Batman: Arkham Knight 100% Completion Guide by TheGum twitter: TheGum25 ================= Table of Contents ================= Just use Ctrl + F and copy and paste the section names 1. Tips 2. Walkthrough The Diner The Batman G.C.P.D. The Riddler's Revenge Part 1 The Line of Duty: Bleake 1/6 The Perfect Crime Part 1 City of Fear Ace Chemicals City of Fear 21% Miagani Island Pinkney Orphanage The Line of Duty: Founder's Island 1/5 Creature of the Night Part 1 The Line of Duty: Bleake 2/6 The Riddler's Revenge Part 2 The Riddler's Revenge Part 3 City of Fear 26% Campaign for Disarmament: Miagani 1/2 The Riddler's Revenge Part 4 The Riddler's Revenge Part 5 The Riddler's Revenge Part 6 City of Fear 26% The Perfect Crime Part 2 The Perfect Crime Part 3 Gotham on Fire Part 1 Heir to the Cowl Part 1 City of Fear 28% The Perfect Crime Part 4 Gotham on Fire Part 2 City of Fear 32% Armored and Dangerous Part 1 Campaign for Disarmament: Bleake 2/2 Heir to the Cowl Part 2 Armored and Dangerous Part 2 The Line of Duty: Bleake 3/6 Armored and Dangerous Part 3 Campaign for Disarmament: Miagani 1/2 Armored and Dangerous Part 4 Armored and Dangerous Part 5 City of Fear 33% Penguin's Weapons Cache / Gunrunner Part 1 Armored and Dangerous Part 6 City of Fear 38% / Occupy Gotham: Founder's 1/6 Stagg Airship Alpha Stagg Airship Beta Own the Roads: Miagani 1/2 Own the Roads: Miagani 2/2 City of Fear 50% The Line of Duty: Miagani 1/4 Gunrunner Part 2 Creature of the Night Part 3 Two-Faced Bandit Part 1 Two-Faced Bandit Part 2 Two-Faced Bandit Part 3 City of Fear 53% Own the Roads: Founder's 1/5 Own the Roads: Founder's 2/5 The Perfect Crime Part 5 City of Fear 54% The Riddler's Revenge Part 7 Armored and Dangerous Part 7 The Riddler's Revenge Part 8 The Riddler's Revenge Part 9 Gunrunner Part 3 Gotham on Fire Part 3 Armored and Dangerous Part 8 Heir to the Cowl Part 3 Armored and Dangerous Part 9 Campaign for Disarmament: Founder's 1/3 Campaign for Disarmament: Founder's 2/3 The Perfect Crime Part 6 Campaign for Disarmament: Founder's 3/3 The Perfect Crime Part 7 Campaign for Disarmament: Miagani 3/3 Own the Roads: Founder's 3/5 Own the Roads: Founder's 4/5 Own the Roads: Founder's 5/5 Occupy Gotham: Founder's 2/7 Occupy Gotham: Founder's 3/7 Occupy Gotham: Founder's 4/7 Occupy Gotham: Founder's 5/7 Occupy Gotham: Bleake 1/1 Occupy Gotham: Founder's 6/7 Occupy Gotham: Founder's 7/7 Drone Hunting: Founder's Island Occupy Gotham: Miagani 1/5 Occupy Gotham: Miagani 2/5 Occupy Gotham: Miagani 3/5 Occupy Gotham: Miagani 4/5 Occupy Gotham: Miagani 5/5 Drone Hunting: Bleake City of Fear 59% Panessa Studios The Line of Duty: Bleake 4/6 The Line of Duty: Bleake 5/6 The Line of Duty: Bleake 6/6 The Line of Duty: Miagani 2/4 The Line of Duty: Miagani 3/4 The Line of Duty: Miagani 4/4 Friend in Need Creature of the Night Part 4 The Line of Duty: Founder's 2/5 The Line of Duty: Founder's 3/5 The Line of Duty: Founder's 4/5 The Line of Duty: Founder's 5/5 The Line of Duty: Founder's 6/6 Campaign for Disarmament: Founder's 4/4 Occupy Gotham: Founder's 8/8 Own the Roads: Founder's 6/7 Own the Roads: Founder's 7/7 Drone Hunting: Founder's Part 2 Campaign for Disarmament: Bleake 3/3 Occupy Gotham: Bleake 2/2 Drone Hunting: Bleake Part 2 Gunrunner Part 4 Gunrunner Part 5 Drone Hunting: Miagani Part 2 Occupy Gotham: Miagani 6/7 Occupy Gotham: Miagani 7/7 Campaign for Disarmament: Miagani 4/4 Own the Roads: Miagani 3/6 Own the Roads: Miagani 4/6 Own the Roads: Miagani 5/6 Own the Roads: Miagani 6/6 City of Fear 72% Cloudburst Showdown Heir to the Cowl Part 4 Heir to the Cowl Part 5 City of Fear 79% The Excavator The Arkham Knight The Scarecrow City of Fear 89% Own the Roads: Bleake 1/4 Own the Roads: Bleake 2/4 Own the Roads: Bleake 3/4 Own the Roads: Bleake 4/4 Lamb to the Slaughter Drone Hunting: Founder's Part 3 Own the Roads: Founder's 8/8 Own the Roads: Miagani 7/8 Own the Roads: Miagani 8/8 The Riddler's Revenge Part 10 The Riddler's Revenge Part 11 City of Fear 90% Occupy Gotham: Bleake 3/4 Occupy Gotham: Bleake 4/4 Campaign for Disarmament: Bleake 4/4 Drone Hunting: Miagani Part 3 Occupy Gotham: Miagani 8/8 Campaign for Disarmament: Miagani 5/5 Occupy Gotham: Founder's 9/9 Campaign for Disarmament: Founder's 5/5 Campaign for Disarmament: Deathstroke City of Fear 94% Countdown to Knightfall Panessa Studios Riddles Panessa Studios Stage C Riddles Panessa Studios Stage B Riddles Panessa Studios Stage A Riddles Stagg Airship Alpha Riddles Stagg Airship Beta Riddles Arkham Knight HQ Ventilation Riddles Arkham Knight HQ South Tower Riddles Bleake Island Riddles Miagani Island Riddles Founder's Island Riddles Founder's Island Subway Riddles The Riddler's Revenge Part 12 Knightfall Protocol 3. Game Review 4. Contact ======= 1. Tips ======= If you see green guys, take out their allies and when they are alone you can grab them to interrogate them, which adds a riddle marker onto your map. Sometimes they will strike back, so just counter them. Don't pick up any trophies. You can grab the ones I say in the guide because I'll mark them as such, but if you find a random one and want the riddle-hunting to go smoothly later, just scan it to mark it on your map and we'll get it later. It's a general rule of thumb in video games, that it's usually best to not pick up collectibles in open world games. You can counter one, two, and three enemies at once, just hit the counter button for each. Yes, you might be a badass at games with combos, but you'd be surprised at how much easier this game is if you just mash the attack button. You can attack into counters about as well as you can strike the incoming attacker. In fact, most of the stuff in the game is unnecessary. I got most of the upgrades but never used them. Predator sections can all be handled with stealth takedowns and patience. Throw quick batarangs a lot. Once you get the damage upgrade for them, then they can take down enemies on their own. Always try to initiate a fight with a multi-takedown, and get that x5 upgrade for it ASAP. It will take out even special enemies, except for brutes. But environmental objects can take out even brutes. Your HUD will highlight the objects in blue and when you use them, you'll grab the closest enemy. If you get stuck in a predator section, you'd be surprised at how effective it works to show your face and then slip away. You can then come back and the enemies will be in different spots, like all bunched up and facing away from you, an easy setup for a multi-TD. When flying around the city, you can dive down and pull up to speed up your gliding. You grapnel boost while reeling in the grapple line, and if you don't use it then the game will take twice as long. You can cancel your grapple as you go up. You can hold your grapple to grab the ledge, rather than climb up it. Don't waste talent points, you won't get enough in a regular game to buy even close to everything. Stick to the basics and you can't go wrong, things like armor. There are ones that you NEED for certain things, so you always want points when you get there. ============== 2. Walkthrough ============== The Diner ----- As the game starts, you get to burn the Joker. The first part is a quick scene where you just walk around and then shoot your gun. The Batman ----- As the man himself, glide off the perch towards the Bat Signal and you might want to aim for the bridge to the left. You can pull up to slow your speed and descent, and you can shoot your batclaw to grapple up to higher points from which you can glide again. If you ever need help with the controls, you can pause the game or you can just check the HUD for buttons to press as the game does a good job of helping you know what to do. NOTE: On the PS4, you can hold X to run and R1 to grapple. Meet with Gordon at the light and then you get the chance to further get into the swing of gliding and grappling - think Assassin's Creed meets Spider-Man. Heads towards the next mark on your compass and you can dive on them from the air if you want. Then all you have to do is mash the attack button until you win. Help the officer up, then press the button from the ledge to get your wheels. Driving is a little heavier than it probably should be, but you can run through most anything and the handling is tight. As you pursue the truck, try to avoid the red lines you see to dodge their rockets, and as your missiles lock on, fire when they are solid. Stop or just jump out, and then go interrogate the driver. Make your way to the marked building and you can fight the guards on the balcony where you can test out countering, which is just pressing counter when you see the warning over a thug's head. Take them out and then get to the top of the building where you'll want to do a takedown through the glass. When you land you can also throw down some smoke to make the fight that much easier. After, just approach the glass. Next you'll be on the street where you need to open your inventory and switch to the camera of the Batmobile. It will automatically take out the first guys, but then you have to drive it in taking down the backup. Just switch to battle mode, strafe to avoid the rocket lines, and aim high for the cannons of the tanks. You don't need to use your gun, just a single cannon shot to the enemy cannons will take them out. Drive to the marked spot to pick yourself up. As you drive, notice the guiding lines on the ground. They will take you to a challenge up the road, so stop on the icon and accept it. You will learn to use your missile barrage. It's simple, you just fire to fill up the meter, then fire a single missile that will lock on automatically. You'll then learn that you can fill up both meters for a 4 missile barrage where you just press the missile button 4 times in a row. You'll finally learn that taking damage will slow the process