow's
gaze.
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Scarecrow3=Hide from Scarecrow's gaze to avoid getting caught.
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Sniper=Use Detective Mode to identify sniper locations and targets.
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VenomDual=Use the strength of the Titan infected inmates against each ot
her.
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VenomEvade=Use evade to dodge out of the way of incoming attacks.
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VenomHenchman=Use evade to dodge out of the way of incoming attacks. Use
the Quick Batarang to stun charging Titan henchmen.
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VenomJoker=Listen for the distinctive horn sound of Joker's walking bomb
s arming. Use Evade to escape the area as soon as possible.
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Xray1=The inmates panicked and Dr. Young was killed. Take out all the Jo
ker's inmates at once to save Dr. Young.
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Xray2=The inmates panicked and Dr. Young was killed. Place Explosive Gel
on both walls before detonating to take out all the inmates at once.
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Zsasz1=You were seen and the hostage was killed. Approach Zsasz from the
rear to avoid being spotted.
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Zsasz2=You were seen and the hostage was killed. Take down Zsasz before
he can execute the guard.
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[Fail_Screen]
01=You didn't take out all of Joker's thugs in one go.
02=The thugs panicked and Dr. Young was killed!
03=Approach Zsasz from the rear to avoid being spotted.
04=You were seen and the hostage was killed!
05=Wait for Zsasz to expose himself before you strike.
06=You were seen and Dr. Young was killed!
07=Turn off the power before releasing the guard.
08=You failed to save the guards!
09=Rescue the guards before the bomb timer reaches zero.
10=You were overcome by Joker Toxin!
11=You were spotted and the hostages were killed.
12=Find a safe route to the control room.
13=Take out Zsasz before he kills Dr. Young.

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14=You failed to stop Zsasz killing Dr. Young.


15=Joker's thug was overcome by Joker Toxin!
16=You're plant food!
Failed=Objective Failed

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[Fonts]
NormalFont=Arial Unicode MS
SmallFont=Tahoma
TitleFont=Times New Roman

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[GadgetExplanation]
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BatClaw=The Batclaw is an attachment for Batman's Grapnel Gun. It can wr
ench security grates off the wall and be used to drag certain kinds of crates.
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ControllableBatarang=This Batarang can be controlled in flight and used
to hit multiple enemies.
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ExplosiveGel=The Explosive Gel can blow through weak walls that you may
have discovered with the Detective Mode.
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MultiBatarang=Throw multiple Batarangs at multiple enemies at once.
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SelectiveDetonate=Use the zoom mode to select an individual Explosive Ge
l charge to detonate.
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SelectiveDetonateZoom=Zoom
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SonicBatarang=The Sonic Batarang will disrupt nearby suicide collars and
attract nearby enemies.
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SonicBatarangDisabled=Sonic Batarangs cannot be used again in a location
once a Sonic Shock Batarang has been detonated.
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[GadgetHelp]
EnterGrate=Enter Grate
ExitGrate=Exit Grate
Rbatarang=Batarang
RBatarangAim=Aim Batarang
RbatarangC=Remote Control Batarang
RBatarangCAim=Aim Batarang
RBatarangCSelect=Select Remote Control Batarang
RBatarangCUse=Throw Batarang
RBatarangNoTarget=Find Batarang Target
Rbatarangs=Batarangs
RBatarangsAim=Aim Batarangs
RBatarangSelect=Select Batarang
RbatarangSonic=Sonic Batarang
RBatarangSonicAim=Aim Sonic Batarang
RBatarangSonicSelect=Select Sonic Batarang
RBatarangSonicUse=Throw Sonic Batarang
RBatarangsSelect=Select Batarangs
RBatarangsUse=Throw Batarangs
RBatarangUse=Throw Batarang
RBatDistract=Sonic Batarang
RChatterTeethGadget=Chattering Teeth
RChatterTeethGadgetUse=Throw Chattering Teeth
RGooSpray=Explosive Gel
RGooSprayAim=Prepare Explosive Gel
RGooSprayDetonate=Detonate
RGooSpraySelect=Select Explosive Gel
RGooSprayUse=Spray Explosive Gel
RHarpoonGun=Batclaw
RHarpoonGunAim=Aim Batclaw
RHarpoonGunLv2=Super Batclaw

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RHarpoonGunSelect=Select Batclaw
RHarpoonGunUse=Fire Batclaw
Rinvestigate=Detective Mode
RJokerGlasses=Joker Glasses
RJokerGlassesUse=Use Joker glasses
RJokerGun=Gun
RJokerGunUse=Fire Gun
RLineLauncher=Line Launcher
RLineLauncherAim=Aim Line Launcher
RLineLauncherSelect=Select Line Launcher
RLineLauncherUse=Fire Line Launcher
RResonatorTuner=Cryptographic Sequencer
RResonatorTunerAim=Prepare Cryptographic Sequencer
RResonatorTunerNoTarget=Locate Cryptographic Sequencer Target
RResonatorTunerSelect=Select Cryptographic Sequencer
RResonatorTunerUse=Use Cryptographic Sequencer

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[HelpText]
Bio=Character Bio
ButtonPromptCamera=Look Up
ButtonPromptClimb=Climb
ButtonPromptClimbDown=Climb Down
ButtonPromptCornerGrab=Corner Takedown
ButtonPromptCornerLook=Corner Cover
ButtonPromptCover=Cover
ButtonPromptCrouch=Crouch
ButtonPromptDisarm=Disarm
ButtonPromptFloorGrab=Ground Takedown
ButtonPromptGlide=Glide
ButtonPromptGlideKick=Glide Kick
ButtonPromptGrab=Silent Takedown
ButtonPromptGrapple=Grapple
ButtonPromptHangGrab=Inverted Takedown
ButtonPromptJump=Run & Jump
ButtonPromptKick=Kick
ButtonPromptLedgeGrab=Ledge Takedown
ButtonPromptLift=Lift
ButtonPromptNoisyTakedow=Takedown
ButtonPromptRun=Hold to Run
ButtonPromptSearch=Search
Cancel=Cancel
CheckGordon=Examine
ClearTheAreaLunatics=Incapacitate nearby threats to continue
ClearTheAreaThugs=Secure area to continue
Counter=Counter
DestroyPod=Destroy Pod
DetectiveModeOff=Turn Off Detective Mode
DoorBlocked=Door Blocked
DoorLocked=Door Locked
DoorOpening=Door Opening...
DoorUse=Open Door
ExitCover=Exit
FindCornerCover=Find Corner Cover
ForensicsMode=Detective Mode
ForensicsScan=Hold - Scan In Evidence
ForensicsXRay=Detective Mode
GatherRoot=Gather Spore
GetbatGel=Collect Explosive Gel From Batmobile
GrappleEscape=Escape

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GrappleJump=Hold During Grapple
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GrateOpenFaster=Open Faster
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GrateOpenQuietly=Open
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GratePullDown=Pull Down
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GrateSpottedTutorial=Enemies will check in grates if they find a nearby
unconscious body.
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Hang=Hang
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InjectAVenom=Inject Anti-Venom
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InvestigationMode=Tap - Detective Mode
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IvyVineEscape=Break Free
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LadderClimb=Climb
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LedgeHangDown=Drop Down
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LedgeHangShimmy=Shimmy
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LedgeHangUp=Climb Up
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LevelUp=Upgrade
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Loading=Loading...
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Map=Map / Objectives
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NormalTakedown=Takedown
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Open=Open
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Paused=Paused
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PickUpPickup=Pick Up Riddler Trophy
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PickUpSecretsMap=Pick Up Secrets Map
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PickUpTape=Pick Up Interview Tape
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PredatorGoalScreen=Medal Challenges
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Pull=Pull
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Quick_Batarang=Tap - Batarang
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Redirect=Redirect
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Rescue=Rescue
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ResonatorTune=Tune Frequency
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Riddler=Riddler's Challenge
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SixaxisSteer=Steer by tilting the wireless controller
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Skip=Skip
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SPEscapeTutorial=Use the Grapnel Gun to escape to a gargoyle!
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SPSwingTutorial=Move quickly between gargoyles to lose attackers.
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Strike=Strike
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TalkTo=Talk To
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ThrowLunatic=Throw Lunatic
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Use=Use
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UseSpotlight=Use Spotlight
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VenomGetOn=Get On
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VenomHangOn=Hang On
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[LevelDesc]
Admin_A=Main Hall
Admin_B1=Library
Admin_B1V1=Ventilation system
Admin_B1V2=Ventilation system
Admin_B1V3=Ventilation system
Admin_B2=Arkham Records Room
Admin_B2V1=Ventilation system
Admin_B2V2=Ventilation system
Admin_B3=Dr. Young's Office
Admin_B3C5V1=Ventilation system
Admin_B3V1=Ventilation system
Admin_B4=Warden's Office
Admin_B5=Old Record Room
Admin_C1=Mansion Entrance Hall
Admin_C3=South Corridor
Admin_C3V1=Ventilation System

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Admin_C3V2=Alcove
Admin_C4=East Wing Corridor
Admin_C4V1=Alcove
Admin_C5=North Corridor
Admin_C5V1=Ventilation system
Admin_C5V2=Ventilation system
Admin_C6=Abandoned Boiler House and Access
Admin_C8=West Wing Corridor
Admin_C8V1=Alcove
Admin_C9=Wayne Manor
Admin_S2=
Cave_A=Main Sewer Junction
Cave_A_Desc=Main Sewer Junction
Cave_AV1=Pump Control Room
Cave_B1=The Batcave
Cave_B1_Desc=The Batcave
Cave_B2=Sewer Overflow Pipe
Cave_B3=Pump Room
Cave_B5=Croc's Lair
Cave_B6=Control Room
Cave_B6V1=Ventilation System
Cave_B6V2=Alcove
Cave_B6V3=Alcove
Cave_C1=Old Sewer
Cave_C1_Desc=Old Sewer
Cave_C2=Control Room Access
Cave_C3=Abandoned tunnels
Cave_C5=Surface Access
Cave_C6=Pressure Control Junction
Cave_C7=Abandoned Surface Access
Cell_A1=Main Cell Block
Cell_A1V1=Generator Access
Cell_A1V2=Guard Access
Cell_B1=Extreme Incarceration
Cell_B2=Security Control Room
Cell_B3=Guard Room
Cell_B3V1=Ventilation system
Cell_B4=Day Room
Cell_B5=Vehicle Depot
Cell_B7=Joker Throne Room
Cell_C1=The Green Mile
Cell_C2=Controlled Access
Cell_C3=
Cell_C4=Day Room Access
Cell_C5=Transportation Corridor
Cell_C6=Cells Access
Garden_A=Botanical Glasshouse
Garden_A1V1=Ventilation system
Garden_B1=Glasshouse Generator Room
Garden_B2=Secret Garden
Garden_B3=Aviary
Garden_B3V1=Ventilation system
Garden_B3V2=Ventilation system
Garden_B3V3=Ventilation system
Garden_B3V4=Ventilation system
Garden_B4=Abandoned Chamber
Garden_B4V1=
Garden_B5=Titan Production Facility
Garden_B6=Elizabeth Arkham Glasshouse
Garden_B7=Elizabeth Arkham Glasshouse

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Garden_C1=Glasshouse Entrance
Garden_C1V1=Drainage System
Garden_C2=Flooded Corridor
Garden_C2V1=Ventilation system
Garden_C3=Statue Corridor
Garden_C4=Secret Corridor
Garden_C5=Blocked Corridor
Garden_C6=Aviary Corridor
Garden_S3=Scarecrow Boss -Stage 3
Max_A1=Intensive Treatment Lobby
Max_A1_Desc=Intensive Treatment Lobby
Max_B1=Secure Transit
Max_B1C1V1=Ventilation system
Max_B3=Holding Cells
Max_B3V1=Ventilation system
Max_B4=Patient Pacification Chamber
Max_B4V1=
Max_B5=Decontamination
Max_B5V1=Ventilation system
Max_B6=Secure Treatment Transfer
Max_B7=Maximum Security Chamber
Max_C0=Maximum Security Entrance
Max_C1=Cell Block Transfer
Max_C1A1V1=Ventilation system
Max_C3=Security Corridor
Max_C4=Maximum Security Connection
Max_C5=Transfer Loop
Max_C5V1=
Max_C6=Processing Corridor
Max_C6B4V1=Ventilation system
Max_C8=Utility Corridor
Max_C9=Maintenance Access
Max_C9A1V1=Ventilation system
Max_S3=
Max_S4=Scarecrow Boss -Stage 4
Medical_A=Sanatorium
Medical_A_Bottom=
Medical_AV1=Ventilation system
Medical_AV2=Ventilation system
Medical_AV3=Ventilation system
Medical_B1=Patient Observation
Medical_B1V1=Ventilation system
Medical_B1V2=Ventilation system
Medical_B2=Surgery Room
Medical_B3=X-Ray Room
Medical_B4=Secure Access
Medical_B4AV1=Ventilation system
Medical_B4C2V1=Maintenance Access
Medical_B5=Morgue
Medical_B6=Experimental Chamber
Medical_B6V1=Ventilation system
Medical_B6V3=Ventilation system
Medical_B7=Boiler Room
Medical_B8=Morgue
Medical_B9=Secret Laboratory
Medical_C0=Maintenance Access
Medical_C0V1=Ventilation system
Medical_C0V2=Ventilation system
Medical_C1=Upper Corridor
Medical_C1V1=Ventilation system

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Medical_C2=Lower Corridor
Medical_C2V1=Ventilation system
Medical_C3=Secret Corridor
Medical_C4=Secure Corridor
Medical_C5=Medical Foyer
Medical_C5V1=
Medical_C6=Upper Corridor
Medical_S1=
Overworld_A1=Arkham West
Overworld_A1_Cell=Penitentiary
Overworld_A1_Medical=Medical Wing
Overworld_A2=Arkham North
Overworld_A2_Cave=Cave System
Overworld_A2_Max=Intensive Treatment
Overworld_A3=Arkham East
Overworld_A3_Admin=Arkham Mansion
Overworld_A3_Garden=Botanical Gardens
Overworld_C0=
Overworld_C1=
Overworld_C2=
Overworld_C3=Abandoned Tunnel
Overworld_C4=
Visitor_B1=Throne Room
Visitor_B2=Penitentiary
Visitor_C1=Visitor Room

Log:
[Tips]
Log:
01=Earn XP to regain health and upgrade to the latest WayneTech technolo
gy.
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02=Use the Quick Batarang throw to unleash an instant Batarang when unde
r pressure.
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03=Maximize your combo in combat by seamlessly moving from one target to
another without missing a strike.
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04=Earn XP bonuses in combat by chaining together large combos or by usi
ng a variety of different moves in one combo.
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05=Isolate armed inmates and take them out silently to avoid attracting
attention.
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06=If detected by armed thugs, grapple up and swing quickly between garg
oyles to escape.
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07=Use the Evade move to reduce damage when under fire.
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08=Use the Map & Objectives screen to view your main objective at any ti
me.
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09=When stuck, use Detective Mode to search the environment for clues on
how to progress.
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10=Forensic trails show up on the map, allowing you to pick them up agai
n at any time.
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11=Unlock combat and predator challenges by solving secrets on the Riddl
er grid.
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12=Try the Challenge Mode to improve your combat and predator skills.
Log:
13=Most gadgets feature an Action Camera. Have you discovered how to act
ivate this?
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BC01=Build up large combos to get bigger score multipliers.
Log:
BC02=Maximize your combo in combat by seamlessly moving from one target
to another without missing a strike.
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BC03=Variation Bonus: The more moves you can combine into a single combo
, the greater the variation bonus.
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BC04=Flawless Freeflow Bonus: Defeat an entire round in one single flowi
ng combo.
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BC05=Dark Knight Bonus: Complete a round without taking a single hit.