down, as if you need more motivation to avoid being hit. Once you complete the training, open your menu and go to your skill trees. I say just get the Critical Strikes in the combat branch. Back on the streets, cross the bridge to heads towards a rumble with a gang of tanks in a parking lot. Build up your missiles to take out 4 at once, then just mop up the rest. After, take the time to test out power sliding if you want, then head to the station and lock Ivy up. G.C.P.D. ----- Inside, interact with the others before you talk to Gordon. Almost every cop has dialogue, and in the evidence room you can see displays for almost every major villain. There is also a Riddler trophy in the first evidence room. I just rolled and it broke, but I'm sure it can be punched too. We can grab it now, but as is always the case with collectibles, it's best to wait to get them when ready, otherwise it staggers the main game. So when ready, go talk to Gordon and he'll give you 3 missions. Look at them in your menu and let's start with the closest one, the Riddler. Select it, then exit through the doors near Gordon, and here you'll find the cop you were at the start. In the other room you'll find Jack Ryder who you can chat with. There are a few more cops to listen to as you make your way out, and then just get your ride and roll out The Riddler's Revenge Part 1 ----- You now have a boost, but you don't need it as the garage to the Riddler's challenge is nearby. Enter the lift and then just listen to Mr. Nigma run down the rules. Here's what's gonna happen, you have a button to use his code. This will switch all of the red and white blockades in your way. You'll be racing through his course and you'll need to use that code to make crossing paths and you'll also need to look out for the wall runs. You have to 3 laps, but your progress is marked by each lap completed, so you don't have to redo it every time you fail. Crashing/dying is not brutal as you just start from a moment earlier with the clock still running. Remember, you have a boost, so use it. The first lap is easy as all you really have to do is use the wall on the pipe run, then another wall, and then use the code at the ramp to make a landing spot. The second lap changes the course a little, but it's not too tough. You will then get your boost restrictions lifted where you can use it as much as you want. The third course is pretty tough, and you can only go left at the fork. You do not want to boost through the wall run this time, and then you just boost through the ramp flipping on your landing spots. After, just take the lift back out. The Riddler's not so bad after all. Then open your missions and choose the stranded emergency crew mission. The Line of Duty: Bleake 1/6 ----- You just cross the bridge again and stop by a dock. Hop over the fence and the fireman is atop a tower, but you want to dive down through the skylight above it. Then just clear the thugs to rescue the guy. NOTE: the 60mm Cannon reload upgrade is a good choice. And though you can select the Riddler and fireman missions again, you won't get quest markers. The Perfect Crime Part 1 ----- Select this mission and go past the AR challenge up to the bridge. Go up to the body and you'll then get your scanner going. You can change from skin to muscle to bone scanning. For skin, check his left ear. For muscle, check his intestines for a ring. For bone, check his hip. And that's it. City of Fear ----- Select the main mission and head for the huge clock tower. Go up and enter, use your batvision to use the statue so you can bring out your computer. Exit the tower, get your ride, and head back to the studio. Get to the roof and use the generator, and then ride across the road for an upgrade. To use the winch, go into battle mode, fire, and reverse. With the first block out of your way, back up and boost to make it onto the rooftop. Next, back up a little so that you can pull up a portion of the roof to make another ramp to boost over. Follow the rooftop until you get to the narrow part, and then use battle mode to strafe through it. Stop at the platform at the end, hit the winch point, and this time you'll just keep it on as you go over the side to pull the Batmobile up (pretty awesome). Then get to the generator, winch it up, and gently rev the engines to power it up. Now you have to glide your way over to the next antenna, and if you have not used it by now, you have a grapnel boost that will not reel you to your grapple point, but launch you beyond it without stopping. Test it as you make your way over. Enter batvision and you'll see what you're up against (yes, it has taken this long for the cornerstone mechanics of this game to appear). All you do is get to a vantage point and use a batarang to lure 2 of them out. You can swing between points as you stalk the targets, and it's probably best to keep your vision on. Without a ton of options, you can simply let them drop down on them and beat them up, or let them walk by and try a stealth takedown. You also have vents to use, but don't make this too complicated, just sneak up behind them. Next, almost inexplicably, you get a suit upgrade and then training missions right here. Go ahead and do them since the hostage can wait. The grapnel boost one is easy, you just hit the few loops and then you can swing slowly around a tall building to avoid touching down for a minute. The throw counter is the same counter with a bit more force to it. The predator training is as easy or as hard as you want it to be, but try for stealth KOs as it's good practice. Remember that you can crouch to move quieter, and don't use the glide kicks as it does not knock them out. For the fear multi-takedowns, the first one is easy as you just glide down, approach while crouched, and begin the TD. You just press the button for the first 2, then use move the camera for the third. The second setup requires you to glide to the rail above them, hop on the rail, and then initiate the TD. The third setup just requires you to drop in on them from a hatch, moving the camera after the first. The last setup requires you to move quickly as it begins. Just glide down towards the back of the leftmost one, initiate the TD, and work your way to the far away guy. You can't do this combo TD from too great of a distance. The eject training is short and fun. It basically just sends you airborne from your ride, and then it teaches you how to summon it from anywhere. That's it, you can now spend those points on upgrades. The grapnel boost and x4 fear TD are good choices, but expensive. They are both in your suit branch, and I had 7 so I used 1 on the Grapple TD and the other 6 on the x4 Fear TD. So that was all fun, now let's go save that hostage. All you do is take the grate by the door, go under their feet, and begin a multi-TD - simple as that. Use the generator and we're done here. You'll next just move the two scanners to find the plant to the far east on the map. Now use your grapnel boost to hurry to the chemical plant. After the scene, get up to the top of the wall and once in control use your vision to scan your surroundings. Ignore the guys to the far right, just go left towards the objective. Slide down the chute and the first two guards are easy to TD, just use the vent. Then pop up from under the pair next to each other for a double TD and get right back in the vent as the fifth should be on his way over, then get him from below too. Use the terminal and then head to the top of the main building. You'll then have to use the scanner to comb the area until you find the most static, and then you analyze until the ID is marked. Do this five times to find the workers you need to save. From the top of the plant, look down to see the guards on the platform below. Glide down to just left of them to begin your TDs and fear TDs. Mop up whoever is left, and then you'll have some ninjas to fight. They are not too tough, just watch for them to jump up. Now glide down to the shack with a skylight and initiate a fear TD to clear out all but 1. Check the worker and then open the gate. Switch to your ride, pull up the bridge to make a ramp, and boost over. In this tank battle you have a bigger one that can fire 3 shots at once and takes more to destroy. Just take out the small ones or try to use them to hit the big one too, and then finish off the big one. Use the winch to pull the next gate away and then strafe across the bridge to reach the worker by himself. Pull down the door and then use the small gun to knock them out. Enter the room to save the guy only to get ambushed. Use the remote when told and fire a few shots before getting your hands dirty. While fighting you can use the batmobile for TDs if you watch for the special prompt. Throw some smoke, mop them up, and then save the guy. Also, a short message plays on the screen behind where he was stuck. NOTE: I used the winch to pull out a pipe below the room, but I don't know what that did. And sorry in advance if I ever call the winch a wench... Now take the Batmobile back over and park it by the shack. Get out and go up to the platform above to lower the crane, put it on the corner of the spot where your ride is. Careful backing up as you don't want to fall off, and just boost over the ramp to get across. Then you'll have a bigger tank fight, and the game should show you the battle mode dodge, which is just a little kick in one direction. This time is should be somewhat doable to make them hit each other. After you clear it, get out and try to initiate a fear TD on the guards inside the control room overlooking the ground. Take them out and then you'll get to use the gel to open the wall. Check on the next ID and continue to use the gel on the floor. Use it again on the wall and don't worry about it being a dead end, just turn around and open the panel box by the wall to open the wall. Now you do not have to go back outside and get in the Batmobile, you can just use the remote to pull out the pipe, and possibly the other one beneath the room too. Now go to the end, check on the fourth worker, and then open the panel box by the elevator shaft. Use the Batmobile by remote, blast open the wall, and then use the winch on the cables. Pull it as far as it will go, don't detach, just exit remote, climb over the lift and enter from the front, and then go back into remote and drive forward to gently lower the Batman. Just go into the next room and look up to crawl through a vent. Get to the end and initiate a multi-TD, and try to aim for the white one and the ninjas. Then board the elevator before using the remote Batmobile to raise it up again. Climb out and you'll be in the middle of an ambush. It's probably wise to kill the tanks first, but their fire is easy to avoid. It's sort of hard to dodge the choppers barrages, but you just always stay as far back from it as you can and you can dodge forward. Don't forget about your missiles after you kill the tanks. Once the bird is down, drive back towards the way you came, put the Batmobile on the lift, get out, and use the button nearby to raise it up. Drive out and boost over the gap before boosting back over to the plant. You then use your cannon to blast open the wall, and then you need to put the Batmobile by the wall. Exit and go up the platform to operate the crane again. This time put the ramp on the ground and turn it so you can ramp into the hole with some boost. Ace Chemicals ----- Destroy the two tanks in your way, but at the end of the path you have to go on foot. As you see the sentry, hold to enter the chute. Let the sentry's light pass, take down the guards, and then disable the turret from behind. Use the panel to open the path and drive to the next gate. This one is funny because you'll see about twenty guys who are having a pow wow, but you can just hop over the railing and open the gate for the Batmobile. You just let them run to you, jump in, enter combat mode, and take out a few before they all tuck tail and run. They don't disappear, they are just hiding in a room and they'll only come out when you're on foot. So the plan is to drive the Batmobile to the fighting area, exit, and you can hop in and out of it to take out one or two as much as you like. I prefer to use the environmental TDs plus the Batmobile assisted TDs as you're fighting. So whether you cheese the ride or fight them all outright, clear the area. Now use the eject to get over the next gate. Now you get just an old school stealth puzzle. I just started with the pair to the left, threw some smoke, and got out of there. Then I went to the right side where the glass panels are above the narrow corridors. I was able to TD about four guys who kept coming to see what happened to the last, and each time I just grappled up to safety. When there were three left I just took them out one by one. You could take out the turrets, but don't bother. Once the room is clear, just go up and enter the main chamber. Then all you do is slowly, very slowly, remover the canisters and put them into the four little openings on the other side of the room. And that's how you saved the day. Heh, so now just walk into this place, and check all of the cells. You'll soon change POV again, and then you need to change your POV to a certain Batmobile to pull yourself out of this situation. Make your escape and now it's done. City of Fear 21% ----- Now make your back back to GCPD, speak to Gordy, and then back to the streets. You'll then need to escort him, but you don't go into combat mode, just follow and use your missiles when you get a lock. Once you load up Gordon, continue until you come under attack by tanks. Now enter combat mode and be sure to use a quad barrage on these things. Mop them up, eject at the marker, and get to the top. But you'll then be told to clear a nearby group of baddies. So drop down to the vantage points and survey the area. What I did was stealth TD one on the top, then waited for another to come around by himself, and then I tried a fear TD on the last four that fell short because the last guy went down some steps, so be sure to start your chain TD with the one that patrols the farthest away. Then just go back up and enter the tower. During the next scene, approach the wall to get it to keep going, and then you do it again to get it to keep rolling. Next you'll pull up a video feed from four different angles. Only the top right one has evidence in it, so focus on that until you see trucks roll up. Now play it until it gets to Barbara being brought out and select the cell to scan the Knight. Let him load her up and then scan the truck she was put in. Shutdown the computer, listen to your pal for a bit, and then leave. Enter your ride and use batvision while in combat mode to follow the trail. You'll then need to get out to investigate a bomb. Then you'll need to defend the bomb from tanks, so be sure to use a quad attack. After they are gone, use the winch to rev up the bomb and detonate it - remember to keep the rev within the red bar on your meter in the corner. Go back into batvision in your ride and you'll get to the bridge. Miagani Island ----- From atop the bridge, begin boosting and gliding towards the marker, but land above it to assess the field. Start with the lone guy on a balcony to the left; just drop down and TD him from behind. Then wait to get one of the patrollers who will walk behind the guard with the drone. You can take out the drone guard, but this will cause everyone else to become alert. So instead, take out the other patroller. Now you can use the grates and vents and chutes to take out the others, but you have to watch out for the drone. So now is a good time to TD the drone operator, and then quickly swing your way to the pair on a balcony for a multi-TD. Then just hide above and drop down to pick off the rest one by one. The Knight will chime in and try to blow your cover, but you can hide above the vantage points and the enemies won't find you. NOTE: Inverted TDs seem to alert other guards. Go ahead and check out the snazzy Riverside Lounge, and while we're at it, might as well find the vent into the room opposite the lounge where you can find a Riddler trophy. Then use the control get a new villain to track down. Pinkney Orphanage ----- Head to the new marker, but you should run into a certain creature of the night. Ignore it and continue for now. Head to the lighthouse, let the thugs speak below, and then your friend will speak, a few times if you stay and listen. So you want to take out four of the five guards below, saving the green one for last. You can try to approach from the gate, stay low, take cover behind the sign, and try to initiate a multi-TD so long as you aim for the normal goons. If you do that or get into a brawl, just press the button to interrogate the green one when he's alone. Ignore the strange block thing in the yard and just go inside. Just go up to her and set her free. Now begins a fairly easy rumble, but you can switch to Catwoman. She's pretty much the same, only you can do combo TDs and special TDs with Batman, switching between the two as you wish. After the fight, talk to her a bit before heading back out (the doors are locked). The Line of Duty: Founder's Island 1/5 ----- Open your missions and this one will have Intel on it, so select it and make your way to the construction yard. Strangely, you have to reselect the mission once you are in earshot of the hostage. From there, just stay atop the vantage points and scan the area for the patrollers. It's pretty easy to glide down behind them and pick them off one by one. I made the mistake of using an inverted TD from a vantage point and that tipped everyone off, so don't do that and try to save the last batch in the office for last with a good multi-TD. Then free the hostage and that's it. Creature of the Night Part 1 ----- Now let's go back to Miagani for that bat thing. You should see him before you reach the quest marker, and all you do is fly in above him to automatically down him and take the sample. Then quickly get off the road and head back to Bleake Island. ----- The Line of Duty: Bleake 2/6 ----- But on the way you should run into a hostage on a rooftop near Ivy's lair, which is almost in the center of the urban part of Bleake. They are heavily-armed, so you want to start with a multi-TD, and the best way to begin that is from the railing. You need to watch out to counter throw objects, knives that you need the special counter ability for, and of course the disarm skill helps with the guns. Clear them out and free Firefighter Ashley. NOTE: I too heard over the radio about another hostage near the clock tower, but that mob guarding him is very tough, so you can get him later. It's fine, he can wait. ----- So continue to Langstrom's lab and just walk right in to see a pleasant little home movie. Then you can see the body on the floor before using the computer. You'll soon be in control of the two strands of DNA, and all you do is flick them around when they turn red. It might be easier to watch the DNA below the two strands, but this is all about you reacting as soon as one strand is bad. And no, there is no correct way to line them up, you just flick them around to get it going green again. Do this until it's at 100% and then the quest goes cold for now. The Riddler's Revenge Part 2 ----- Mark this quest and head to the Riddler's garage with your Batmobile (forgot about it, huh?). This time it is not a race, but you use your ride anyway. Go into strafe mode and go left up the dirt path. Step on the green light that you can't miss, and then you'll see a platform that will teeter. You use