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BC06=Perfect Knight Bonus: Complete all rounds without taking a single h
it.
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BP01=Complete all the Predator Medal Challenges to move up the leaderboa
rd.
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BP02=Isolate armed inmates and take them out silently to avoid attractin
g attention.
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BP03=If detected by armed thugs, grapple up and swing quickly between ga
rgoyles to escape.
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BP04=Use the Evade move to reduce damage when under fire.
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JC01=Joker's gun reloads automatically between rounds. Use the quick fir
e to chain this into Joker's combos.
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JC02=Variation Bonus: The more moves you can combine into a single combo
, the greater the variation bonus.
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JC03=Flawless Freeflow Bonus: Defeat an entire round in one single flowi
ng combo move.
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JC04=Who's Smiling Now? Bonus: Complete a round without taking a single
hit.
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JC05=Last Laugh Bonus: Complete all four rounds without taking a single
hit.
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JP01=Aaron Cash is monitoring the Arkham guards and will alert them if h
e notices one has gone missing. Move on quickly after performing Silent Takedown
s.
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JP02=Joker's gun is so powerful it can take out multiple targets with a
single, well aimed, shot.
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JP03=If detected by armed guards... run!
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JP04=Use the Evade move to reduce damage when under fire.
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SC01=How long can you survive the skeleton onslaught without taking a si
ngle hit?
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[TRC]
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Checkpoint=Checkpoint
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DLC_Bad=Downloadable content is damaged or missing.
Unable to load the Challenge.
Log:
InfocastError=Unable to connect to the Eidos information server. Please
try again later.
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Saving=Saving content. Please don't turn off your console.
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SavingMsg=Saving
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[Tutorial]
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GlideAndKick=Perform a glide kick by focusing the camera on an enemy whe
n above.
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GrabAndTakedown=Takedown an enemy by approaching silently and grabbing h
im from behind.
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InvestigationMode=Use Detective Mode to locate interactive items in the
environment.
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[Upgrades]
Gel=Upgrade available for the Explosive Gel.
Resonator=Upgrades are available for the Cryptographic Sequencer.
Sonic=Upgrade available for the Batarang.
Title=New Upgrade Available

Log: FileName: ..\BmGame\Localization\INT\Riddler.INT


Log:
[1_pcnt]
Log:
01=A challenge completed. Can you do more?
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...
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[10_pcnt]
01=So the great detective has solved a mere ten percent of my challenges
02=Are you ready to give up yet?

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[100_pcnt]
Log:
01=What? You did it? You really solved all my challenges?
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02=Well done. That reminds me...
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03=I promised you a trophy, did I not?
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04=I promised you a reward to go with your achievements.
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05=I promised you a reward, I believe.
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06=Well, here you are, Batman, with a final riddle to tax your mind.
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07=When is a bat both fast and slow to the fight?
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08=Well, here you are! Do you even know what to do with it?
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09=Enjoy it, Batman. I hope it brings you all the help you quite obvious
ly need.
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[25_pcnt]
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01=What do you call someone who has failed to solve three quarters of my
riddles?
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02=A Batman?
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[50_pcnt]
01=What do you call the detective who is only half-way to the end?
02=Loser?

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[75_pcnt]
01=What? You've found 75 percent of my challenges? This can't be right.

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[90_pcnt]
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01=What? You're nearly done? Are you cheating? Looking them up on the in
ternet? Tell me!
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[Admin]
1=Who is the main man in the main hall?
2=Our records show that a Strange transfer request was made in this room

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l. It's
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[ANGRY]
01=Bah. Another one of the easy ones. Don't feel too proud, Batman.
02=Another one? Can it be?... No. There's no way. You can't find them al
impossible.
03=I'm losing patience. You are cheating. You must be.

3=It'll be a cold day in Hell when this Ghul rises again.


4=What does a bird need in the rain?
5=A game of Cat and mouse can be painful.
6=Isn't the Warden too old for a puppet show?
7=Did Amadeus go mad, or was he just dizzy?
8=This fiendish puzzle literally appears out of thin air.
9=How do you mask your feelings without losing control?

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[Cave]
1=A puzzle has many sides, but only some are visible.

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[Cell]
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1=Two people, one voice, no gun?
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2=All alone in your cell? Why don't you break the ice with the most dang
erous prisoners?
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3=Prometheus, Arkham guards' most wanted and most hated.
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4=A case of mistaken identity?
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5=What has four walls, two sides, and one ex-DA?
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6=This room is the end of days for even the most celebrated killer.
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7=How do you reflect on your successes and failures, Batman?
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8=When is something right in front of you but still hidden from view?
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wall?!
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[CLUE_1]
01=I said, don't CUT yourself on this SHARPLY observed portrait.
02=You know, PORTRAIT? Painting? Picture on the wall? In a frame?!
03=A painting of something SHARP?
04=Warden Sharp? That old guy who runs the place? In a painting? On the

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you'll
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[CLUE_E]
01=Don't get too full of yourself, Dark Knight. It only gets harder from
02=You are performing just below my predicted expectations. At this rate
never beat me.
03=I'd have solved all the puzzles by now.
04=That one could have been solved by a monkey. But good job, neverthele
05=Easy! Isn't it? Well, we'll see. We'll see.

Log:
[CLUE_H]
Log:
01=You are beginning to impress me, Batman. You may still reach a level
just below my genius one day.
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02=What? You found that one too? Preposterous.
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03=I'm impressed. That was one of the more taxing ones.
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04=I don't believe it! How did you work that one out?
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05=That one was impossible to solve! How did you do it!?
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[END_GAME]
Log:
01=What?
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02=You did it?
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03=You must have cheated. There is no way you could have beaten me.
Log:
04=Well, you asked for it, Batman. My final challenge for the whole of G
otham is just seconds away... What?
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05=Sirens! The police! You cheated, Batman. You couldn't have outsmarted
me!
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06=Police! Open up.
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08=I said open the door now!
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09=Down on the ground! Down on the ground!
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10=Tell me! How did you work out where I was? Do you hear me? I, Edward
Nigma, will... Argghhh.
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[FINDTROPHY]

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?
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01=At last. I thought you'd never find it.


02=So, you found it at last. What have you been doing with your time?
03=So what was it that gave it away? The big green glowing question mark

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.
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[Garden]
1=What time is tea time in Wonderland?
2=There's no closet in the Gardens, so someone is using the roof instead

04=I thought I made them easy to find. I guess not.

3=Is the number up for these guards?


4=The Ratcatcher needed more than just his charm to lead his army.
5=Remember the Waynes? How could anyone forget?
6=Looks like all the king's horses trampled all the king's men.
7=Is this a tribute to what a mad dog left behind?
8=This challenge can only be seen by those with a different view on life

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[Grid]
Log:
Cipher=Locate and analyze these mysterious diaries. Even I cannot fathom
who left them. You have no chance.
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JokerTeeth10=Smash 10 of these annoying blabbermouths.
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JokerTeeth20=Give peace a chance by smashing 20 of these annoying chatte
rboxes.
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JokerTeeth5=Destroy 5 of these infernal items.
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Map=An item of such importance, you'd be a fool not to try and seek it o
ut. Are you a fool?
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Pickup=Can you find all of these carefully hidden trophies? I doubt it.
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QuestionMark=It's right in front of you, can't you see it?
Log:
Tape=Delve into the minds of the Arkham patients. You may learn a thing
or two.
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[GRID_1]
Log:
01=I, Edward Nigma, have placed a dazzling selection of challenges and p
uzzles around Arkham.
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02=Can you solve them all? Will you find all my trophies? Are you ready
to give up? Your puny mind is no match for my own.
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[Idles]
01=Do you need my help, Batman? Do you give up?

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[INTRO]
Log:
01=... Can you hear me, Batman? I know you can.
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02=<OUT=BIO>Yes, it is I, Edward Nigma, the Riddler and more importantly
your intellectual superior.
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03=<OUT=BIO2>My genius has allowed me to easily hack into your primitive
communications.
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04=My goal is simple! You complete a series of amusingly taxing challeng
es and, well, you'll see.
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05=Ready for your first one?
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06=Good. But be careful!
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07=Don't CUT yourself on this SHARPLY observed portrait.
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[INTROROOMS]

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extend
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01=Me again, Detective.


02=This is E. Nigma with another dazzling challenge.
03=Is this thing still working? Can you hear me? Good!
04=I think it's time for me, the most knowledgeable of all your foes, to
the hand of wisdom.
05=Are you OK? Are my teasers hurting your head? Ready for another?

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[Map]
01=So you have given in and taken my map. I hope it proves useful.

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[Max]
1=Don't cut yourself on this Sharply observed portrait.
2=Hook up with the relatives before you're transferred out of here.
3=Dr. Jonathan Crane plans on elevating fear to new depths.
4=Where would you find my home sweet home?
5=Even I was shocked when I saw how Maxie Zeus was treated!
6=A top hat and tails is the only dress code for this party in the North
7=You don't know Jack about Gotham. Tune in to find out.
8=A puzzle has many sides, but only some are visible.

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[Medical]
Log:
1=TICK! TOCK! News flash! Someone is not getting out of here alive.
Log:
2=Was this fire fly too hot off the press?
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3=Shhhhsshh! Rumors persist that Tommy Elliot operates in Arkham. Can it
be true?
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4=Are you going to take your hat off to Harley, Bats?
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5=What silent killer of the oceans can be found in a tiny jar?
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6=Is this bear the Bane of his life?
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7=Is the generosity of our benefactors on the Wayne?
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8=A question can only be answered from a new perspective. Don't you agre
e?
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[OPTICAL]
01=My challenges appear to those with the correct position in life.

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[Overworld]
1=Let's face it, there are two Dents on the wall.
2=Tweedledum and Tweedledee SAW it, can you SEE it?
3=Now I see it, now you don't!

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[OverworldEast]
2=The legacy of this island has been well and truly buried.
3=Gotham's greatest family towers over the city.
4=My challenges appear to those with the correct position in life.

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[OverworldWest]
1=Zsasz is counting on you finding his work.
2=Does Scarecrow's gas break down barriers as it drives you insane?
3=Do you see what I can see? No? Then maybe I am in a stronger position.

Log:

[SOLVE_1]

Log:
01=So you did it. Well done. I would have expected a child to work that
one out, let alone the world's greatest detective.
Log:
02=Maybe it's time to give up that title?
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03=<OUT=GRID>No? Well, how about this then...
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[Teeth]
01=Oh, what an annoying sound.
02=What? You destroyed them all! But... that's impossible.

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.
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[Teeth_break]
01=Oh, thank you, Dark Knight. I thought that sound would play all night

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[Trophy_E]
01=Easy. A blind man would have stumbled over that one.

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[Trophy_H]
01=How did you find that one?

Log: FileName: ..\BmGame\Localization\INT\Investigation.INT


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[Batstuff]
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Batmobile=A fully customized assault vehicle.
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Batmobile_title=The Batmobile
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Batwing=A hi-specification VTOL jet powered air craft.
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Batwing_title=The Batwing
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[Items]
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Batclaw_Crate=Secure Arkham containers. Used to store documentation and
patient items.
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Batclaw_Crate_claw=Secure Arkham containers. Used to store documentation
and patient items. Can be pulled using the Batclaw.
Log:
Batclaw_Crate_title=Arkham Security Container
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DoorLocked=Blocked
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DoorTitle=High Security Door
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DoorUnlocked=Unlocked
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Extractor_Control=Terminal used to control the extraction fans. A panic
button is fitted to activate in an emergency. Smash glass to activate.
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Extractor_Control_Bat=Terminal used to control the extraction fans. A pa
nic button is fitted to activate in an emergency. Smash glass to activate.
Log:
Extractor_ControlTitle=Extractor Control Point
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Extractor_Fan_Off=Used to remove airborne toxins and purify the air in A
rkham Asylum.
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Extractor_Fan_On=Operational and purifying the air.
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Extractor_Fan_Title=Extractor Fan
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FloorPanel=Activated in emergencies to incapacitate escaping inmates.
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FloorPanelTitle=Electrified Security Floor
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HipFlask=Hip flask. Usually used to hold alcohol. A favorite of the drun
ks of Gotham.
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HomingPod=A gelatinous container of mutated spores created by Poison Ivy
to defend her plants.
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HomingPod_title=Airborne Spore Pod
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LiveCables=Power cables provide electricty for devices throughout the as
ylum.
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LiveCablesTitle=Live Power Cable

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PlayTape=Tape recorders are used to keep records of patient sessions.
Log:
PlayTapeTitle=Tape Recorder
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Pontoon=Old wooden platforms used to create makeshift walkways for maint
enance access.
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PontoonTitle=Floating Wooden Platform
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Power_cable=Power cables provide electricity to electrical devices.
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ProxPod=Titan Mutated Plant
Log:
ProxPod_Tile=Releases deadly airborne spores when movement detected. App
roach with caution. Core must be destroyed to render inactive.
Log:
Riddler=Hidden around Arkham by Edward Nigma AKA The Riddler.
Log:
RiddlerTitle=Riddler Trophy
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Rope=Length of natural fibers, braided together. Susceptible to Batarang
hits.
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Rope_Hostage=Length of natural fibers, braided together. Susceptible to
Batarang hits.
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Rope_Thug=Length of natural fibers, braided together. Susceptible to Bat
arang hits.
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RopeTitle=Rope
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SecretsMap=A hand drawn map that appears to show the location of all the
Riddler's challenges.
Log:
SecretsMapTitle=Riddler Secrets Map
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SecurityGate=Electrical security gates stop patients from escaping Arkha
m Asylum.
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SecurityGateTitle=Security Gate
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Spore=The root is encrusted with the mold spores required to create the
anti-Titan formula.
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SporeTitle=Mutated Plant Root
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Tape=Tape recording of patient interviews. May provide psychological ins
ight about the various Arkham inmates.
Log:
TapeTitle=Arkham Interview Tape
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TitanVat=Contains Titan-based compound. Explosive.
Log:
TitanVatTitle=Titan Vat
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WaterPipeA=Water is contaminated with a Titan-based waste product.
Log:
WaterPipeATitle=Pipe Observation Window
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WaterPipeB3=Water is contaminated with a Titan-based waste product. Expo
sure to contaminated water is fatal.
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WaterPipeB3Title=Pipe Observation Window
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WaterPipeB6=Water is contaminated with a Titan-based waste product. Expo
sure to contaminated water is fatal.
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WaterPipeB6Title=Pipe Observation Window
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WaterPipePurifiedA=Water purity at an acceptable level.
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WaterPipePurifiedB3=Water purity at an acceptable level.
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WaterPipePurifiedB6=Water purity at an acceptable level.
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[People]
Log:
Boles=Frank Boles. One of Joker's "inside men" at Arkham.
Log:
Dead=Status: Deceased
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FriendlyState=Identity: Unknown
Log:
Gordon=Jim Gordon. Police Commissioner and the only person I can trust i
n Gotham.
Log:
Harley_Quinn=Harley Quinn. She was once an Arkham Psychiatrist, but she
fell in love with he wrong guy, Joker! Now she's as crazy as he is.
Log:
Joker=Joker, clown prince of crime. A sociopath responsible for thousand
s of murders in Gotham City.
Log:
Killer_Croc=Killer Croc. He was once Wayland Jones, but now is little mo
re than a monster and suspected cannibal.
Log:
Venom=Titan Mutation. Members of Joker's gang mutated into monstrous kil
ling machines through exposure to Titan.
Log:
Venom_def=Human mutation

Log:
Venom_infarction=C.O.D: Myocardial infarction caused by interrupted bloo
d supply to heart.
Log:
Venom_un=Unknown. Probable human mutation.
Log:
Warden=Quincy Sharp, current Warden of Arkham Asylum.
Log:
Young=Dr. Young. The current Head of Research at Arkham Asylum.
Log:
Zsasz=Victor Zsasz. He slits his victims' throats and carves a tally int
o his body. Evil and insane.
Log:
Log:
[Scenery]
Log:
GASDisruptBoxTitle=Sabotaged Security Control
Log:
Generator=Backup generators provide electrical power to the Penitentiary
in the event of a power outage.
Log:
GeneratorTitle=Power Generator
Log:
GooWall=Structurally weak walls will collapse with a controlled explosio
n.
Log:
GooWallHarpOnlyBefore=Out of reach.
Log:
GooWallPostGel=Structurally weak walls will collapse with a controlled e
xplosion.
Log:
GooWallPostHarp=Structurally weak walls will collapse through a controll
ed explosion or when pulled with enough force.
Log:
GooWallPostHarpOnlyAfter=Structurally weak walls will collapse when pull
ed with enough force.
Log:
GooWallThugsBoth=Falling debris from structural weaknesses could hurt by
standers.
Log:
GooWallThugsGoo=Falling debris from structural weaknesses could hurt bys
tanders.
Log:
GooWallThugsHarpoon=Falling debris from structural weaknesses could hurt
bystanders.
Log:
GooWallTitle=Structural Weakness
Log:
GroundLevelGrate=A metal cover to stop patients escaping. Held in place
tightly by security bolts. Can be removed with enough force.
Log:
GroundLevelGrateTitle=Secure Ventilation Cover
Log:
GunLocker=Locker containing Arkham guard firearm supplies to be used onl
y in a breakout attempt.
Log:
GunLockerTitle=Gun Locker
Log:
HarpoonGrate=Wall mounted and held in place with security bolts.
Log:
HarpoonGrateBatclaw=Wall mounted and held in place with security bolts.
Log:
HarpoonGrateSpeech=Wall mounted and held in place with security bolts.
Log:
HarpoonGrateTitle=Ventilation Cover
Log:
HarpoonWall=Out of reach.
Log:
HarpoonWallTitle=Structural Weakness
Log:
JOKERDisruptBox=Security protocol corrupted by the Joker. Device will be
significantly more difficult to bypass.
Log:
JOKERDisruptBoxTitle=Corrupt Security Control Box
Log:
JokerToxinCylinder=A cylinder of the deadly chemical created by the Joke
r. Attacks the nervous system, causing a slow, painful death.
Log:
JokerToxinCylinderTitle=Joker Toxin Cylinder
Log:
StainedGlass=Imitation glass floor designed to blend in with Arkham deco
r.
Log:
StainedGlassTitle=Reinforced Glass Floor
Log:
VantagePoint=Gargoyles provide a suitable vantage point from which to su
rvey a room.
Log:
VantagePointBomb=Booby-trapped gargoyle. Rigged with a short-fuse proxim
ity explosive.
Log:
VantagePointDestroy=Destroyed by the Joker's booby trap.
Log:
VantagePointDestroyTitle=Destroyed Vantage Point
Log:
VantagePointTitle=Vantage Point
Log:
BatSignal=To be used in times of need and darkness.
Log:
BatSignalTitle=The Bat-Signal

Log:
BreakableGlass=Non-reinforced glass can be broken with enough force.
Log:
BreakableGlassTitle=Fragile Glass
Log:
Chandelier=Hanging by a fiber rope. The rope is at the limit of its tens
ile strength.
Log:
ChandelierTitle=Chandelier
Log:
CounterWeight=Structurally weak, should collapse with a controlled explo
sion.
Log:
CounterWeightTitle=Elevator Counterweight
Log:
DisruptBox=Developed by WayneTech, these control points are considered h
ack-proof. Security sub systems designed by Lucius Fox.
Log:
DisruptBoxTimed=A safety measure that resets power after a short circuit
has occurred.
Log:
DisruptBoxTimedTitle=Power Control Override
Log:
DisruptBoxTitle=Security Gate Control
Log:
DisruptBoxTitlePump=Pump Control
Log:
DisruptDISABLEBox=Developed by WayneTech, these control points are consi
dered hack-proof. Currently inactive.
Log:
FloorGrate=Access points for maintenance tunnels.
Log:
FloorGrateTitle=Floor Grate
Log:
GASDisruptBox=Modified to release Joker Toxin if tampered with. Caution
advised.
Log:
Log: FileName: ..\BmGame\Localization\INT\Bio.INT
Log:
[Aaron_Cash]
Log:
Attrib1=Great physical strength, excellent reflexes
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=One of the most experienced guards at Arkham
Log:
Attrib3=Lasting enmity with Killer Croc
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=AARON CASH
Log:
Eyes=Brown
Log:
FirstAppear=Arkham Asylum: Living Hell #1 (July, 2003)
Log:
Hair=Black
Log:
Height=6 ft
Log:
Occupation=Arkham Asylum Guard
Log:
RealName=Aaron Cash
Log:
Story=One of the most senior and respected guards at Arkham, Cash is onl
y afraid of one inmate - Killer Croc, who severely wounded Cash once during a ri
ot at the asylum. Cash remains determined, however, to keep the asylum's inmates
under control - and to conquer his fears of Croc.
Log:
Weight=185 lb
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Alfred]
Attrib1=Skilled actor
Attrib10=
Attrib11=
Attrib2=Trained in emergency medical techniques
Attrib3=Proficiency with mechanical and computer systems
Attrib4=Expert in domestic sciences
Attrib5=Unflappable manner
Attrib6=Unlike Batman, Alfred is willing to wield firearms in times of c

risis
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=ALFRED PENNYWORTH
Log:
Eyes=Blue
Log:
FirstAppear=Batman #16 (April-May, 1943)
Log:
Hair=Black
Log:
Height=6 ft
Log:
Occupation=Valet
Log:
RealName=Alfred Pennyworth
Log:
Story=Alfred Pennyworth, after a varied career, was employed as the Wayn
e family's butler when Bruce Wayne's parents were killed. Alfred raised the youn
g orphan and reluctantly aided him in his quest to become the Batman. His many s
kills - ranging from cooking to medicine - make him Batman's staunchest ally, al
ong with a formal demeanor that grounds the Dark Knight and deflects those who m
ight otherwise suspect Bruce Wayne's true identity.
Log:
Weight=160 lb
Log:
Log:
[Amadeus_Arkham]
Log:
Attrib1=Highly respected psychiatrist, until his fall to insanity
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Heir to the Arkham land and fortune
Log:
Attrib3=Delusional schizophrenic
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=AMADEUS ARKHAM
Log:
Eyes=Blue
Log:
FirstAppear=Batman #258 (October, 1974)
Log:
Hair=Brown
Log:
Height=5 ft 11 in
Log:
Occupation=Psychiatrist
Log:
RealName=Amadeus Arkham
Log:
Story=Amadeus Arkham founded the Elizabeth Arkham Asylum for the Crimina
lly Insane, naming it after his mother, whom he euthanized as treatment for her
dementia. Building it on the old grounds of his family's historic mansion on the
outskirts of Gotham, Amadeus personally treated its first patient - Martin "Mad
Dog" Hawkins, who had killed Amadeus's wife and daughter. After administering f
atal electro-shock treatments to Hawkins, Amadeus lost all grip on his sanity an
d was admitted to his own institution.
Log:
Weight=175 lb
Log:
Log:
[Bane]
Log:
Attrib1=Master strategist
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Intense focus
Log:
Attrib3=Abnormally strong reaction to Venom, giving him incredibly enhan
ced physical abilities
Log:
Attrib4=Determined to best Batman, and all others who challenge him
Log:
Attrib5=

Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=BANE
Log:
Eyes=Brown (when on Venom: Green)
Log:
FirstAppear=Batman: Vengeance of Bane #1 (January, 1993)
Log:
Hair=Brown
Log:
Height=5 ft 6 in (when on Venom: 6 ft 8 in)
Log:
Occupation=Professional Criminal
Log:
RealName=Unknown
Log:
Story=Imprisoned from birth to serve his dead father's sentence, Bane wa
s raised inside the horrific environs of a Santa Prisca prison; his only friend
in the hellhole was a teddy bear he named Osito. Finding solace in smuggled book
s and meditation, he developed incredible powers of concentration. When he was s
ubjected to military experiments using a steroid codenamed Venom, his iron-forge
d will helped him survive when other test subjects had died, and he managed to e
scape. Determined to prove his worth, he sought out Batman and broke the Dark Kn
ight's spine. But Batman recovered and managed to best Bane, cutting off the pre
cious Venom supply that transforms Bane into a superhuman.
Log:
Weight=140 lb (when on Venom: 350 lb)
Log:
Log:
[Batman]
Log:
Attrib1=Trained to physical and mental peak
Log:
Attrib10=Trained in stealth and espionage techniques
Log:
Attrib11=Expert escape artist
Log:
Attrib2=Arsenal of gadgets, vehicles, and advanced technology
Log:
Attrib3=Inventor, detective, genius-level intelligence
Log:
Attrib4=Expert in most known forms of martial arts
Log:
Attrib5=Trained in all aspects of criminology
Log:
Attrib6=Mastery of the physical sciences
Log:
Attrib7=Computer expert
Log:
Attrib8=Master of disguise
Log:
Attrib9=Photographic memory
Log:
BaseOfOps=Gotham City
Log:
CharacterName=BATMAN
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #27 (May, 1939)
Log:
Hair=Black
Log:
Height=6 ft 2 in
Log:
Occupation=CEO/Philanthropist
Log:
RealName=Bruce Wayne
Log:
Story=When his parents were gunned down in front of him, young Bruce Way
ne resolved to rid Gotham City of the criminal element that took their lives. He
trained extensively to achieve mental and physical perfection, in addition to m
astering martial arts, detective techniques, and criminal psychology. Dressing a
s a bat to prey on criminals' fears, Batman fights crime with the aid of special
ized gadgets and vehicles, operating out of his secret Batcave below Wayne Manor
.
Log:
Weight=210 lb
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Black_Mask]
Attrib1=Obsessed with masks
Attrib10=
Attrib11=
Attrib2=Harbors a hatred of Batman and Bruce Wayne
Attrib3=Face resembles a black skull

Log:
Attrib4=Feared and powerful mob boss
Log:
Attrib5=Skilled marksman, known for his double handguns
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=BLACK MASK
Log:
Eyes=Brown
Log:
FirstAppear=Batman #386 (August, 1985)
Log:
Hair=None
Log:
Height=6 ft 1 in
Log:
Occupation=Professional Criminal
Log:
RealName=Roman Sionis
Log:
Story=Following the suspicious death of his multi-millionaire parents in
a fire, Roman Sionis inherited their fortune and then went on to bankrupt their
company. Saved by a buyout by Bruce Wayne, Sionis came to resent and hate Wayne
. Fixated on the concept of masks, Sionis carved one from his father's black cof
fin and sought revenge; his ensuing battle with the Dark Knight caused his mask
to be burnt into his skin, remaking him as the Black Mask. Sionis is now a feare
d gang leader and one of the most powerful mob bosses in Gotham, with a burning
hatred of the Batman.
Log:
Weight=195 lb
Log:
Log:
[Bruce_Wayne]
Log:
Attrib1=Trained to physical and mental peak
Log:
Attrib10=Trained in stealth and espionage techniques
Log:
Attrib11=Expert escape artist
Log:
Attrib2=Arsenal of gadgets, vehicles, and advanced technology
Log:
Attrib3=Inventor, detective, genius-level intelligence
Log:
Attrib4=Expert in most known forms of martial arts
Log:
Attrib5=Trained in all aspects of criminology
Log:
Attrib6=Mastery of the physical sciences
Log:
Attrib7=Computer expert
Log:
Attrib8=Master of disguise
Log:
Attrib9=Photographic memory
Log:
BaseOfOps=Gotham City
Log:
CharacterName=BRUCE WAYNE
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #27 (May, 1939)
Log:
Hair=Black
Log:
Height=6 ft 2 in
Log:
Occupation=CEO/Philanthropist
Log:
RealName=Bruce Wayne
Log:
Story=Born into the wealthy Wayne family, Bruce Wayne had an idyllic chi
ldhood, although he was given a strong sense of justice by his moralistic and ph
ilanthropic parents, Thomas and Martha. After their violent murder at the hands
of a mugger, Bruce dedicated his life to battling the criminal element that took
their lives. He left Gotham for many years to train his mental and physical abi
lities across the globe, finally returning to take up the mantle of the Dark Kni
ght.
Log:
Weight=210 lb
Log:
Log:
Log:
Log:
Log:
Log:

[Bruce_Waynes_Parents]
Attrib1=Highly gifted and well-trained surgeon
Attrib10=
Attrib11=
Attrib2=Heir to the Wayne family fortune

Log:
Attrib3=Dedicated philanthropist
Log:
Attrib4=Mother to Bruce Wayne, wife to Thomas Wayne
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THOMAS WAYNE / MARTHA WAYNE
Log:
Eyes=Blue / Brown
Log:
FirstAppear=Detective Comics #33 (November, 1939)
Log:
Hair=Black / Brown
Log:
Height=6 ft 1 in / 5ft 8in
Log:
Occupation=Doctor / Philanthropist
Log:
RealName=Thomas Wayne / Martha Wayne
Log:
Story=Thomas Wayne was a gifted surgeon and heir to the Wayne fortune. D
edicated to philanthropy as much as medicine, he and his wife Martha were well-k
nown and respected in Gotham. Martha Wayne shared her husband Thomas's charitabl
e nature, and was dedicated to her son Bruce's upbringing. She was well-regarded
in Gotham City's social circles, and helped host lavish charity balls at Wayne
Manor. Their tragic murder at the hands of a desperate burglar, Joe Chill, in Go
tham's Crime Alley shook the city to its core, and led to years of urban blight.
It also inspired their son Bruce to eventually become the Batman.
Log:
Weight=180 lb / 135 lb
Log:
Log:
[Calendar_Man]
Log:
Attrib1=Obsessed with quirks of the calendar
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Carefully plans and themes crimes around holidays
Log:
Attrib3=
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=CALENDAR MAN
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #259 (September, 1958)
Log:
Hair=Brown
Log:
Height=6 ft 3 in
Log:
Occupation=Professional Criminal
Log:
RealName=Julian Day
Log:
Story=Fixated on the calendar, Julian Day became Calendar Man, a villain
who timed and tied his crimes thematically to certain holidays throughout the y
ear, often leaving clues by which he could be caught. Gotham City's hopes for a
day off are often clouded by the knowledge that any holiday of note is likely to
be shadowed by Calendar Man's presence.
Log:
Weight=175 lb
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Catwoman]
Attrib1=Trained gymnast and athlete
Attrib10=
Attrib11=
Attrib2=Expert hand-to-hand combatant
Attrib3=Highly skilled with her specialized whip, a cat-o'-nine-tails