the code to release one end while you dip it down from the other, and then use the code again to keep the ramp up by blocking it from falling down. Next you must exit your tank and stand on the green light. This will make the bridge for you to cross ahead, and then you use the remote Batmobile to get across, using the code to make the other parts of your path. You can get back in and get on the near end of the next teeter. Use the code to drop the ramp so that you can back up onto a rocky ledge. You can use the code to make the ramp solid, but you don't need to; if you do you'll have to use the code while in the air. All I did was keep the landing platform in place and boosted off the ramp - simple. Then you just use the winch to power the generator at the end; you rev it slowly and then all out. Now step on the unlocked pressure pad and then switch to Selina. So the correct one is the G below: X X X X X X X X C X X G X X X Just switch to Catwoman and walk around to the far left corner case. After you hear about the door, go back to Bats and exit the cave. The Riddler's Revenge Part 3 ----- Keep his questline going, and you can take the Batmobile towards the bridge where you must eject and continue on wing. Make it all the way back to the orphanage where you are greeted first by a puzzle. What you do is stand by the door, get out your batarangs, and use them to hit the dots of the green question marks to turn the circles on the floor. You want the hook pointing away from the door, and then you position Batman and the camera so that you can use the green light's reflection from the ceiling to complete the question mark on the floor (you will stand by the door and hold the scan clue button). Go get Catwoman and then into the open room where you can look around if you want before standing Batman on the blue pad and Catwoman on the purple one. Stay on as Cats and look to the middle where the purple question marks are, but above you'll see a sign play a sequence. Catwoman will see: 3 1 4 5 2, and that is Batman's code; Batman will see: 1 3 5 2 4, which is her code. The order goes from left to right on both sides, so input Batman's code with batarangs and Catwoman's code with her whip (just careful of the red target against the purple dots). Once the gates lift, brawl it out with the goonbots and be sure to use your special TDs when possible. Have Catwoman open the case and then exit to the main room. You can talk to her some more after, then exit to have a talk with your friend outside. Since I had not used any points in a while, I was able to afford the x5 Fear TD, so if you can't get it then just hold off and get it soon. City of Fear 26% ----- Now we have to get the Batmobile over to Miagani. Select this mission and go back to the bridge where you will get your wheels back. You'll be greeted by a squad of tanks, including a new type that fires missiles, but they are easy to shoot down with your machine gun. Clear the first group out and then continue wreaking havoc through the streets until you are clear. You're never gonna have the whole place clear, so always be ready to go into combat mode. Campaign for Disarmament: Miagani 1/2 ----- At the intersection in front of the bridge to Founder's Island and by the Riddler's next quest marker, you will find another bomb in the road. You defend it like all the others, only this time with the missile tanks. Use your quad barrages, dodge attacks, shoot down missiles, and then overload the bomb after it's clear. The Riddler's Revenge Part 4 ----- Since you don't have much other options, go ahead and continue chasing those keys. Drive the Batmobile to the next garage door entrance and enter the Riddler's cave for another race. This one is all about drifting, but I suppose you could get real cute and use combat mode too. Either way, I found that the trick to most of the green crushers is to aim for them and drive alongside them, otherwise you just set yourself up to get clipped as you turn. The red/white ones are fairly easy so long as you don't get confused, and all in all this one was actually far easier than the first race. The laps don't even get much harder other than less space on the red/whites which does not make much difference. So after you get through that, stand on the pressure pad to reveal the solution to the next case (an upsidedown T) and switch to Catwoman to claim it from the case left of center. Go back to Bats and leave the cave. The Riddler's Revenge Part 5 ----- His next garage entrance is just up the road from his last. This puzzle involves you having to super eject at high speeds in order to hit the giant pressure pads with enough force to open them. The first one is easy as all you do is floor it, eject near the end, and pull up a little to hit the giant target. The second one is around the corner, so you'll want to aim for the right side of the guardrail, and even then I had to zigzag in the air to make it, but I then fell into the water. Getting to the third one simply involves you navigating all the way through the course and diving into the last one. Just keep remembering as you die and restart that you want to back up all the way and then accelerate to the guardrail before you eject or else you won't have enough momentum to make it. That and you'll have to work on not over-turning in order to get through the tube of death. He will eventually give you a cop-out button, but don't do it. I don't know what it does, but don't. Once all three are hit, drive back to the pressure plate to reveal the next case. The pattern is: X X X X X X X X X X X C X X X X G X So the key is near where Selina stands. Get back to the Bat and leave the cave. The Riddler's Revenge Part 6 ----- Return to the orphanage and enter the physics room. Climb both characters up and you'll see three pressure pads that raise their corresponding piece of the pipeway. The thing is, they are weight-sensitive, so Batman will make the pipe rise higher than Catwoman will. But before we begin, check out the layout of the pipes. The spark will come from the left side, as the arrows indicate. It will move slowly, and your job is to shuffle your guy and gal around to get the spark to follow the path around to the top left corner. To make this easier, the order of the pressure pads for me will be 1 2 3 and that is how I'll address them below. And I'll just do B for Batman and C for Catwoman. Here is how the shuffle will go like this with the spark: B on 1 C on 2 B&C on 3 then move him to 2 C on 3 then quickly get her to 1 B on 2 B&C on 1 The trick is to keep them on the very edge of the pads and switch to the one that moves next. Then you have to stand on a block to make the floor safe, but before you can grab the key, you must fight with a new batch of robots. She can only take the red ones and he can only take the blue ones. You don't have to worry about standing on the pad before switching, so feel free to switch at any time. It's best to use the character who has the move enemies to handle as it's too difficult to pick one out of a mob. Once they are gone, the floor is safe and take her to get her key. Before you leave, your two lovebirds can chat a little more. And while I would love to continue the Riddler's games, you need to lower the bridge to the next zone. So let's do other things first. City of Fear 26% ----- Now go back to the bridge where you had to stop following the tire marks, and now resume the sleuthing by entering batvision in combat mode of the Batmobile. Fight the drones in your way, and you'll eventually follow the trail through a hospital passage where you'll find the vehicle. Hop out and go examine the passenger door to play a video, and then you can run it back and forth, but you can exit after and just go to the body on the ground up ahead. Scan it and then go back to look at the passenger's seat itself. Another video plays that will let you replay the door flying away. You can walk around while forwarding and reversing the video, but you just need to go to the dock nearby to find the door. Hold it down to scan the door and you'll get the next part of the video with Oracle in it. Now walk back with the video still on and play it back and forth to find where she landed. Scan that and when you get back in control you should just turn around to see her in your video vision, and then just slide through the frames until you see the shrapnel in front of her face. Scan that point for a while until you see that the Knight got her again. But now you want to play the video back to the point where she was crawling and then threw something under a crate. Scan the crate when you see her arm move in the video, and then the mystery is solved. The Perfect Crime Part 2 ----- NOTE: Your quest marker for this may be in Bristol, but ignore it for now. Go back to Bleake and look on your map for the three-way intersection in the middle of the island. Just right of that, right of the red float on the road, is this body. Scan his arm, then go down a level to scan his chest, and then scan his knee on the bone level. The Perfect Crime Part 3 ----- Now you can go to the Bristol rail station and though the marker is atop the station, glide west of there to find the body under a light on a smaller building. Scan his ribs, then his eye, and then his right arm. Gotham on Fire Part 1 ----- Just head down to the curb of the building and bring the Batmobile to rev up the water system. Then you have to chase Firefly through the city. Don't worry about shooting, just drive and avoid the flames (I find it easier to release the gas than to use the drift, but you can do both). After about a minute of chasing, he should make a sharp turn and not be so far ahead of you, so then you just do a super eject and you'll more or less automatically snatch him to beat him up and end this leg