Log:
Attrib4=Capable of astonishing stealth
Log:
Attrib5=Obsessed with (and adept at) stealing famous and well-protected
items
Log:
Attrib6=Drawn to cat motifs
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=CATWOMAN
Log:
Eyes=Green
Log:
FirstAppear=Batman #1 (Spring, 1940)
Log:
Hair=Black
Log:
Height=5 ft 7 in
Log:
Occupation=Professional Thief
Log:
RealName=Selina Kyle
Log:
Story=An orphan who learned to survive on Gotham City's streets, Selina
Kyle took to thievery to survive... but determined to do it in style, she learne
d martial arts and trained extensively to perfect her skills at cat burglary. He
r criminal activities are often tempered by a reluctant altruism, making her an
inconstant villain and occasional hero. She regularly eludes capture by the Dark
Knight, and maintains a complicated, adversarial relationship with Batman that
frequently turns flirtatious and occasionally legitimately romantic.
Log:
Weight=125 lb
Log:
Log:
[Clayface]
Log:
Attrib1=Can alter his physical form, adopting the appearance of nearly a
nyone
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=His malleable physical form makes him extremely difficult to inj
ure or contain
Log:
Attrib3=His touch can be poisonous
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=CLAYFACE
Log:
Eyes=Red
Log:
FirstAppear=Detective Comics #40 (June, 1940)
Log:
Hair=None
Log:
Height=6 ft 5 in
Log:
Occupation=Professional Criminal
Log:
RealName=Basil Karlo
Log:
Story=Initially an actor in horror films, Karlo went mad when he learned
a classic film of his was to be remade with a different actor in the lead role.
He took on the mask of the film's villain, Clayface, and killed several of the
remake's cast and crew before being stopped by Batman and Robin. Later, Karlo jo
ined the Mud Pack, an alliance of shape-changing, mutated villains who had subse
quently used the name Clayface. While that group was defeated, Karlo tricked his
allies and injected himself with the essences of several of them, becoming a su
perhuman imbued with the abilities to change shape, melt others into protoplasm
with a touch, and mimic the powers of heroes or villains he copies.
Log:
Weight=265 lb
Log:
Log:

[Firefly]

Log:
Attrib1=Thorough knowledge of flammable agents
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Extensive arsenal of fire-creating weapons
Log:
Attrib3=Scarred over 90% of his body
Log:
Attrib4=Sociopath with intense pyromania
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=FIREFLY
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #184 (June, 1952)
Log:
Hair=White with black temples
Log:
Height=5 ft 11 in
Log:
Occupation=Professional Criminal
Log:
RealName=Garfield Lynns
Log:
Story=A pyromaniac, Garfield Lynns began as a petty criminal but soon gr
aduated to major crimes centering around arson, torching huge parts of Gotham in
the process. But his fires soon raged out of his control, leaving him horribly
scarred by one of his own blazes. His body is almost fully covered with burns, a
nd he now wears a full-body flame-retardant suit when he's out pursuing his crim
inal interests between bouts of incarceration in Blackgate.
Log:
Weight=165 lb
Log:
Log:
[Frank_Boles]
Log:
Attrib1=Arrogant belief that he is the best guard in Arkham Asylum
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Uses sarcasm to cover up insecurities and failures
Log:
Attrib3=Violent temper has resulted in many injuries to patients
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=Frank Boles
Log:
Eyes=Brown
Log:
FirstAppear=Batman: Arkham Asylum (Summer, 2009)
Log:
Hair=Black
Log:
Height=6 ft
Log:
Occupation=Arkham Asylum Guard
Log:
RealName=Frank Boles
Log:
Story=Frank has been working at Arkham for eight years. He has twice bee
n suspended for drinking on the job and regularly holds poker evenings in the gu
ard rooms. Frank is desperate to be top dog at Arkham; he fails to recognize tha
t he is considered untrustworthy and generally disliked.
Log:
Weight=185 lb
Log:
Log:
[Great_White_Shark]
Log:
Attrib1=Brilliant financial skills, which he uses for a variety of crimi
nal purposes
Log:
Attrib10=
Log:
Attrib11=

Log:
Attrib2=Scarred visage that makes him resemble a shark
Log:
Attrib3=Teeth sharpened to points
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THE GREAT WHITE SHARK
Log:
Eyes=Brown
Log:
FirstAppear=Arkham Asylum: Living Hell #1 (July, 2003)
Log:
Hair=None
Log:
Height=5 ft 11 in
Log:
Occupation=Professional Criminal
Log:
RealName=Warren White
Log:
Story=A crooked financier who stole millions of dollars, Warren White th
ought he'd scored a legal victory when his insanity plea went through. But when
he got to Arkham Asylum, he realized his mistake; driven insane by the other inm
ates, he was also disfigured by an encounter with Mr. Freeze that left him witho
ut hair, a nose, ears, or lips. Calling himself the Great White Shark, he filed
his teeth into fangs to more perfectly resemble his new namesake. Putting his fi
nancial skills to use, he has become a major player in Gotham's underground crim
e scene, running a number of rackets from his cell in Arkham.
Log:
Weight=180 lb
Log:
Log:
[Harley_Quinn]
Log:
Attrib1=Surprising strength and stamina
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Superior gymnastic skills
Log:
Attrib3=Total disregard for human life
Log:
Attrib4=Like The Joker, she is a homicidal psychotic who escapes easy cl
assification
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=HARLEY QUINN
Log:
Eyes=Blue
Log:
FirstAppear=Batman: Harley Quinn #1 (October, 1999)
Log:
Hair=Blonde
Log:
Height=5 ft 7 in
Log:
Occupation=Professional Criminal
Log:
RealName=Dr. Harleen Quinzel
Log:
Story=An Arkham Asylum psychiatrist assigned to treat The Joker, Dr. Har
leen Quinzel instead became obsessively fixated on her patient, believing hersel
f to be in love with him. She helped him escape confinement and took on her own
criminal identity as Harley Quinn. Quinn is a violent and unpredictable felon wh
ose only motivation, beyond general mayhem, is achieving The Joker's approval. B
ecause of his cruel and mercurial nature, this in some ways makes her just anoth
er of his victims, albeit a very dangerous one.
Log:
Weight=140 lbs
Log:
Log:
Log:

[Hugo_Strange]
Attrib1=Trained to physical perfection

Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Brilliant psychological analyst
Log:
Attrib3=Extensive knowledge of genetics
Log:
Attrib4=Obsessed with Batman and Batman's secret identity
Log:
Attrib5=Plagued by schizophrenic episodes that leave him confused and da
ngerous
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=PROFESSOR HUGO STRANGE
Log:
Eyes=Grey
Log:
FirstAppear=Detective Comics #36 (February, 1940)
Log:
Hair=None
Log:
Height=5 ft 10 in
Log:
Occupation=Psychiatrist
Log:
RealName=Professor Hugo Strange
Log:
Story=First gaining fame as a psychiatrist who declared that he'd fully
analyzed the Dark Knight from afar, Professor Hugo Strange lent credence to his
own claims by deducing Batman's true identity as Bruce Wayne. However, his inter
est in the Batman turned into a deranged obsession, and he's used his medical ex
pertise to hatch a series of bizarre plots based around genetics and mind contro
l in order to defeat the Batman and possibly take his place. Strange's fragile m
ental state has left him with intermittent knowledge of Batman's true identity,
a fact that hangs over Bruce Wayne's head - for if Strange ever snaps completely
, Batman's greatest secret might be revealed...
Log:
Weight=160 lb
Log:
Log:
[Humpty_Dumpty]
Log:
Attrib1=Extremely tall, heavy, and strong
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Possesses an almost unnaturally quiet, deliberate nature
Log:
Attrib3=Ritualized childhood abuse has led to a severe case of arrested
development and an inability to assimilate into modern society
Log:
Attrib4=Obsessed with the processes of disassembly and reassembly
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=HUMPTY DUMPTY
Log:
Eyes=Brown
Log:
FirstAppear=Arkham Asylum: Living Hell #1 (July, 2003)
Log:
Hair=None
Log:
Height=6 ft 3 in
Log:
Occupation=Professional Criminal
Log:
RealName=Humphry Dumpler
Log:
Story=An obese, bald man nicknamed "Humpty Dumpty" for his egg-like form
, Humphry Dumpler is obsessed with taking things apart and putting them back tog
ether. His crimes at first were minor break-ins, leading to small mechanical ite
ms no longer functioning due to Dumpler's inability to adequately reassemble the
m after taking them apart. But soon his obsession grew to the point that major d
isasters occurred in Gotham, and Dumpler's crimes also extended to a gruesome at
tempt to "fix" his abusive grandmother by dismembering her and then attempting a
Frankenstein-like reassembly. At Arkham he is a model inmate, his quiet nature

and imposing physique inuring him to the madness surrounding him.


Log:
Weight=345 lb
Log:
Log:
[Jack_Ryder]
Log:
Attrib1=Determined reporter
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Known for his aggressive pursuit of stories
Log:
Attrib3=Famous for his controversial talk show
Log:
Attrib4=Secret identity as his alter ego, the Creeper
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=JACK RYDER
Log:
Eyes=Blue
Log:
FirstAppear=Showcase #73 (March, 1968)
Log:
Hair=Black
Log:
Height=6 ft
Log:
Occupation=Investigative Reporter
Log:
RealName=Jack Ryder
Log:
Story=Jack Ryder is an investigative reporter turned controversial talk
show host, well-known for his aggressive manner and his determination to get to
the truth. What his viewers don't realize is that he's also the Creeper, a garis
hly-colored vigilante who Ryder can, with effort, turn into at will - although a
t that point the Creeper's manic personality takes over. The Creeper is usually
on the side of good, and just barely on the side of sanity.
Log:
Weight=194 lb
Log:
Log:
[James_Gordon]
Log:
Attrib1=Experienced police officer
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Trained criminologist
Log:
Attrib3=Proficient in hand-to-hand fighting techniques
Log:
Attrib4=Expert marksman
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=COMMISSIONER GORDON
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #27 (May, 1939)
Log:
Hair=White (formerly brown)
Log:
Height=6 ft
Log:
Occupation=Police Commissioner
Log:
RealName=James W. Gordon
Log:
Story=Police Commissioner James W. Gordon dedicated his career to cleani
ng up the corruption in the Gotham City Police Department, a goal he has come a
long way towards accomplishing. He has been equally tough on crime, and in the p
ursuit of making Gotham City safe for all its citizens, Gordon has forged an une
asy alliance with Gotham's other top crime fighter, the mysterious vigilante kno
wn as Batman.
Log:
Weight=180 lb

Log:
Log:
[Joker]
Log:
Attrib1=Unrepentant homicidal maniac, albeit without a precise psycholog
ical diagnosis
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Surprisingly strong hand-to-hand combatant
Log:
Attrib3=His past is unknown; conflicting, unconfirmed reports state that
he was a failed comedian, a petty thief, and a broken family man
Log:
Attrib4=Employs various deadly weapons, often based on party-gag items
Log:
Attrib5=Frequently uses a toxin that stretches victim's face into a Joke
r-like grin and causes death
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THE JOKER
Log:
Eyes=Green
Log:
FirstAppear=Batman #1 (Spring, 1940)
Log:
Hair=Green
Log:
Height=6 ft
Log:
Occupation=Professional Criminal
Log:
RealName=Unknown
Log:
Story=An insanely homicidal super-villain, the Joker's white skin, green
hair, and blood-red lips belie the chaotic nature underlying his cartoonish app
earance. The self-styled Clown Prince of Crime has no superpowers beyond a capac
ity for incredible violence and a skill at creating deadly mayhem. He frequently
concocts elaborate schemes to entrap his arch nemesis, Batman.
Log:
Weight=160 lb
Log:
Log:
[Killer_Croc]
Log:
Attrib1=Killer Croc has incredibly thick, tough skin and razor-sharp tee
th and claws
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=An expert wrestler, his strength and stamina are at a near-super
human level
Log:
Attrib3=Heightened senses and extremely fast reflexes
Log:
Attrib4=Able to survive in water for extended periods of time
Log:
Attrib5=An intense hatred of humanity
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Mobile
Log:
CharacterName=KILLER CROC
Log:
Eyes=Yellow
Log:
FirstAppear=Batman #357 (January, 1984)
Log:
Hair=None
Log:
Height=11 ft
Log:
Occupation=Alligator Wrestler, Gangster, Murderer
Log:
RealName=Waylon Jones
Log:
Story=Born with a rare mutation that made his skin green and scaly and g
rew his body to grotesque proportions, Waylon Jones was raised by an alcoholic a
unt and bullied relentlessly for his appearance. He briefly worked as a carnival
freak under the name Killer Croc, but his misanthropy grew as did his bestial n
ature, pushing him to a life of crime. As his physical condition and mental stat

e deteriorate, Killer Croc becomes a more bestial foe, increasingly detached fro
m humanity.
Log:
Weight=580 lbs
Log:
Log:
[Killer_Moth]
Log:
Attrib1=Obsessed with fame and identity change
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Skilled inventor
Log:
Attrib3=Amoral, and motivated by feelings of insecurity and inadequacy i
nto criminal activities in an attempt at notoriety
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=KILLER MOTH
Log:
Eyes=Brown
Log:
FirstAppear=Batman #63 (March, 1951)
Log:
Hair=Brown
Log:
Height=5 ft 9 in
Log:
Occupation=Professional Criminal
Log:
RealName=Drury Walker, AKA Cameron Van Cleer
Log:
Story=Drury Walker was a minor criminal who adopted the identity of Came
ron Van Cleer, a master criminal who in turn masqueraded as the costumed super-v
illain Killer Moth. He is a hired gun for Gotham's gangsters, but his ingenious
weaponry, including his cocoon gun, does not protect him from regular defeat at
the hands of the Batman.
Log:
Weight=155 lb
Log:
Log:
[Mad_Hatter]
Log:
Attrib1=Master of hypnotism and mind control
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Obsessed with hats, especially one-of-a-kind items
Log:
Attrib3=Delusional schizophrenic with a fixation on Alice in Wonderland
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=MAD HATTER
Log:
Eyes=Blue
Log:
FirstAppear=Batman #49 (November, 1948)
Log:
Hair=Red
Log:
Height=4 ft 11 in
Log:
Occupation=Professional Criminal
Log:
RealName=Jervis Tetch
Log:
Story=Obsessed from a young age with Lewis Carroll's book Alice's Advent
ures in Wonderland, Jervis Tetch, an expert hypnotist, embraced a delusion that
he was the incarnation of a character in the story, the Mad Hatter. Using his sk
ills for mesmerism, the Mad Hatter has committed many crimes, often themed aroun
d the book that inspired him and his love of hats and headgear, going so far as
to implant his hats with mind-control chips to amplify his hypnosis skills. Abov

e all other headwear, however, he covets Batman's distinctive cowl, and will sto
p at nothing to acquire it.
Log:
Weight=115 lb
Log:
Log:
[Maxie_Zeus]
Log:
Attrib1=Driven by complex religious delusions
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Charismatic leader who has developed a long-standing cult
Log:
Attrib3=Determined to extend his powerful reach and recruit new follower
s
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=MAXIE ZEUS
Log:
Eyes=Brown
Log:
FirstAppear=Detective Comics #483 (May, 1979)
Log:
Hair=Brown
Log:
Height=5 ft 6 in
Log:
Occupation=Professional Criminal
Log:
RealName=Maxie Zeus
Log:
Story=A deranged gang leader, Maxie Zeus came to believe himself an avat
ar of the Olympian god Zeus. Creating a cult of gang members to do his bidding,
Zeus became a power-player in the Gotham City underworld. His criminal activitie
s are perpetrated by his army of followers, andhe believesoverseen by the Greek go
ds themselves.
Log:
Weight=135 lb
Log:
Log:
[Mr_Freeze]
Log:
Attrib1=Scientific genius, with a specialty in cryogenics
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Employs an extensive array of cryo-weaponry
Log:
Attrib3=His body has been permanently altered to survive at a sub-freezi
ng state
Log:
Attrib4=Wears protective, freezing armor whenever he's out in an above-z
ero climate
Log:
Attrib5=Motivated by his grief and anger over the fate of his wife Nora
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=MR. FREEZE
Log:
Eyes=Blue
Log:
FirstAppear=Batman #121 (February, 1959)
Log:
Hair=None
Log:
Height=6 ft
Log:
Occupation=Professional Criminal
Log:
RealName=Dr. Victor Fries
Log:
Story=Victor Fries was a brilliant cryogenicist whose beloved wife Nora
was stricken with a fatal degenerative disease. He placed her in suspended anima
tion while obsessively searching for a way to cure her, but the corporation that
funded his research - and Nora's life - pulled the plug, triggering an accident