of the quest. Heir to the Cowl Part 1 ----- Go to the rooftop with the Batsignal and speak to Azrael. All you do is beat these guys up without taking a hit. One tip is that when faced with two bad guys about to strike you, hit one and then counter the other. Remember to tap your batarangs (or whatever Az uses) to stop the charging guys. It's a terribly easy challenge. NOTE: If you want something pointless and amusing to do, go visit your better half at the ferris wheel here in Bristol. City of Fear 28% ----- Let's get back on the main trail and head to near the top of Wayne Tower. It will be worth your time to listen to the voicemails on your phone at the bar, then speak to your other guest before using the computer. You can then choose either a virus that turns tanks to allies, or stronger guns. The guns might be the simple and easy answer, but I went with the virus. You can talk to Lucius before leaving. Glide towards the marker but get in the Batmobile as soon as you have solid ground beneath you. You'll have a good fight waiting for you, so just use a quad barrage when it's ready. Once clear, enter the tunnel and you'll have to use the winch at the second gate. Pull down the fan and hop up there. Use your gel twice to reach the vent. You'll then have to use your line launcher for the first time, and on the other side your better half will have quite a bit to talk about if you stop and listen. Then you can enter batvision to follow the circuit back to a button on the other side of the fan. Exit your batvision and look that way to be told to use your remote batarang. You use it by throwing it, steering it to the right, and then hitting it against the button; careful if you pull up or down. Then use your line launcher to get into the open path. At the next fan, line across and use your remote batarang to hit the button behind the wall. You can make a single line to get on the path, but you can just use your line launcher while on a line. It's fairly simple, you just aim back the way you came, release the gadget button, hold it again to aim, and fire sideways to have Batman spin in the air and make a new line in slow motion. It's pretty cool and worth testing, just don't bother asking if such a thing is even possible. In the next area, turn right and grab the Riddler trophy. Then you just swing out and back down the tunnel until you reach the end. Look to the wall across the way for a chute you can enter. Just follow it in normal vision and exit in the room at the end. After the scene, be ready to counter - I guess during the scene. Then you'll be told that you have to stun and then just beat the big guys down. You should be able to beat this first one before the rest show up. To win this fight you must be on your counters, watching for charges, thrown objects, and leaping ninjas. Also be sure to get the medic before he revives everyone. You'll just have to counter other guys as you beat down the big ones, and use the environment TDs when you can. After the fight, hide in the kitchen area and use the panel to open the gate. Then use your remote Batmobile to first clear the tunnel, then free yourself from the tank in the doorway. Ride to the other end where you hop out to use the panel. Chase after them, and remember that you use your lock-on missiles, not combat mode. Just follow and avoid their rockets while trying to side swipe the trucks in your way. You will probably down many of them by just rubbing against them, not even really hitting them very hard. Once the big truck is all that's left, hit it and try to run it off the road. Once it's down, go interrogate the driver. You get to do some torture, hooray! All you do is press the button until the soldier cries out, and then let go. Do this twice. The Perfect Crime Part 4 ----- This one is in Kingston, and that is a district on the north side of Miagani. The body is on the east side of what looks like the tallest building there. Scan the chest, then the muscle of the right shoulder, and then the toes. Gotham on Fire Part 2 ----- Go back to Bleake and you should see this burning building near the major intersection. Rev up the water system again and the chase is on. This one is more difficult, but you have a long tether to him before you lose him, so just keep at it. This one took longer than the last until he slowed down, but be sure to use your boost to keep up with him. When he slows, super eject and beat him down. City of Fear 32% ----- Let's resume the main objective. Go to the district portion of Miagani and you'll get that upgrade you chose. You'll then get a chance to test it out, and the virus requires you to be somewhat close to the target. Try to use it on a bigger tank. Then get new quest intel, so let's see what they got. Armored and Dangerous Part 1 ----- Might want to get towards Bleake before you start this, or at least to the bridge, and then you just race to find the APC where you will then chase it through the city. Should be able to just run the trucks off the road with little effort, and then it's just a matter of hitting the turns to not lose the APC. Just get it with missiles until it's down, and that's it. Campaign for Disarmament: Bleake 2/2 ----- This one is just right of the bridge to Miagani, down by the train tracks. Winch it up and then Heir to the Cowl Part 2 ----- This one is on Founder's Island, which is safe to go to on foot just so long as you avoid all the drones. The marker will be atop a high building, but Az is on a lower building facing the ocean to the west, under the rail line. This is just like the last, simply beat them up and avoid taking a single hit. Remember, stun the big guys and beat them down. Try to keep all of them in your view so you can watch for chargers and throwers. Don't be afraid to dodge away from the thick of it. Armored and Dangerous Part 2 ----- Get back to Miagani Island and then start this one. Same as the last, run the trucks off the road or blast them, and then just stick to the big one like glue. Also, if you don't realize, the power slide and drifting are two different things. The slide is a quick burst to the side, giving you a tiny bit of course correction or ramming other vehicles. The Line of Duty: Bleake 3/6 ----- This guy is just south of the clocktower. Park the Batmobile on the road, in front of a little passage leading to the hostage. Been a while since we did these, but this one is tough. Well, it would be if I didn't figure out how to cheat it. Feel free to initiate a multi-TD and then use all the tricks under your sleeve to fight them the noble way, and if you do feel free to review your move list in the menu. But the easy way to do this is to approach it from the east, and flying around and letting the mob around the firefighter see you. Then you just hop down and stay on a little boat ramp. Feel free to use your batvision to watch them all run into the street. Then all you have to do is go into the street, jump in the Batmobile, and then run over and shoot them. It's very cheap, I know, but it works. If you want to fight them, be my guest. Armored and Dangerous Part 3 ----- This one started in Bleake, and this time he did not get backup, but he was fast and heck. I needed lots of boost, so you might want to get that upgrade for it, or two. Campaign for Disarmament: Miagani 1/2 ----- This one was at an intersection a few blocks south of Mercy Bridge. Same as always, upload, defend, rev up. But feel free to hack a few enemies, and you do this by powering up a rocket, and then you can use the hack (if you got it, that is). Armored and Dangerous Part 4 ----- The next one came up, so might as well get it too. This was for Miagani, but you could get yours for Bleake. Why they are going back and forth, I don't know, but you'll get em when you get em. Armored and Dangerous Part 5 ----- This one came up in Bleake, and this APC had a double rocket barrel, which made it harder to dodge and got me down to low car health. You'll need all your maneuverability here. City of Fear 33% ----- Now let's get back on the trail. Head to the Miagani side of Mercy Bridge and you'll meet a friend who gives you a Disruptor. Pull it out and what you want to do is tag both guns the goons are holding and the ammo box. Then just glide kick one of the other thugs and start brawling. Remember to stun and beatdown the big one. Then use your new toy on the van before telling them to beat it. Now just go airborne and fly over it from the rooftops. You can't be too far up or you'll lose it, so just take it slow and it will lead you to the next lair. When it enters a garage, perch atop a car park across the road and examine the setup. Penguin's Weapons Cache / Gunrunner Part 1 ----- From the front, go into batvision and swing over to behind the turret on the corner of the roof to disable it, or don't if you don't want them to be on the lookout for you (it could work for or against you, depending). There are a few patrollers and one more turret on the back of the roof. I say do silent TDS on the patrollers, clear the top level, and use a multi-TD on the pair in the front part of the roof. So long as the top is clear, you can always retreat to it to lose them and plan your next move. You can finish off the ones in the back using the vent. Once clear, enter the front opening in the roof and enter through the hatch. You can listen or just take a chute down and start the interrogation whenever you please. You'll want to counter during the scene, so don't put that controller down. Then you'll have an ally in the brawl, so remember to use
dual TDs, special TDs, and even pick up weapons if you like. After the fight, enter the vault and use your gel on the stack of crates. Then come out, pull the vault door over, stand back, and then detonate. You can then grapple up to get out faster, climb out, and then grapple up to the beams to avoid the ambush. Then get your remote Batmobile and enter the car park. Get to the ramp at the top and take out the guys who have you pinned down along with the turrets. Armored and Dangerous Part 6 ----- This is the last one in Miagani, and take it out the same as the rest. City of Fear 38% / Occupy Gotham: Founder's 1/6 ----- This one takes you to Founder's Island, so make your way on wing and avoid the aerial drones as you head for the perch. Use batvision from here to get an idea of the setup, but you want to perch atop the beams of the enemy area. The thing is, from there you can't use batvision the entire time. If you do, the guards will find you, so you have to use batvision in small doses just so that you know where the enemies are moving. As always, start from the top and work your way down. Avoid the drone and its operator until near the end. I encourage the use of the rails for silent TDs and that requires you to leave the area on wing to grapple back (you have to hold the grapple button in order to not pull yourself up). Once you're down to two guys, the Knight will tattle on you, so quickly move to take out the drone operator and whoever else is left. Then use your gel on the controls to end the section. Stagg Airship Alpha ----- NOTE: Get the Triple Batarang skill for a trophy in this area. Then go to the top of the tower to get your next gadget. Listen to your friend before leaping over and going for the blimp. Try to open the hatch only to find that it is locked. Get your new toy and point it at the panel through the glass next to the hatch. On the PS4, you simply rotate the sticks until they rumble the most and that's it. The best way to tell is if the strips of codes behind each stick disappear, then that means you have it; there are four on each side, and once they are gone, then you have it. Enter the blimp, hop off the ledge, and open the vent next to you. Then drop down and use your hacking tool to open the door for a Riddler trophy. Then drop down the grate and use your tool to download the codes from the soldier before using the drone against them. The glass door to that room is locked, so go left and hack the panel in that room to open the way. Go into the left room to access the ship's tilt controls. To use them, just pull out your hacking tool and move it sideways to get things out of your way, like the crate in the previous room that blocks a hatch. Slide it away and take the hatch down. Now slide these containers out of your way. Hop down and look up to see a green Riddler trophy behind the wires. Hack the panel up there and the ball will drop onto a rail, and you simply rock it back and forth to get it to come down to you where you can grab it. Then turn around and look into the pit to see three slides boxes. The one in the middle is magnetized, so hack it to unlock it, then tilt the ship to get all three boxes to one side, lock the box again, and then tilt the ship away to open a path; you're just moving the locked box and locking it back again. Lock it on the right side, and put the free box on the left in the middle so that you can grab another Riddler trophy in a vent on the left. Then tilt the ship again to open the path. In the next area you have another Riddler trophy to grab. For this one, stand on the pressure pad, get out your remote batarang, and get it through the narrow opening in the wall to hit the dot of the question mark. The only trick is to release the buttons you use to throw it because one of them is for the brake, which makes hitting that dot so much easier. Free the trophy, grab it, and then go up. You're greeted with an armed big enemy, so test out your weapon dodging before stunning and beating him down with rapid punches. Hack the panel by the door and then just hop down to start the huge melee. Be sure to get the big guy down first with a stun and beatdown, but you'll have to counter as you do. Once the big guy is down, just counter and watch for chargers and it will be over fairly quickly. Approach Stagg and then get ready to try and chain together a huge combo before struggling to break free. Once back, activate the tilt controls on the side, and you can open the side door if you want, but you can't go out through it. Instead, look down and you'll see the next puzzle. You will come in from the hatch at one end, which will be marked as H below. Sorry it looks scrunched up, but it's quicker than explaining it all. X XX XXXXX XX2X XXXXXX 1 X 6XXX X X X45 7 8 XX 3 X XXX Here is how you lock down the boxes that you can, which 4 and 5 cannot be locked: X XX4 XXXXX XX2X3XXXXXX X 6XXX8X X1 X 5 XX X7XXX Notice the 3 in the solution, that's the only one you don't lock down. Lock all the others and get the puzzle like this and jump into the hatch at the end. Get to the line with 3 and 4 and look at the wall on the right. Gel that up and blow it away. Now stand in the safe spot that isn't in line with 5, and tilt the ship so that both 3 and 4 are out of the way. Down this middle row you will find a hatch, so take it to find another Riddler trophy. Then just get to the end to exit the box maze. Go up the steps and up the shaft to find a panel to hack that opens the way back to the last room. Move towards the lab and get in there by entering through a vent up high. This is a pretty tough setup, but you have plenty of escape options. You could start by swinging to the higher pair up and taking on the right one and then the left one to bring down the drone. This will make everyone go into alert, but they might all come together for a nice multi-TD. Things to know about this area, there are plenty of walls to gel and blow up, and there is an extensive ventilation system in the floor. The best way in and out of the vent is through the chutes near the back. You'll need to use these when they try to flush you out with grenades in the vents. They can also see you while in the vents if you are close to them, so don't stick around too long under their feet. When they do toss a grenade down, that vent will be permanently closed; not a big deal for a quick fight like this, but if you drag it out too long then it might matter. I say just go for vent TDs, an inverted TD or two, and swing away often; don't overthink it and try to pitch a perfect game when there is really no reason to avoid full detection. NOTE: The turrets they set up can see above the ground, so keep that in mind when landing from above. Once clear, use the computer and you have more footage to play. The name of the game here is to watch where his hands touch. You have to find all four times in all four videos, and once you do you just zoom into those tiles where his hands touch and scan. Hear your friend before going into batvision and scanning the four areas which start right by the computer and end in this room. Once you have all four, come back an use the computer. Now just exit the room. After the short chat with Alfred, you'll see a Riddler trophy out of reach, and there is another here we passed earlier. You simply get up to the middle ledge, look back, and if you have the triple batarang ability, use it on the three dots of the question marks. That's it for now. Remember, this is the walkthrough portion of the guide, and we'll tackle the trophies at a later time, we're just grabbing the ones in the way since we're here. Now follow the path back to the first cargo room (notice how the path you took is blocked). Hack the panel and there is a fight in the cargo bay with electrically charged enemies. You just want to dodge away from them until they are normal. Be sure to take out the medics first or ASAP to stop the shocks, because then the fight is easy. Make your way back to the start of the airship and fly out through the open window where you unblocked a hatch. Stagg Airship Beta ----- Fly under Airship 1 and grapple up to the opening of the second where you jump right into a fight. Watch for leapers and just counter your way to victory. After that, look near the opening for a wall you can blow away. Go to the end of open path to find tilt controls. Near the tilt machine is a box inside some glass, so you'll tilt the ship a few times to break through it. Inside, you can scan that trophy to come back for it later. You can also open the wall down the corridor for another trophy, but I'm going to save that for later too because it's easy to get back to it. In this next corridor you can listen to the audio logs for each of the cells along the walls, so feel free. Use the computer at the end to open the cell with the Riddler trophy. In the next room you have a huge battlefield to work with. You want to save the gunner for last, so just swing around the ceiling and pick off guys one by one with silent TDs. It's really not much of an issue if you get caught, just swing away and away until they lose you. Try to wait for a moment when a bunch of them are grouped up and go for a silent TD. I favored being around the chutes again as they made for easy getaways. So once it's just you and the big gunner, you have to counter his strikes and follow-up with punches of your own to eventually beat him down. After it's clear, go see Stagg and continue to face Scarecrow. You'll have a choice, so pick left but I don't think it matters because if that doesn't work, it didn't work when I picked right. Anyway, you should get a unique fight, and then you're off to the next marker. Hurry back to Ivy's place, or it's actually a Scarecrow safehouse. After that, head back to GCPD and you should be able to interrogate a cop outlined in green to reveal some Riddler trophies. Then talk to Jack Ryder and then go talk to Ivy. Begin taking your date to the gardens, but you have to shadow a new model drone. Slip under the door and swing your way to scan the rear and both sides of the