that transformed Fries' body into a cold-blooded form that must always be kept
below zero; at normal room temperature he will die. Wielding a number of freezin
g weapons, he wears protective armor in his quest to somehow bring back his love
ly wife and avenge her fatewhich he partly holds the Batman responsible for.
Log:
Weight=190 lb
Log:
Log:
[Oracle]
Log:
Attrib1=Eidetic memoryalmost total recall of everything she sees and read
s
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Extensive headquarters in Gotham City's Clock Tower, filled with
information archives
Log:
Attrib3=High-level hacking and computer skills
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=ORACLE
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #359 (January, 1967)
Log:
Hair=Red
Log:
Height=5 ft 11 in
Log:
Occupation=Information Broker
Log:
RealName=Barbara Gordon
Log:
Story=The daughter of Gotham City's Police Commissioner James W. Gordon,
Barbara Gordon was forbidden by her overprotective father from joining the GCPD
. Instead, she took on the identity of Batgirl and was a crime-fighting partner
of Batman for years. But that all ended when the Joker shot her through the spin
e. Paralyzed from the waist down and confined to a wheelchair, Barbara adopted t
he new identity of Oracle, and now aids the Dark Knight with her computer expert
ise, providing Batman with a constant stream of information in the field to aid
his battle against crime.
Log:
Weight=126 lb
Log:
Log:
Log:
Log:
Log:
Log:
Log:
ance
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Penguin]
Attrib1=Criminal and financial mastermind
Attrib10=
Attrib11=
Attrib2=Expert hand-to-hand combatant
Attrib3=Driven by a need to prove himself in spite of his comical appear
Attrib4=Employs various weapons, many based on umbrellas and birds
Attrib5=
Attrib6=
Attrib7=
Attrib8=
Attrib9=
BaseOfOps=Gotham City
CharacterName=THE PENGUIN
Eyes=Blue
FirstAppear=Detective Comics #58 (December, 1941)
Hair=Brown
Height=5 ft 2 in
Occupation=Restaurateur / Racketeer

Log:
RealName=Oswald Chesterfield Cobblepot
Log:
Story=The Penguin, one of Batman's oldest foes, is an eccentric criminal
mastermind, known as much for his love of ornithology and trick umbrellas as fo
r his shady business dealings. Gotham's popular Iceberg Lounge serves as Cobblep
ot's front for a number of illegal financial activities that fund much of the ci
ty's underworld. Despite his short stature, the Penguin is a wily foe whose umbr
ellas conceal a variety of deadly weapons and gadgets.
Log:
Weight=175 lb
Log:
Log:
[Penny_Young]
Log:
Attrib1=Graduated from Gotham University with top honors
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Dedicated to the pursuit of a psychiatric cure for various forms
of criminal insanity
Log:
Attrib3=Highly focused on career ambitions
Log:
Attrib4=Intolerant of people who get in the way of her work
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Arkham Asylum
Log:
CharacterName=Dr. Penelope Young
Log:
Eyes=Blue
Log:
FirstAppear=Batman: Arkham Asylum (Summer, 2009)
Log:
Hair=Brunette
Log:
Height=5 ft 6 in
Log:
Occupation=Head of Research
Log:
RealName=Penelope Young
Log:
Story=Penny Young was always a brilliant student who was prepared to do
anything to advance professionally. She has built up a reputation for being a co
ld, calculating woman, focused only on the project at hand. She was hired at Ark
ham Asylum by Warden Quincy Sharp to head up the Asylum's Research Department, a
nd to finally restore to sanity the more deranged of Gotham City's super-villain
s.
Log:
Weight=121 lb
Log:
Log:
[Poison_Ivy]
Log:
Attrib1=An ability to encourage and direct the growth of all plant life
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Plant genes mixed in with her DNA make her an unpredictable and
formidable physical opponent
Log:
Attrib3=Exudes natural pheromones that enable her to exert control over
victims
Log:
Attrib4=Skin secretes a toxin that can make her touch deadly
Log:
Attrib5=Pathological drive to rid the world of humanity and make it safe
for plant life
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=POISON IVY
Log:
Eyes=Green
Log:
FirstAppear=Batman #181 (June, 1966)
Log:
Hair=Red

Log:
Height=5 ft 8 in
Log:
Occupation=Professional Criminal
Log:
RealName=Pamela Lillian Isley
Log:
Story=Botanist Pamela Isley was transformed by a science experiment gone
wrong into a plant-human hybrid. With chlorophyll flowing through her veins ins
tead of blood, she developed a toxic touch and a pheromone-fueled talent for sed
uction. Her crimes have become more ecologically focused as she has increasingly
abandoned her human side, identifying more with the natural world. Her unique b
rand of eco-terrorism often puts her into conflict with Batman, whose iron will
usually protects him from her seductive powers.
Log:
Weight=115 lb
Log:
Log:
[Prometheus]
Log:
Attrib1=Pathological need to kill law officers
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Trained to peak physical and mental levels
Log:
Attrib3=Arsenal of weapons and deadly gadgets
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=PROMETHEUS
Log:
Eyes=Brown
Log:
FirstAppear=Prometheus #1 (December, 1997)
Log:
Hair=White
Log:
Height=6 ft
Log:
Occupation=Professional Criminal
Log:
RealName=Unknown
Log:
Story=A dark reflection of Batman, Prometheus was raised by criminals, w
ho were gunned down by policemen right in front of him. Dedicating his life to d
estroying the law, Prometheus traveled the world and trained in the ways of murd
er. Clad in an armored suit that maximizes his natural skills, he is a master as
sassin whose physical and mental abilities rival Batman's own.
Log:
Weight=180 lb
Log:
Log:
[Ras_Al_Ghul]
Log:
Attrib1=Genius intellect and strategist
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Superior strength and stamina
Log:
Attrib3=Superb hand-to-hand combatant, trained over millennia
Log:
Attrib4=Nearly immortal thanks to his Lazarus Pits
Log:
Attrib5=Commands a legion of followers dedicated to bringing his vision
of an Earthly paradise to fruition
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Mobile
Log:
CharacterName=RA'S AL GHUL
Log:
Eyes=Green
Log:
FirstAppear=Batman #232 (June, 1971)
Log:
Hair=Grey with white streaks
Log:
Height=6 ft 3 in

Log:
Occupation=International Terrorist
Log:
RealName=Unknown
Log:
Story=Little is known of the early years of the nearly immortal R's al Gh
kl, whose name means "the demon's head", but it is known that he has lived for m
any centuries due to Lazarus Pits, mystical and alchemical brews that restore hi
s youth. A brilliant master of strategy and organization, R's al Ghkl's goal is t
o save the Earth from ecological devastation by destroying most of its populatio
n. He recognizes Batman as both a worthy foe and a possible ally - except that B
atman cannot accept his dystopic worldview. Batman also shares a love-hate relat
ionship with R's' daughter, the beautiful Talia.
Log:
Weight=210 lb
Log:
Log:
[Ratcatcher]
Log:
Attrib1=Thorough knowledge of Gotham's sewer system and Blackgate Prison
's layout
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Eerie ability to wordlessly communicate with and command all rat
s
Log:
Attrib3=Overvalues rodent life, especially in comparison to human life
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THE RATCATCHER
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #585 (April, 1988)
Log:
Hair=Brown
Log:
Height=5 ft 11 in
Log:
Occupation=Professional Criminal
Log:
RealName=Otis Flannegan
Log:
Story=Once employed as an actual rat catcher in Gotham, Otis Flannegan s
oon started using his natural gift - an affinity with and ability to control rat
s - to stage a variety of crimes. Eventually his control over the vermin grew un
til he threatened Gotham City with a veritable army of rodents. Incarcerated man
y times at Blackgate, he's able to do as much damage within prison as without, u
sing his loyal pets to relay messages and transport materials inside the maze of
ventilation ducts that wind throughout the giant prison.
Log:
Weight=155 lb
Log:
Log:
[Riddler]
Log:
Attrib1=Genius intellect
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Driven by a need to test his wits against law enforcement by lea
ving clues to his planned crimes
Log:
Attrib3=Compulsive need for attention
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THE RIDDLER

Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #140 (October, 1948)
Log:
Hair=Brown
Log:
Height=6 ft 1 in
Log:
Occupation=Professional Criminal
Log:
RealName=Eddie Nashton (aka Edward Nigma)
Log:
Story=With an obsessive-compulsive need for attention, Edward Nigma is d
etermined to be the most outlandish of Gotham City's criminals, concocting elabo
rate series of clues and riddles around his crimes. Batman has proven a worthy o
pponent, capable of deducing the Riddler's plans, but Nigma is dedicated to crea
ting a mystery the Dark Knight will not be able to solve in time.
Log:
Weight=183 lb
Log:
Log:
[Scarecrow]
Log:
Attrib1=Master of psychology and chemistry
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Creator of fear-inducing gas
Log:
Attrib3=Motivated by an obsessive need to create fear in others
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THE SCARECROW
Log:
Eyes=Blue
Log:
FirstAppear=World's Finest Comics #3 (Fall, 1941)
Log:
Hair=Brown
Log:
Height=6 ft
Log:
Occupation=Professional Criminal
Log:
RealName=Jonathan Crane
Log:
Story=Taunted and bullied as a youth, Jonathan Crane vowed to overcome h
is fears through the study of psychology and biochemistry. Kicked out of his uni
versity for experimenting on human subjects, Crane then adopted the identity of
the Scarecrow and armed himself with a specialized fear-inducing gas that makes
a person's deepest phobias become frighteningly real. His ongoing criminal reign
of terror makes him one of Batman's most psychologically dangerous foes.
Log:
Weight=140 lb
Log:
Log:
Log:
Log:
Log:
Log:
Log:
s, with
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Scarface_Puppet]
Attrib1=Puppet animated with eerie verisimilitude by the Ventriloquist
Attrib10=
Attrib11=
Attrib2=Frequently wields under-sized but lethal weaponry
Attrib3=When teamed with the Ventriloquist, acts as an old-style mob bos
a sociopathic disregard for human life
Attrib4=
Attrib5=
Attrib6=
Attrib7=
Attrib8=
Attrib9=
BaseOfOps=Gotham City
CharacterName=SCARFACE
Eyes=Black
FirstAppear=Detective Comics #583 (February, 1988)

Log:
Hair=Black
Log:
Height=2 ft 6 in
Log:
Occupation=Professional Criminal
Log:
RealName=Scarface
Log:
Story=Gotham's Blackgate Penitentiary once had a Gallows Tree from which
313 criminals with death sentences were hanged. The wood from that tree was whi
ttled by an inmate into the puppet Scarface, and that inmate was murdered by Arn
old Wesker, a man who soon fell under Scarface's influence. While most believe t
hat Scarface is simply a tool through which Wesker, as the criminal mastermind t
he Ventriloquist, acts out a dark side to his personality, Wesker himself believ
es that Scarface is possessed by the souls who died beneath the Gallows Tree, an
d the puppet actually motivates him to commit the duo's many crimes.
Log:
Weight=15 lb
Log:
Log:
[Spirit_Of_Arkham]
Log:
Attrib1=NA
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=
Log:
Attrib3=
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Arkham Island
Log:
CharacterName=The Spirit of Arkham
Log:
Eyes=NA
Log:
FirstAppear=Batman: Arkham Asylum (Summer, 2009)
Log:
Hair=NA
Log:
Height=NA
Log:
Occupation=NA
Log:
RealName=Unknown
Log:
Story=Strange writings and symbols that have been found around Arkham Is
land and deciphered by Batman. These must have been left for a reason. What stor
y do they tell?
Log:
Weight=NA
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Spirit_Of_Arkham2]
Attrib1=NA
Attrib10=
Attrib11=
Attrib2=
Attrib3=
Attrib4=
Attrib5=
Attrib6=
Attrib7=
Attrib8=
Attrib9=
BaseOfOps=Arkham Island
CharacterName=The Spirit of Arkham
Eyes=NA
FirstAppear=Batman: Arkham Asylum (Summer, 2009)
Hair=NA
Height=NA
Occupation=NA

Log:
RealName=Unknown
Log:
Story=The writings have revealed a story that cannot possibly belong to
just Amadeus Arkham. The story has weaved through time and ended on an individua
l who must still be alive and working here on Arkham Island. I need to figure ou
t who it is and confront them before they can do any more harm.
Log:
Weight=NA
Log:
Log:
[Spirit_Of_Arkham3]
Log:
Attrib1=Intense dedication to "cleaning up" Arkham
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=An alternate personality that is prepared to kill patients to fa
cilitate the cure
Log:
Attrib3=Contempt and disgust for all forms of psychiatric disorder that
is rooted in self loathing
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Arkham Island
Log:
CharacterName=The Spirit of Arkham
Log:
Eyes=Blue
Log:
FirstAppear=Batman: Arkham Asylum (Summer, 2009)
Log:
Hair=Gray
Log:
Height=5 ft 8 in
Log:
Occupation=Executioner
Log:
RealName=Quincy Sharp
Log:
Story=Quincy Sharp has long been hiding a secret. Doctors had previously
diagnosed him with a schizophrenic personality disorder, but he chose to ignore
it. How could someone of his importance be ill like the dogs in his asylum? On
taking over the administration of Arkham Asylum, Sharp became obsessed with the
hidden writings of Amadeus Arkham. As he read more of these memoirs, he became a
lmost two people; one dedicated to curing Gotham, the other desiring only to era
dicate the evil of insanity from Arkham. In his demented state, he has stalked a
nd killed patients, his ultimate goal being to kill the Joker. It is possible th
e rational side of his personality is not even aware of this dark, destructive f
orce within him.
Log:
weight=190 lb
Log:
Log:
Log:
Log:
Log:
Log:
ghs
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Tommy_Elliott]
Attrib1=Great physical strength, augmented by a hatred of Bruce Wayne
Attrib10=
Attrib11=
Attrib2=World-class surgeon, capable of extraordinary medical breakthrou
Attrib3=Master of disguise
Attrib4=Determined to destroy Bruce Wayne
Attrib5=
Attrib6=
Attrib7=
Attrib8=
Attrib9=
BaseOfOps=Gotham City
CharacterName=HUSH
Eyes=Brown
FirstAppear=Batman #609 (January, 2003)