tank, careful not to get in front of it. Then head towards the station, make sure the tank can't see you, and you can call on the Batmobile to come get you. Then just watch the tank until it's looking away, follow it, wait for the shot to line up, and then fire. Now since I chose the overcharged weapons, I went to the clocktower and got the upgrade installed. Then make your way to Miagani where there should be three tanks waiting around the end of the bridge. Tail one and pop it from behind when the shot lines up, and then move to avoid being trapped by the tanks that come to investigate. If you get spotted by one, just exit combat mode and boost away; running away on the bridge provides you an easy chance to hit their backsides as they return back down the bridge. Once all three are down, follow the road on the north side of Miagani and you will run into a fortified position. Let's do that since we're here. Own the Roads: Miagani 1/2 ----- You just get on the wall and initiate a multi-TD starting on one end, and if you have the x5 Fear TD upgrade then you can clear all but the big guy. Remember, just stun and beat him down. Then use batvision to find the one with the controller to shut down the checkpoint. NOTE: Feel free to always stop and interrogate guys in green to ping Riddler trophies on your map for later. Please, don't try to get them all now. And you have to isolate them to interrogate them. Best to use your small gun to knock out their allies. And for green cars you just have to run them off the road, then gun down the one besides the green guy. Own the Roads: Miagani 2/2 ----- This one was across the road from Pinkney, which is on the west side of Miagani. You could do a multi-TD, but the walls were down so I just shot them with the Batmobile and then finished off the last one who was behind a box. Use batvision to find the controller and shut it down. City of Fear 50% ----- This was just right up the road from the last side mission, so take Ivy to the Botanical Gardens and now we're plant hunters. Head to your tower to the south before we start the other side missions. Head into the tower parking lot and you'll get another upgrade after you fight off the waves of enemies. After you get the upgrade, leave through a tunnel if you want and get ready for a fight. You'll then need to fight your way through the streets, firing off the sonar pulse until you locate the ancient root in an alley not far away. Once you find it on your map, charge up the sonar and blast the ground to free the root. Then get as high as you can and and initiate this fight with a glide kick; if you have the throw batarangs as you glide ability, good time to use it. Remember, stun the big guy and try to get him and the medic early to make the rest of the brawl easy. The Line of Duty: Miagani 1/4 ----- This guy is in the rail station near your tower, and he is surrounded by a web of turrets along with just basic goons. What I did, clumsily, was drop down, got spotted, and then retreated back up. Then when I tried to land in the clear area of the station just to the south, they all immediately came to fight me, which made it easier to down them. Then I just swung up and dropped down on their waiting area to clear the turrets before freeing the firefighter. Gunrunner Part 2 ----- NOTE: We did part 1 during the main story. This one was back on Bleake, just on the other side of the bridge. Tag it with a disruptor round, knock on the door, and then follow on wing. You can just fly in the air and watch your radar for the green arrow and you can just follow it without looking down. After a bit, they should turn around and bring you all the way back to the same warehouse area. Land and enter through the front door to find that you're pinned down. Hack the panel across the way and then use your remote Batmobile to drive it all the way around and then shoot the turrets through the open door. Now go around and up to open the roof shutters, and then go back out and up to get to the skylight. Smash through and get ready to brawl with Nightwing. Remember to down the big guy first and then use the environment and dual TDs to cut their numbers down in a hurry. After the fight, gel the stack of explosives in the vault, close it, stand back, and blow the cache away. Creature of the Night Part 3 ----- As I went for the Two-Face mission, I heard the Man-Bat and decided to take him down. How you track him, you'll hear the surveillance on your coms, and there will be a tiny arrow on the side in the direction it's coming from. You then just have to get up high and watch for a giant bat flying around. Then all you do is fly near him and attack to automatically inject him. Two-Faced Bandit Part 1 ----- Now keep going to Chinatown enter the bank through the front door. You have a time limit there at the top, so you want to work fast. The layout is pretty simple and you don't have to worry about abusing batvision or even being quiet. You can use any TD and even fight guys outright so long as the alarm is blaring. You need to take down 10 so that the cash flow will cease and then you can begin the stealth mode part. Really, as long as the alarm is going, you can be very sloppy, but your easiest TDs are the ones in the rooms and on the side, and feel free to throw in a multi-TD in the middle of the open and then just swing away. Once the alarm is cut, the time limit stops, but you have to be silent. This is also fairly easy with this layout as the guys will scatter everyone looking for you and you can easily pick them off using the floor grates. After they are all down, just wait for the front door to open. Two-Faced Bandit Part 2 ----- This one is on Founder's so just fly over and avoid the drones as you enter the next bank. This one is trickier because the ambush points are much tighter and the thugs go everywhere. Again, the easiest ones are the ones isolated in the smaller rooms, and you have a vent on the ground and second levels. On the second level there is also a hidden room you can pass through and even pull a guy through the wall. So with the alarm going, you want to get the guys in the rooms by using the vents, and you can also try dropping in on the guys on the top level if you can catch them alone or with a good multi-TD. Once the alarm is gone, it's actually easier to use the vents and go for quiet TDs. Just after the alarm is cut, try to find the most isolated goon or two and take them out. You can use the inverted TD atop the steps to draw a crowd for a multi-TD if you want. Two-Faced Bandit Part 3 ----- Head to Miagani for the big bank heist. This place is massive and now you have to get 15 to stop the timer and it's running down faster with so many. What I did was get into the chute and got onto the ground level vent. From there I just went on a tear getting solo TDs. Once it was mostly clear, I then worked on the top level, just dropping in on the guys who went into the rows of rooms. It was actually pretty simple, and if you have to bail to lose their pursuit, consider lining up a good multi-TD to finish it. After the 15 are down, then comes the boss himself. He's just a normal goon who can be TD'd like all the rest, so the medics with him are more important. You can get Two-Face first since he has a jammer that kills your batvision, but it's not hard to keep track of this handful of guys. And the medics only revived those that he brings with him, not every downed guy in the bank. All I did was again clear the ground floor, got a few on the second level, used an inverted TD to lure them all back to the floor, and then I finished them all off on the ground level. Basically, the ground level is the easiest way to go about this. After, just drive Dent back to GCPD and congratulations on capturing your first villain who just so happened to be the one we started getting last. City of Fear 53% ----- Since we're on Bleake, head to the studio rooftop and enter your secret lair. The Freeze Blast gadget is right there on the left by the last of the cells. Then talk to Robin as well as your other friend by the cells, and then use the computer. Check the empty cell before you leave. NOTE: The FB is an interesting device, good for when you get stuck in big fights, but not so great for predator areas. Head to Founder's but we'll do a few side things on the way to the next objective. Own the Roads: Founder's 1/5 ----- This one is just east of the Perdition Bridge if you check your map, and you will probably pass it coming from Bleake. Just start it from the wall behind the big guy or he will spot you (and if he does just fly away and come back) and chain a x5 multi-TD that targets the gunners. Stun and beat down the big guy and clean up all the rest before tracking down the controller. Own the Roads: Founder's 2/5 ----- This one is just west of the Perdition Bridge, and it does not have a big guy in it, so you can multi-TD whoever and mop up the rest. The Perfect Crime Part 5 ----- From the Perdition Bridge, go south and this one is low to the ground, actually just east of another militia checkpoint. You might get a green Riddler guy to interrogate with his two friends, and you want to watch out for the patrolling big tank. The tanks actually won't bother you as you scan the victim. Just scan the ribs, then the kidneys, then the face. NOTE: The Own the Roads mission nearby with the four turrets is really tough without the hacking tool we get very soon from the main mission, so skip it for now. City of Fear 54% ----- Head towards the marked drone and all you have to do is land on top of it. Now your hacking tool will work on drones. You have to use it on the drone over the relay dish, so do that and then just fly over to take it out. The next one is nearby, but you might need to wait for the last hack to wear off before the marker shows