Log:
Hair=Reddish-brown
Log:
Height=6 ft 3 in
Log:
Occupation=Surgeon
Log:
RealName=Thomas "Tommy" Elliot
Log:
Story=Tommy Elliot and Bruce Wayne were childhood friends and, unknown t
o Bruce, dark reflections of each other. A childhood sociopath, Elliot tried to
kill his parents so he could inherit their fortune. When his plan failed partly
due to the surgical skills of Thomas Wayne, Bruce's father, Elliot blamed Bruce.
An incredibly skilled surgeon as an adult, Elliot planned an elaborate revenge
scheme on the Batman. He disguised himself as the villain Hush, his face covered
in bandages, but he was in the end defeated and unmasked by the Dark Knight. Hu
sh still plots revenge against Batman, generating complicated schemes with surgi
cal precision.
Log:
Weight=225 lb
Log:
Log:
[TweedleDumAndDee]
Log:
Attrib1=Obsession with Alice in Wonderland
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Skilled criminal masterminds
Log:
Attrib3=Despite being cousins, could pass as identical twins
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=TWEEDLEDUM AND TWEEDLEDEE
Log:
Eyes=Brown
Log:
FirstAppear=Detective Comics #74 (April, 1943)
Log:
Hair=Brown
Log:
Height=5 ft 9 in
Log:
Occupation=Professional Criminals
Log:
RealName=Deever and Dumfree Tweed
Log:
Story=Cousins with an uncanny resemblance to each other, Deever and Dumf
ree Tweed both shared criminal leanings and a fixation on Lewis Carroll's Alice
in Wonderland. Teaming up, they've modeled themselves after Tweedledum and Tweed
ledee from that book, planning often outrageous, absurdist schemes to trap the B
atman.
Log:
Weight=175 lb
Log:
Log:
[Two_Face]
Log:
Attrib1=Hideously scarred on the left half of his face, which he plays u
p with clothing that's differently styled on one side
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Extremely skilled with his weapons of choice: twin .45 automatic
s
Log:
Attrib3=Psychotic obsession with duality, designing crimes around the nu
mber two
Log:
Attrib4=Defers to his half-scarred coin in choices of life or death
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City

Log:
CharacterName=TWO-FACE
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #66 (August, 1942)
Log:
Hair=Brown / Grey
Log:
Height=6 ft
Log:
Occupation=Professional Criminal
Log:
RealName=Harvey Dent
Log:
Story=District Attorney Harvey Dent was one of Batman's strongest allies
in Gotham City, until a criminal threw acid in Dent's face, hideously scarring
him. The wounds fractured his psyche, and he was reborn as a schizoid criminal m
astermind, obsessed with duality. His former good-luck charm, a "two-headed" tri
ck silver dollar, was damaged on one side in the attack, and Dent has seized on
it as a reflection of his half-scarred visage. He flips it to decide the fates o
f his victims. Despite Batman's efforts to reform his former ally, Dent is consu
med by his fixation on chance, and his crimes are designed to prove out his diam
etric philosophy.
Log:
Weight=182 lb
Log:
Log:
[Ventriloquist]
Log:
Attrib1=Delusional schizophrenic with multiple personality disorder
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Obsessed with his puppet, Scarface, whom he puppeteers with unse
ttling skill
Log:
Attrib3=When teamed with Scarface, the two operate as a criminal masterm
ind
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=THE VENTRILOQUIST
Log:
Eyes=Blue
Log:
FirstAppear=Detective Comics #583 (February, 1988)
Log:
Hair=Brown
Log:
Height=5 ft 7 in
Log:
Occupation=Professional Criminal
Log:
RealName=Arnold Wesker
Log:
Story=Arnold Wesker was a timid orphan whose deep repression erupted in
a barroom brawl, resulting in him being sent to Blackgate Prison. There he encou
ntered the puppet Scarface, and promptly murdered the man who'd carved the puppe
t. The two are now inseparable, with Scarface directing a series of criminal act
ivities. While most believe that Wesker is simply acting out a second personalit
y through the puppet, Wesker sees himself as a reluctant lackey who merely does
his puppet's bidding.
Log:
Weight=142 lb
Log:
Log:
[Warden]
Log:
Attrib1=Intense dedication to "cleaning up" Arkham
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=Pompous and old-fashioned in demeanor, with a focus on his own p
olitical aspirations
Log:
Attrib3=Contempt for Arkham inmates and disinterest in the specifics of
their treatment masks a cowardly nature
Log:
Attrib4=

Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=Warden Sharp
Log:
Eyes=Blue
Log:
FirstAppear=Batman: Arkham Asylum (Summer, 2009)
Log:
Hair=Gray
Log:
Height=5 ft 8 in
Log:
Occupation=Warden of Arkham Asylum
Log:
RealName=Quincy Sharp
Log:
Story=Quincy Sharp has been running Arkham Asylum for the past three yea
rs and has dedicated his life to restoring to sanity the so-called super-villain
s that plague Gotham City. He is currently campaigning to become the next mayor
of Gotham; to facilitate this campaign, he has instigated stringent new security
and experimental research policies at Arkham.
Log:
Weight=190 lb
Log:
Log:
[Zsasz]
Log:
Attrib1=Sociopath with no regard for human life
Log:
Attrib10=
Log:
Attrib11=
Log:
Attrib2=No pattern of killing, making him difficult to track
Log:
Attrib3=Compulsive need to kill others
Log:
Attrib4=
Log:
Attrib5=
Log:
Attrib6=
Log:
Attrib7=
Log:
Attrib8=
Log:
Attrib9=
Log:
BaseOfOps=Gotham City
Log:
CharacterName=MR. ZSASZ
Log:
Eyes=Blue
Log:
FirstAppear=Batman: Shadow of the Bat #1 (June, 1992)
Log:
Hair=Blond
Log:
Height=5 ft 8 in
Log:
Occupation=Professional Criminal
Log:
RealName=Victor Zsasz
Log:
Story=A true sociopath, Zsasz grew up in a life of ease but nonetheless
became a serial killer. Indiscriminate in his prey, body count is the only thing
that matters to Zsasz. He takes pleasure in arranging the corpses of his victim
s in life-like poses before carving a mark for each of his victims into his own
body. He is saving a special spot for the Batman.
Log:
Weight=150 lb
Log:
Log: FileName: ..\BmGame\Localization\INT\Amadeus.INT
Log:
[Cypher001]
Log:
01=I am the spirit of Amadeus Arkham.
Log:
02=Through my actions, I have saved this cursed city, though my own curs
e is to forever remain in the shadows.
Log:
03=My story is carved into the very soul of Arkham and will only be reve
aled to those dedicated enough to discover it.
Log:
title=Deciphered message #1
Log:
Log:

[Cypher002]

Log:
02=My family's blood ran through the heart of Gotham.
Log:
03=We were doctors, politicians and teachers; we have been the organ cle
aning the arterial filth from the city.
Log:
04=We have been its servants giving all to protect it. And still it has
chosen to hurt us.
Log:
title=Deciphered message #2
Log:
Log:
[Cypher003]
Log:
02=As Gotham's veins slowly filled with pain and suffering, the effects
were felt everywhere.
Log:
03=My father fell first, infected by some foul disease; my mother lived
on, but only in a dream.
Log:
04=I returned to the family home to care for her where she remained in h
er bed for as long as her body continued to breathe.
Log:
05=Her tears kept me awake at night.
Log:
title=Deciphered message #3
Log:
Log:
[Cypher004]
Log:
02=My journey lasted little over a month. Visiting academics in both Met
ropolis and Keystone, I was exposed to a wealth of new ideas.
Log:
03=I began my day returning home in good spirits, eager to see my wife a
nd family.
Log:
04=I ended it kneeling in their blood, broken fragments of my life pouri
ng through dripping red fingers.
Log:
title=Deciphered message #4
Log:
Log:
[Cypher005]
Log:
02=I returned to my work, but I could not shake the pictures from my min
d.
Log:
03=I should have been repulsed, but I was more eager than ever to find a
n explanation for why someone would do this.
Log:
title=Deciphered message #5
Log:
Log:
Log:
og.
Log:
Log:
mes.
Log:
help.
Log:
Log:

[Cypher006]
02=They brought the animal before me, shameless and barking like a mad d

Log:
Log:
Log:
Log:
ture.
Log:
Log:

[Cypher007]
02=The island changed little over the years.
03=Its reputation was in tatters, but I vowed to fix it.
04=As the buildings were rebuilt I saw the future, a bright wonderful fu

Log:
Log:
Log:
Log:

[Cypher008]
02=New brick, metal and paint covered old wounds.
03=Fresh blood was injected into the body.
04=Bright new minds came and all swore to uphold our promises.

03=For what felt like days I endured his boasts.


04=He took pleasure recounting his actions, cataloguing his depraved cri
05=What should have been revenge turned to pity. This poor dog needed my
title=Deciphered message #6

title=Deciphered message #7

Log:
Log:
Log:
Log:

05=We all knew we were the ones to fix this city.


06=And the city would thank us.
title=Deciphered message #8

Log:
[Cypher009]
Log:
02=My family's killer stood in front of me. Years of therapy have deemed
him sane. I was proud to see him walk free.
Log:
03=In exchange for his liberty the state required only a signature.
Log:
04=He talked about wanting to walk in a park, how he longed to feel fres
h air on his face, and then he took my father's fountain pen and killed my secre
tary.
Log:
05=As he was subdued, he screamed out, pleading for forgiveness, for pit
y, but I had none.
Log:
06=I watched as guards beat him to a stain on the floor.
Log:
title=Deciphered message #9
Log:
Log:
[Cypher010]
Log:
02=Spring was a turning point, a new beginning, a glorious realization o
f my true destiny.
Log:
03=My family's killer perished in an unfortunate accident.
Log:
04=These animals cannot be cured. Like dogs, they only respond to discip
line.
Log:
05=And if that fails, then I was afraid that these accidents would have
to continue.
Log:
title=Deciphered message #10
Log:
Log:
[Cypher011]
Log:
02=I took a walk around my island. I passed by the penitentiary and felt
nauseous at the thought of the filth it contained.
Log:
03=I looked out over the Gotham Bay and in the distance I saw lights, no
doubt boats bringing more filthy degenerates to my city.
Log:
04=I swore again to protect her from this darkness.
Log:
title=Deciphered message #11
Log:
Log:
[Cypher012]
Log:
02=I argued with the latest group of young, eager doctors.
Log:
03=They bored me with theories and ideas, proving that they had no theor
ies on how to cure these animals.
Log:
04=Only one shared my vision.
Log:
05=I offered her the chance to explore her dreams. She accepted. We'll m
ake a good team.
Log:
title=Deciphered message #12
Log:
Log:
[Cypher013]
Log:
02=The Gotham police dragged a new patient to the island.
Log:
03=They said he was responsible for the disappearance of hundreds of the
city's vagrants.
Log:
04=As I looked at his disgusting body, all scales and teeth, my mind ran
free, dreaming of delicious punishments to break this monster.
Log:
05=Doctors gathered around, poking it, examining, but only I knew what w
ould cure him once and for all.
Log:
title=Deciphered message #13
Log:
Log:

[Cypher014]

Log:
02=The beast was too strong. His animal savagery nearly cost me my life.
Log:
03=I took my frustrations out on a lone patient. His case notes suggeste
d he was a paranoid schizophrenic.
Log:
04=His pleas as I beat him to death suggested much more.
Log:
05=His confessions were illuminating.
Log:
06=My path was clear.
Log:
title=Deciphered message #14
Log:
Log:
[Cypher015]
Log:
02=Every day I found the patients more distracting. Their insane mutteri
ngs and constant twitching disgusted me.
Log:
03=There was only one way to cure this evil, only one way to purify the
city and ensure its future.
Log:
04=I needed to prepare myself.
Log:
05=I needed to be ready.
Log:
title=Deciphered message #15
Log:
Log:
[Cypher016]
Log:
02=I had a sudden pang of conscience. I sought counsel from my priest
the choices I had made. I asked him if it was a sin to kill in order to save
life.
Log:
03=The holy man said all life was sacred, but a judgment would not be
on my soul if I acted to save another.
Log:
04=I left the confessional with my soul uplifted, convinced more than
er I am doing a service not only to mankind, but to God as well.
Log:
title=Deciphered message #16
Log:

on
a
up
ev

Log:
[Cypher017]
Log:
02=I watched in silence as he brought in the woman. Her skin now a venom
ous green, the wanton creature no longer looked like a human being, much less a
woman.
Log:
03=The Bible says, "Suffer not a witch to live," yet he has once again d
elivered this female atrocity to our care.
Log:
04=Once I have dealt with the monster, I think it will be time to see if
green wood does, in fact, burn.
Log:
title=Deciphered message #17
Log:
Log:
[Cypher018]
Log:
02=Sitting in the darkness outside of his cell, I watched the crazed twi
tching; listened to the disgusting words that came from his mouth.
Log:
03=How can I let a dirty animal like this live? He is the cancer I have
sworn to protect the city from.
Log:
title=Deciphered message #18
Log:
Log:
[Cypher019]
Log:
02=Curse me for a fool. How could I not see it until now? The monster ha
d a confederate! I hid in the darkness near his cell and saw with my own eyes on
e of the doctors whispering to him.
Log:
03=She looked at him through the transparent barrier with tenderness, wi
th, dare I say, desire. My skin crawled with revulsion as she kissed the glass.
Log:
04=Fighting the urge to dash the woman's head through the glass, I let h
er continue; the damnable clown might have shared secrets with her that would be
useful once the mad dog has been executed.
Log:
05=I'm sure the woman will reveal what she knows to me. If not willingly
, then certainly under electronic persuasion. After that, a lobotomy, I think.

Log:
06=Unfortunate for one so young, but her lust has put the reputation of
Arkham at stake. Yes. A lobotomy, the very thing. There is no other way to ensur
e her silence in this regrettable matter.
Log:
title=Deciphered message #19
Log:
Log:
Log:
Log:
Log:
Log:
Log:
Log:

[Cypher020]
02=Yet again I found myself watching him.
03=No one can provide a cure. He laughs in the face of those who try.
04=Amadeus would not have let him live and neither should I.
05=One last sip of cognac and I was ready.
title=Deciphered message #20

Log:
[Cypher021]
Log:
02=He watched as I entered the cell.
Log:
03=He smiled as I showed him the knife. I told him how I will use it. Ho
w I will cleanse this city.
Log:
04=And then terror.
Log:
05=I was paralyzed. I struggled. I screamed, but I was silent.
Log:
06=The monster looked at me, expressionless. He ran my blade slowly acro
ss my forehead; a smile cracked across his horrible porcelain face and I heard t
he filth fall from his mouth.
Log:
07=He laughed and called me that horrible name.
Log:
title=Deciphered message #21
Log:
Log:
[Cypher022]
Log:
02=It must have been Crane, another one who doesn't deserve to live.
Log:
03=Why do these people thrive on chaos? Joker in particular desired anar
chy and, since his escape, will no doubt wreak it upon my city.
Log:
04=I feel this is the end for my diary.
Log:
05=Joker will be recaptured, my story will be told.
Log:
06=I am not afraid. If Arkham becomes my cell, then I will know I did my
best. I will be remembered.
Log:
title=Deciphered message #22
Log:
Log:
[Cypher023]
Log:
01=I am the spirit of Amadeus Arkham.
Log:
02=Even though Amadeus had long since passed, his spirit lived on, survi
ving, moving through the walls of his asylum.
Log:
03=When it chose me, I felt proud. I was honored to continue his work. T
o cleanse this city.
Log:
04=If you are strong-willed enough to follow my tales, you are strong-mi
nded enough to deduce my identity.
Log:
05=Come and find me, friend. Together we will save Gotham.
Log:
title=Deciphered message #23
Log:
Log:
[Cypher024]
Log:
01=My name is Quincy Sharp, the spirit of Amadeus Arkham.
Log:
02=You have done well to decipher my story and I pray it has helped you
on your path.
Log:
03=I trust that through my writings you will do what is right. Please.
Log:
04=I implore you, continue my work. This city deserves a savior; continu
e my work!
Log:
title=Final message to Batman
Log:

Log: FileName: ..\BmGame\Localization\INT\Rewards.INT


Log:
[TAPE_CROC_1]
Log:
01=Is he here yet?
Log:
02=He? You're kidding me, right? That thing's not a man.
Log:
03=
Log:
04=My God!
Log:
05=
Log:
06=Hello. My name is Dr. Gretchen Whistler. Do you understand me?
Log:
07=Yeah, I hear you, bitch. So, when's dinner? I'm getting hungry.
Log:
Title=Patient interview #1, February 12th
Log:
Log:
[TAPE_CROC_2]
Log:
01=Taped patient session 2. Patient name Waylon Jones AKA Killer Croc.
Log:
02=So is this the part where you try and reason with me? Find out why I
did it, Doc?
Log:
03=
Log:
04=We're here to help you, Mr. Jones.
Log:
05=You got a cure for me then, Doc? Can you make me... normal?
Log:
06=Normal is a poor choice of words. No one is really normal, are they?
Log:
07=Figured as much. So how about this, Doc? You let me go now, and I won
't eat you.
Log:
08=You don't really eat people. It's just an urban myth.
Log:
09=You think? Keep believing that, Doc.
Log:
Title=Patient interview #2, February 17th
Log:
Log:
[TAPE_CROC_3]
Log:
01=Sit down and shut up!
Log:
02=You think I'm scared of you, Cash? I've got your scent, you're...
Log:
03=
Log:
04=And I've got yours too. Know what? It stinks. Carry on, Doc.
Log:
05=Please don't do that again, Mr. Cash. It's not helping. I'm sorry abo
ut the collar, but what can we do if you insist on hospitalizing 3 guards?
Log:
06=Strap on whatever you like, Doc. This thing just tickles.
Log:
07=I'm happy to wait here. Wait for the Bat. He'll be back and I'll kill
him. Then Cash. Then you.
Log:
08=In your dreams. Now get up. Now!
Log:
Title=Patient interview #5, February 25th
Log:
Log:
[TAPE_CROC_4]
Log:
10=Time to go, Croc. Get up!
Log:
Title=Patient interview #6, February 26th
Log:
01=Patient interview Waylon Jones. Progress has been slow.
Log:
02=What happened back in that house?
Log:
03=Just business.
Log:
04=Business? What kind of business practices result in a house full of m
utilated corpses?
Log:
05=I don't like having my time wasted. Someone doesn't pay, they need a
lesson. They owed me.
Log:
06=So you killed them. Tore up their bodies. The police never found all
the pieces.
Log:
07=They should have looked in the sewers.
Log:
08=Are you saying you hid them there?
Log:
09=After a while. Usually takes about 8 hours.
Log:
Log:
Log:

[TAPE_CROC_5]
01=Patient interview. Waylon Jones AKA Killer Croc.

Log:
02=Last night the patient was pacified after a break-out attempt.
Log:
03=Guard Aaron Cash is in hospital. Reports state that the patient attac
ked Cash and in the struggle consumed his left hand.
Log:
04=Cash is lucky to be alive. He lost a lot of blood.
Log:
05=Me too, I nearly choked on that bony hand of his.
Log:
06=That's disgusting. He could have died.
Log:
07=He's just food to me. And once I get a taste, I want the rest of the
meal. You know what I mean?
Log:
08=Get him out of here. Now!
Log:
09=
Log:
10=Got your scent too, lady! I'll see you around. Tick tock, tick tock.
Log:
Title=Patient interview #7, February 29th
Log:
Log:
[TAPE_HARLEY_1]
Log:
01=Harleen Quinzel?
Log:
02=Call me Harley, everyone does.
Log:
03=I'm surprised you want to intern here at Arkham.
Log:
04=I've always had a thing for extreme personalities. You can't deny the
re's an element of glamor to these super criminals.
Log:
05=I'll warn you right now, these are hardcore psychotics. Most would ra
ther kill you than speak to you.
Log:
06=I'm sure I'll be fine, Doctor.
Log:
07=They'll eat you for breakfast. I mean it, one or two of them will enj
oy it too. Be careful.
Log:
Title=Employee orientation, March 3rd
Log:
Log:
[TAPE_HARLEY_2]
Log:
01=Patient interview number 1.
Log:
02=So, I'm your first, am I, toots? You know what they say, you never fo
rget your first time. I'll try to make it memorable for you.
Log:
03=Oh, you already have. Tell me, why do you do the things you do?
Log:
04=Why do you think I do it?
Log:
05=Fame, notoriety, a desire to stand out from the crowd? A wicked sense
of humor.
Log:
06=You're good! How did you figure me out, Doc? I've had doctors poking
around in here for years and no one was as astute, and if you don't mind my sayi
ng, beautiful as you.
Log:
07=Really? Oh, you're just playing with me.
Log:
08=Well, you'll never know, will you, unless...
Log:
09=Unless what? Tell me!
Log:
Title=Patient interview #1, March 3rd
Log:
Log:
[TAPE_HARLEY_3]
Log:
01=Care to tell me how these got in my office?
Log:
02=Simple, really. I put them there. Why, you don't like flowers?
Log:
03=I think the guards would be interested to know you've been out of you
r cell.
Log:
04=If you really were going to tell, you already would've.
Log:
05=How do you know I haven't already...
Log:
06=Y'know, sweets, I like you. I really do. Even your name. Rework it a
bit and we get...
Log:
07=Harlequin, like the clown, I know. I've heard it before.
Log:
08=It's a name that puts a smile on my face. It makes me think there's s
omeone here I can relate to. Someone who might like to hear my secrets.
Log:
09=Really? Go on!
Log:
10=Not here, my dear, too many ears and eyes. Come back tonight, I'll be
ready for you.

Log:
Log:

Title=Patient interview #2, March 4th

Log:
[TAPE_HARLEY_4]
Log:
01=He's crazy, you know.
Log:
02=Who? Batman?
Log:
03=No, Santa Claus. Of course Batman. Always Batman. I've seen it in his
eyes. Screaming mad starkers. And dishonest, hiding his face behind a fright ma
sk. Well, no masks for me. I have nothing to hide. I laugh at the cruel absurdit
y of the world. But Batman...
Log:
04=Batman, he's got them all fooled. He's made them think he can make a
difference. That he can actually make things better. And the joke of it is, they
all believe it.
Log:
05=The police?
Log:
06=The police, the media, the frickin' junior rangers, every last sack o
f walking meat in this urban cesspool. Listen, sweets, Batman knows we're all on
the same funhouse slide into madness, why won't he admit it? He's up there in h
is belfry laughing at us. And the real gag is, the miserable liar is allowed to
run free while I'm in here.
Log:
07=That's really incisive.
Log:
08=Then you understand, don't you? You know why I do what I have to do.
You know Gotham's only real savior... is me.
Log:
Title=Patient interview #4, March 6th
Log:
Log:
[TAPE_HARLEY_5]
Log:
02=I got what you wanted.
Log:
03=You did? I mean... good. How did you smuggle it in... Actually, I don
't want to know.
Log:
04=So, you ready to stop that evil, murdering bat once and for all?
Log:
05=Of course I am. He needs to pay for what he's done to you.
Log:
06=Give it here then, quickly.
Log:
07=C'mon, Doc. We've got ourselves a Bat to kill.
Log:
08=Uh uh uh. The Doc's out, puddin'. Say hello to your new and improved
Harley Quinn.
Log:
09=
Log:
10=
Log:
Title=Patient interview #11, April 1st
Log:
Log:
[TAPE_IVY_1]
Log:
01=Patient interview. Pamela Lillian Isley. November 12. 11:33 AM.
Log:
02=Good morning, Pamela. How are you today?
Log:
03=Fine. Today is a special day.
Log:
04=What do you mean?
Log:
05=This is the anniversary of my new life, when I found my true self, my
destiny.
Log:
06=Are you referring to the event with Dr. Woodrue?
Log:
07=Yes, what else? Of course, at the time I thought Jason had poisoned m
e, but in retrospect he did me a huge favor.
Log:
08=And why do you believe what he did has... helped you?
Log:
09=He showed me the bigger world. A world I should protect. Of course, m
y first offer was rejected.
Log:
10=Offer? You tried to kill everyone in Gotham.
Log:
11=Well, sometimes you need to prune back hard in order to make somethin
g flourish.
Log:
Title=Patient interview #41. November 12th
Log:
Log:

[TAPE_IVY_2]

Log:
01=Patient interview. Pamela Lillian Isley. November 14. 10:21 AM.
Log:
02=Hello, Pamela. Today I'd like to go back to something you said in our
last conversation.
Log:
03=Ask me anything you like.
Log:
04=You said your first offer to help Gotham was rejected. How can you po
ssibly believe that?
Log:
05=What do you mean?
Log:
06=You released thousands of poisonous spores into Gotham, killed hundre
ds of people. How does that help anybody?
Log:
07=I'm not interested in bodies, Doctor. Horrible fleshy sacks walking a
round destroying my poor babies with their greed and arrogance.
Log:
08=But aren't you one of those fleshy sacks? You're a... were a doctor t
oo. How can you turn your back on us?
Log:
09=Quite easily, as it happens, but not you, Stephen. You're different.
I feel we have a connection.
Log:
10=Really? You do?
Log:
11=Of course.
Log:
Title=Patient interview #42. November 14th
Log:
Log:
[TAPE_IVY_3]
Log:
01=Pamela! I got you what you asked for. Do you like it?
Log:
02=Oh yes, Stephen, I love it. Such a beautiful flower. Do you mind if I
keep it?
Log:
03=Oh no, Pamela. I can't leave it. It's against all the rules. I'll jus
t bring it and show it to you when I visit.
Log:
04=But it's me, Stephen. I get so lonely on my own. You wouldn't want me
to be lonely, would you?
Log:
05=No, of course not. Keep it. Just don't let anyone see. Really. No one
.
Log:
06=You can trust me, Stephen. Thank you. Now give me a kiss.
Log:
07=I can't... people will see.
Log:
08=No one's watching. What's wrong with you? Don't you love me? Call me
Ivy.
Log:
09=Of course I love you.
Log:
Title=Patient interview #43. November 15th
Log:
Log:
[TAPE_IVY_4]
Log:
01=Where is Doctor Kellerman?
Log:
02=How should I know, Warden? It does seem careless of you to have lost
him.
Log:
03=I have no time for your games, Miss Isley. Tell me where you have him
. We have security footage of you and him leaving your cell last night.
Log:
04=So?
Log:
05=Do I need to spell it out? We know you hypnotized him, or whatever it
is you do.
Log:
06=We know he took you somewhere, but conveniently, security cameras acr
oss the island were mysteriously covered by leaves and flowers at 3 AM. Now tell
me where he is!
Log:
07=I'm not saying a word unless you do exactly what I tell you to do.
Log:
Title=Patient interrogation #1. November 17th
Log:
Log:
[TAPE_IVY_5]
Log:
01=We found him. No thanks to you. The poor man could have died.
Log:
02=So?
Log:
03=He has a wife. A child.
Log:
04=As do the plants he tramples underfoot. The spores he breathes in and
destroys have children. Why does he deserve anything more than them?

Log:
Log:
Log:
Warden.
Log:
Log:

05=You people ignore what is happening in front of your eyes.


06=I refuse to put the welfare of plants before the welfare of people.
07=And that is why you will lose. There's more happening than you know,
It's all connected.
Title=Patient interrogation #3. November 18th

Log:
[TAPE_JOKER_1]
Log:
01=Taped patient interview. Subject has no recorded name, alias listed a
s The Joker. In the room is Warden Sharp and myself, Dr. Young.
Log:
02=Is this another one of those boring psych evaluation tests?
Log:
03=No, it's not. So, you're the famous Joker.
Log:
04=In the flesh. So, Doc, do you want me to look at the ink blots again?
Log:
05=The first one is the kitten I had when I was a child. The second is,
hmmm, let's see... a dead elephant. The third is a...
Log:
06=Very funny. Now let's skip the jokes.
Log:
07=Skip the jokes? Hey, Sharpie, didn't she get my permanent record?
Log:
08=Be quiet, Clown!
Log:
09=Every doctor that has ever interviewed you claims a different type of
psychosis. Everything from multiple personality disorders to, well... The list
is endless.
Log:
10=I do my best.
Log:
11=Well, I don't believe it. Anything can be cured given the correct tre
atment.
Log:
12=And... you think... you can cure me?
Log:
13=Oh, I know I can.
Log:
Title=Patient interview #1, June 16th
Log:
Log:
[TAPE_JOKER_2]
Log:
01=Taped patient interview 17. Joker remains uncooperative. My earlier d
iagnosis remains true. I believe he enjoys his persona too much.
Log:
02=What's up, Doc?
Log:
03=Today I thought we'd try something different.
Log:
04=You'll make me blush, Doc. I have a girlfriend.
Log:
05=Dr. Quinzel. I know. I've seen the tapes. I saw what happened.
Log:
06=What can I say, I'm a charmer.
Log:
07=Anyway, I thought it would be good to talk about your childhood.
Log:
08=Ever heard of romance, Doc? I don't give up the goods for free. You h
ave to try harder.
Log:
09=What are you hiding?
Log:
10=Didn't you hear me? You scratch my back, Doc, and... well, I won't ha
ve you wrapped in plastic and left in a gutter.
Log:
Title=Patient interview #17, July 27th
Log:
Log:
[TAPE_JOKER_3]
Log:
01=Taped patient interview 20. Joker is more interesting than I original
ly believed. When Project Titan is operational, I believe Joker will be the perf
ect test subject.
Log:
02=Good afternoon. Today I thought I'd skip back to our previous convers
ations about your family.
Log:
03=Of course. I was born in a small fishing village. I always wanted to
join the circus, but my father wouldn't really let me.
Log:
04=I don't believe you.
Log:
05=My father was a cop, 1 week from retirement when the mob...
Log:
06=I've seen the movie. What are you scared of?
Log:
07=Scared?
Log:
08=Yes, scared! There's obviously something. Something that made you wha
t you are.

Log:
Log:
Log:
Log:

09=What if... what if I am too scared to remember? It hurts too much.


10=Then I can help you.
Title=Patient interview #20, August 1st

Log:
[TAPE_JOKER_4]
Log:
01=These are the private notes of Dr. Young. Titan is a success. Even my
funding worries have been solved after the unexpected donations from Mr. White.
Log:
02=Joker has also shown a remarkable interest in the possibility of a cu
re. Once the protein bonding process is finalized, I will...
Log:
03=Dr. Young, you ready?
Log:
04=Oh, yes. Yes, come in!
Log:
05=You'll hurt my feelings, Doc, keeping me waiting like that.
Log:
06=Sit down, you can leave us.
Log:
07=You sure?
Log:
08=We're fine. Aren't we, Joker?
Log:
09=Oh yes.
Log:
10=Well, if you insist. I'm just outside. OK?
Log:
11=So, is he here? Did your Patient X arrive?
Log:
12=Yes, I must say progressing more rapidly than I expected. But... enou
gh of that. Let's talk about you.
Log:
13=No. Let's talk more about your Titan project.
Log:
14=My what...? How do you...?
Log:
15=How do I know you have Bane strapped to a table in the basement while
you pump him dry?
Log:
16=Would you believe a lucky guess?
Log:
Title=Case study notes December 22nd
Log:
Log:
[TAPE_JOKER_5]
Log:
01=I've been a fool. Joker was behind it all. He's Jack White, he gave m
e the money, pulled the strings to release Bane. How could I not have seen it?
Log:
02=He's been blackmailing me. He has a crazy plan to create an army of m
onsters. I want out, but...
Log:
03=Hello... hello? Doctor Young's office.
Log:
04=Please hold for Mr. White.
Log:
05=What?
Log:
06=Hello, Doc. We need to talk.
Log:
07=I'm not doing it, Joker. Do you hear me? Wait, how did you get access
to a phone?
Log:
08=Oh yes, sorry, Doc, had to split. I hate small confined spaces, remin
ds me of my childhood.
Log:
09=Another lie?
Log:
10=Who knows? I certainly don't, but let's not get distracted with detai
ls...
Log:
11=So anyway. I want my monsters.
Log:
12=I sent you back the money. I don't want it.
Log:
13=Do I look like I care about money? I just want my monsters, Doc. And
if you don't give them to me, well then, it won't be funny!
Log:
Title=Case study notes December 23rd
Log:
Log:
[TAPE_RIDDLER_1]
Log:
01=Patient interview 21. Patient's name is Edward Nigma, also known as t
he Riddler.
Log:
02=So, Edward, Warden Sharp tells me you've been leaving threatening rid
dles scrawled on the asylum walls, again.
Log:
03=One would have to be severely paranoid to read threats into harmless
riddles, Doctor Young. May I test you with one?
Log:
04=Very well.

Log:
05=What is it that walks on four legs, then two legs and finally three l
egs?
Log:
06=A human being. As a baby it crawls on four legs, as an adult it walks
on two and in later years it uses a cane.
Log:
07=Good try, but the answer to all three is a baby. True, it crawls on a
ll fours, but cut off its legs and it can only wiggle on two limbs. Give it a cr
utch, it can hobble around on three. You see?
Log:
08=That's horrible. How can you even joke about that?
Log:
09=Easily, Doctor. It's not my baby.
Log:
Title=Patient interview #21, May 27th
Log:
Log:
[TAPE_RIDDLER_2]
Log:
01=Taped interview 39. Patient's name is Edward Nigma. At this point in
time I have yet to decide if Mr. Nigma is a suitable candidate for the Titan pro
cess.
Log:
02=I'd like to talk about your childhood.
Log:
03=Miserable. Next?
Log:
04=By all accounts that is where your fascination with riddles began. I
believe discussing those years could explain your compulsive behavior.
Log:
05=Very well...
Log:
06=My father hated me. Always called me a moron.
Log:
07=I see.
Log:
08=I was determined to prove him wrong, so I entered a contest at school
. A twenty dollar prize to the kid who could figure out an almost impossible log
ic problem. I won, of course.
Log:
09=And that pleased your father?
Log:
10=Hardly. He was convinced I had cheated. He kept yelling, "You must ha
ve cheated! Admit it, you moron! You cheated!" I swore I didn't and he hit me fo
r lying.
Log:
11=I'm sorry to hear that, Edward.
Log:
12=Don't be. He was right.
Log:
Title=Patient interview #39, July 29th
Log:
Log:
[TAPE_RIDDLER_3]
Log:
01=Patient interview 44. This is yet another interview with Edward Nigma
. I have yet to make up my mind whether he is a genius or just deluded. Whicheve
r one he is, just being in his company is both irritating and exhausting.
Log:
02=Hello, Miss Young. You look tired. Anything you need my help with?
Log:
03=No thank you, Edward. I am here to help you. We all are.
Log:
04=Forgive my arrogance, Doctor, but if you think I need your help, well
, you're in the right place.
Log:
05=Let's look at it a different way. Throughout your career, you have sp
ecialized in bizarre traps and convoluted clues that, more often than not, resul
t in the death of the unfortunate participants.
Log:
06=And if the citizens of Gotham were smarter, my games would be merely
an amusing diversion.
Log:
07=Instead of deathtraps.
Log:
08=You really should be thanking me. Weeding out the ignorant, the stupi
d, the useless. But don't worry, I'm sure you would survive.
Log:
09=What a lovely photo on your desk, Doctor. Your family? Mother, perhap
s?
Log:
10=Put that down! Get out! Guards!
Log:
Title=Patient interview #44, August 21st
Log:
Log:
Log:
Log:

[TAPE_RIDDLER_4]
01=Let's discuss your obsession with Batman.
02=Hardly an obsession, Miss Young. I simply feel an obligation to expos

e him.
Log:
03=You know who he is?
Log:
04=More important, I know what he is.
Log:
05=What do you mean?
Log:
06=It's obvious. The mask, the weapons, the scare tactics, he's a crimin
al. No different than Joker, Two-Face or myself.
Log:
07=Most people consider him a hero.
Log:
08=Most people are idiots. They can't see Batman for the villain he is.
Riddle me this. How did he get his car and his gadgets?
Log:
09=I don't...
Log:
10=With money stolen from the criminals he "defeats". Why does Gordon tu
rn a blind eye to his antics? Batman bribes him! The answers are right in front
of your stupid, gawking face!
Log:
11=Edward! Please, calm down...
Log:
12=Wake up, Gotham! No sane, law-abiding man does those things! No one's
that selfless! Batman is as vile as they come!
Log:
13=Security! Security!
Log:
Title=Patient interview #55, October 4th
Log:
Log:
[TAPE_RIDDLER_5]
Log:
01=This is my final interview with Edward. I have gone as far as I can.
I can no longer tolerate his mood swings and tantrums.
Log:
02=I have more important work to be getting on with. He will be transfer
red to Dr. Whistler's care as of next week.
Log:
03=Good morning, Doctor. How are you today?
Log:
04=I'm fine, thank you, Edward. You're in a good mood.
Log:
05=I'm always in rare spirits when I'm about to be released.
Log:
06=Edward, you know you don't come up for parole for another three years
.
Log:
07=First thing I'll do is have dinner at that Italian place on 19th Stre
et...
Log:
08=Seriously, Edward...
Log:
09=I only hope Joker hasn't completely trashed the city. Ah well, I'm su
re I'll find out soon enough.
Log:
10=Wait, have you been in contact with The Joker? He escaped Arkham week
s ago!
Log:
11=And yet, one hears things...
Log:
12=What things? What have you heard?
Log:
13=Oh, something about a surprise party for Batman, I forget the rest. Y
ou know Joker, yak, yak, yak.
Log:
14=Edward, if you know anything, you've got to tell me! Lives could be a
t stake! What did Joker say?
Log:
15=You forget, Doctor. I'm the one who asks the riddles.
Log:
Title=Patient interview #76, January 16th
Log:
Log:
[TAPE_SCARECROW_1]
Log:
01=Patient interview 1. Patient was referred to me after the incident wi
th Dr. Murphy.
Log:
02=He appears to have suffered a breakdown of sorts. I believe it was br
ought about after the loss of his wife and child.
Log:
03=As yet, the patient has been unable to speak.
Log:
04=Continued observation shows little mental activity. It's as if the sh
ock of what he saw triggered his mental collapse.
Log:
05=There's someone in here!
Log:
06=It's him! We've found him!
Log:
07=Break down the door!
Log:
08=Note to self. As ever, it is difficult to continue my research under
such conditions.

Log:
Log:
Log:
Log:
Log:
Log:

09=Step away from Dr. Combs.


10=Now!
11=Get down on the ground!
12=We've found them. Someone get a medic. Oh God, what's he done to him?
Title=Patient interview #1, January 7th

Log:
[TAPE_SCARECROW_2]
Log:
01=Patient interview 6. Dr. Crane has been back in custody for 3 weeks.
Regular sessions have been inconclusive. I am not sure he is actually insane.
Log:
02=Good evening, Stephen. How are you tonight?
Log:
03=I'm conducting the session, Jonathan.
Log:
04=Of course. If that helps you cope, I wouldn't have it any other way.
Log:
05=Let's talk about the events 3 weeks ago. What did you think you'd ach
ieve? Dr. Murphy is still in therapy.
Log:
06=I wanted to understand him. His personal demons. His fears. It's all
quite fascinating, really.
Log:
07=But you are... were a respected doctor. A brilliant mind, now just an
other resident in Arkham.
Log:
08=Can I have a drink? A strong one? This kind of question bores me.
Log:
09=I'm afraid not.
Log:
10=Interesting choice of words, Doctor. Tell me, what are you afraid of?
Log:
Title=Patient interview #6, January 22nd
Log:
Log:
[TAPE_SCARECROW_3]
Log:
01=Patient interview 9. Dr. Crane continues to evade questions. I believ
e he is quite sane. Just evil. He takes no interest in the people he has hurt.
Log:
02=His research appears to be the only motivating factor in his life.
Log:
03=What is it about fear that drives your obsession?
Log:
04=Fear drives everything, Stephen. Everything. Your life is governed by
fear. Every decision you make is a product of that fear.
Log:
05=Don't be ridiculous.
Log:
06=You married your wife... Margaret, isn't it?...because you were scare
d of dying alone.
Log:
07=You have children because you are scared of leaving nothing behind th
at really matters.
Log:
08=You go to the doctors because you're scared of dying.
Log:
09=Do I need to go on?
Log:
10=No. I think that will be all for today. Guards!
Log:
Title=Patient interview #9, January 29th
Log:
Log:
[TAPE_SCARECROW_4]
Log:
06=Are you OK, Doc?
Log:
07=I think... yes... I...
Log:
08=Oh, he's fine. Just questioning his grip on reality. You should be do
ing the same any second...
Log:
09=Mom, is that you? Wait, what are you doing?
Log:
10=Get off of me... Help. I need help here. I can't breathe...
Log:
11=Like I said...
Log:
12=You're all part of my experiment now!
Log:
Title=Patient interview #12, February 14th
Log:
01=Today I have another interview with Crane. I cannot say I am looking
forward to it.
Log:
02=I've been feeling anxious. I don't like to admit it, but... I think h
e's getting to me.
Log:
03=How are you today?
Log:
04=I keep telling you, this is my session.
Log:
05=It was your session, Doctor, but not anymore.

Log:
Log:
[TAPE_SCARECROW_5]
Log:
01=Asylum interview 1. My experiment is underway.
Log:
02=Working alone, I have created my ultimate Fear Gas, its potency a rev
elation.
Log:
03=They're all over me.
Log:
04=Please, Daddy, don't do it.
Log:
05=
Log:
06=Keep away! Keep away! Keep away!
Log:
07=I have pumped enough gas into the Medical Center to break 100 minds.
It should only be a matter of time before... What?
Log:
08=Give it up. Now!
Log:
09=How... how are you still standing? How come it's not affecting you?
Log:
10=Who says it's not?
Log:
11=I knew it. What was it like? What have you seen?
Log:
12=Officer Cash. Get this formula to the air-conditioning system. Now!
Log:
13=You failed, Crane. Again. I've been working with Dr. Kellerman, creat
ing an antidote to the toxins in your cologne.
Log:
14=He fooled you, Crane. How does that make you feel?
Log:
15=Threatened, humiliated? Scared?
Log:
Title=Asylum interview #1, February 14th
Log:
Log:
[TAPE_ZSASZ_1]
Log:
01=Taped patient evaluation 1. Patient name is Victor Zsasz, diagnosed c
linically insane after the murder of at least 20 women in the Gotham area.
Log:
02=Hello, Victor, I'm Dr. Cassidy. Seeing as this is our first session,
let's spend some time getting to know each other.
Log:
03=I don't need to know you, Miss Cassidy. Everything is meaningless.
Log:
04=Don't you think that's a very negative outlook on life, Victor?
Log:
05=You've no doubt read my file.
Log:
06=Yes... yes I have. It says you come from a wealthy family. That your
parents died. How you lost all the money gambling.
Log:
07=And none of it matters.
Log:
08=Why do you keep saying that, Victor?
Log:
09=Because the only thing that does matter is the mark. Have you seen my
work, Miss Cassidy?
Log:
10=If you are referring to the marks on your...
Log:
11=Of course I mean my tally marks. And I have a space for yours. Do you
want to see where?
Log:
Title=Patient interview #1, November 4th
Log:
Log:
[TAPE_ZSASZ_2]
Log:
01=Taped patient evaluation 5. Victor is not responding well to treatmen
t.
Log:
02=Victor, yesterday we spoke about the people you killed.
Log:
03=Ah, the zombies.
Log:
04=They are all people, Victor.
Log:
05=They are zombies, continuously shuffling through the daily grind, wai
ting for someone to liberate them.
Log:
06=You mean kill them. The police report states that you have murdered,
or liberated if you like, 20 young women in the last 3 months. Each had her thro
at slit and was left... posed.
Log:
07=They were all lucky to be chosen to receive my gift.
Log:
08=I doubt they would agree with you.
Log:
09=Really? How about you, Miss Cassidy? As you take the elevator to your
apartment each night, open the six locks to apartment 433, remember you forgot
to buy your cat food. Again.

Log:
10=How do you know where I..?
Log:
11=As you sit down on your favorite red chair, cat on lap, just waiting
for something to happen. I can make it happen, Sarah. I am your salvation.
Log:
Title=Patient interview #5, November 19th
Log:
Log:
[TAPE_ZSASZ_3]
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01=Patient's name is Victor Zsasz. For the record, the patient has trans
ferred from Dr. Cassidy, who is on leave after the incident last week.
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02=Hello, Victor. Please, take a seat. Guards, you can leave us.
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03=Sorry, Doctor. Warden's orders. I can't leave you alone with him.
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04=I understand. Hello, Victor. How are you feeling today?
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05=Victor! I can't help you if you don't speak.
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06=Depressed! Does that help you? Can you get into my mind, Doctor?
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07=Why depressed?
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08=I'm just thinking about the one that got away. The one I chose. I nee
ded the mark. I want the mark!
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Title=Patient interview #1, November 22th
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n poor.
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.
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[TAPE_ZSASZ_4]
01=Victor has been more subdued recently. Response to medication has bee
02=Hello, Victor, is there anything you'd like to talk about today?
03=Cutting and cutting and cutting and cutting and cutting and cutting..
04=Victor!
05=Cutting and cutting and cutting and cutting and cutting...
06=This is going nowhere. Guards. Get him out of here.
07=You heard the doctor, get up!
08=Didn't you hear me?
09=He's got a knife.
10=
11=Get a tranq in him! Get a tranq in him! Oh God! He's on Bill.
12=He's cutting him. Get him off. Get him off. We need help here!
Title=Patient interview #4, December 12th

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[TAPE_ZSASZ_5]
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01=Taped patient interview 6.
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02=Victor has been in isolation since the attack on the guard last week.
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03=As I wait for him to be brought up to me, I have had time to review h
is notes. I am increasingly worried he cannot be cured.
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04=He has no empathy for his victims. Deep down, I believe he views all
of us as potential victims.
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05=Doc, are you OK?
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06=What's happening?
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07=It's Zsasz. He broke out of isolation. He's gone.
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08=Oh God!
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09=Don't worry, Doc, you're in the safest place. He's definitely left th
e island.
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10=Of course. But someone needs to alert the authorities, he'll need to
kill again. Do you understand me? Needs to.
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11=Oh no. He's gone after Dr. Cassidy.
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12=Hello?
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13=Sarah, it's Gretchen. Listen to me.
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14=Oh, for the love of... Hold on. There's someone at the door.
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15=Sarah! Do not answer the door. Can you hear me? Do not answer the doo
r. It's Zsasz! He's free.
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Title=Case study notes, December 22nd

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Log: Log file closed, 12/17/15 13:13:45

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