up. Just go to the crane and dive in to initiate a fight with the enemies guarding the next relay. Once clear, use the panel by your friend and you'll open the doors below. Now you have the ability to hack sentries. How you hack the two below, hop down just left of either doorway to get enough of a view of them to hack, and then just run in and disable both before destroying the relay with gel. Now go to the rooftop nearby and post up on a beam as you assess the battlefield. From the beams over the gun, look behind you to see a lone gunman on the highest level. You can go left and glide into the spot beside him for a silent TD. Then get on the beams and use the chutes to get to the ground floor - because you know how I like the ground floor TDs. Indeed, just use bursts of batvision and do a few silent TDs down here to lure them all down. They'll eventually start bombing the vents, so you'll want to get out, hide, and use a multi-TD to clear most of them out. Then just wait for the last ones to show up and solo TD them or just beat them up. After, go to the top floor with the control room and use the computer behind the door. Now you get the bridges lowered and you get to remote control the Batmobile. You could possibly try to avoid the cobra tanks, but it's best to outrun them and then turn around to tail and blast them from behind. So rush onto Founders, lose them, and slip around them to start taking them out one by one. You'll have to bail on the area where you kill each as more will come to investigate each downed tank. I found it easiest to kill one down low, below the street level and around the construction area. Then you simply find the ramp, lower it from one side, and then pull at the top of it from the other, but you'll be taken away for a melee. You'll soon get to start a multi-TD, so whether you can do 4 or 5 in a chain, save the last one for the Knight and try to get at least one medic with the other TDs. The only way to survive this fight is to stun the electric enemies and hunt down the medics ASAP. If you can, use the quick Batclaw to stop the electric enemies. After, get on the computer and you'll go into remote Batmobile mode. Continue pulling the ramp up and then boost over it. You'll immediately need to go into battle mode and begin trading fire with the turret. Just dodge in your small space to avoid the cannons and shoot down its missiles. And that's it for now. We are free to resume the Riddler's challenges, or anything else. The Riddler's Revenge Part 7 ----- The garage entrance is just nearby. In the test chamber, the answer to the riddle is a hint, which is hang. What you are trying to do is turn the segments of the shaft so you can step on the pressure pads on each level. To do this, winch the first hanging point (the one with a 1 by it), lower into the shaft (you don't have to hold the button the whole time), and turn your wheels sideways to turn the wall until the hole lines up with the opening across the way. Then you simply come back up, eject, and fly down to step on the pad inside. Don't use the remote, just get back into the Batmobile and now go to the 2 winch point. Lower down to the second level and just turn it until you are on the painted tile to your left. Once the second hole is open, reel yourself up, glide down, watch for the electric plates, and then you have an easy fight which will make the plates safe afterwards. Return to the Batmobile and now the third one will take some thinking. Go to the 1 winch hook, lower to the second level, and turn until the painted tile is under you (but it won't lock so be careful). Then go up and get on the third to lower and get the third level painted plate under you. But this time just keep the Batmobile winched up and super eject out to fly right into the third hole. Step on the pressure pad, use the remote Batmobile, and destroy the two turrets so you can exit. Get on the bottom pad and it will reveal the solution. Switch to Catwoman and take the case that is in the middle row, just left of center, which is just a case over from where she starts. You can grapple onto the Batmobile and make your exit. Armored and Dangerous Part 7 ----- I ran into an APC while on my way back to Miagani, so feel free to do it now or wait until later, or just go find one of these guys just to keep up with this guide. This one actually called two waves of backup, which made it quite a long chase, and he was slippery when it was just him as I had to cut him off to catch up. The Riddler's Revenge Part 8 ----- Return to the orphanage back on Miagani and enter the third room. Have Bats stand on the pressure pad, and then take Cats crawling along the ceiling to stand on the other one. They can now get off the pads and begin the maze, and like the other puzzles, one side is the solution for the other. The solutions are red lights on the question mark boards in front of each character, so the first part is on Batman's side, putting Catwoman on the far left corner tile. From there you just go back and forth until both are at the end. The solutions (at least for me) were as follows: Catwoman P O O O O O O O O O O O O O O O Batman P O O O O O O O O O O O O Then you have a fight with more bots before you can claim the key. The easiest way to handle these is to just dodge over the ones that are not your color and run to the right ones for you since you have more room this time. Just use your dual TDs whenever you can and they will work. Claim your key, leave the room, and head out. The Riddler's Revenge Part 9 ----- Head over to next lair entrance on Miagani where you will have to destroy a tank battalion before you can enter. Inside, the first lap is easy enough, you really don't even need a boost. Just note that the loop is not a straight line (of course) which will be useful in lap 2. In lap 2, you'll need to use your brake to get through the totem spike areas and you'll want to not use boost on either wall run. As noted before, be sure to drift into the loop or else you'll run into spikes. Remember, you control anything white and red. On the second wall run, aim high for the first empty space, then drift into the middle, and then down through the third blank space to get through it no problem. The third and final lap is tough because you have almost no room for error, you have no control over any part of the course, and everything is harder. On the first gates you'll need to time it right, which may require either boosting or braking, but since we are on the clock, probably boosting through and hoping for the best or a quick restart. You go through one side and then the other. The first field of totems requires a sharp turn and then a boost through the end of it. The first wall run is very hard if you haven't mastered drifting. But all you have to do is aim high, tap the brake, turn into the second wall, tap the brake again, and keep it straight. You only get one chance each time because you lose your momentum if you don't nail it. After that, boost into the tunnel opening. For the triple totems, they always go in order or right, left, middle, and most of the time you can aim for the middle and make it. In the second totem field you can probably use a power slide (the short burst sideways), and then just keep it steady on one side of the loop and careful not to jam against the wall. The second wall run requires you to either be lucky or have great timing, but either way you want to straddle the center of the wall. Once you get past the last crusher, boost to the end. Park on the pressure pad and the solution is a sideways N (oh I get it, these have spelled NIGMA). One of the ends is shorter, so have her take the case that touches the row with five cases. Then make your way out as Bats. Would love to head over and finish the Riddler's mission line, but we cannot just yet. Oh well. Gunrunner Part 3 ----- This one was started at the movie studio on Bleake, but I ran into the van, got spotted, and then messed up. The lesson is to park away from the van and then get out. So the second van was at the nearby warehouse where another one of these started. But instead of the van coming right back to the warehouse, it went on the Founder's under the airships. Once you have it, approach from the side and if you have the Grapple TD talent you can use it to get the guy on the walkway guarding the door. Enter and go into the chute and follow it to a room at the end. Gel up the wall but do not detonate it yet. Instead, go back into the vent and get into position for a double TD on the pair, and as soon as you come out, detonate the gel to take out the group of baddies. Then use the batclaw to pull down the vent cover to grapple up there. This time you get to set up for this fight. Tightrope out towards the middle of the pipes and use your disruptor to tag two rifles and the ammo crate, but not the gun of the guy in the cluster. You will initiate a multi-TD above that group and just be sure to get the one with a gun. Then fight it out until your backup arrives, and hopefully you can use a dual TD on one of the big guys. Then just fight it out with a much thinner group than usual. Gotham on Fire Part 3 ----- This one was just up the road on Founder's from the last Penguin mission, and as always you rev up the water system to start the chase. Now I realize that there is a fire gauge on the screen that tracks how many times he will dump fire on the road. Once that is depleted, then you can take him down. So it's just a matter of persistence and keep on his tail until that gauge is empty. Armored and Dangerous Part 8 ----- This one was on Founder's, and it was the toughest. They again called double reinforcements and I had to do about 60% of the mission with one hit of health left, but you have to not pay attention at all for the APC to hit you, even if it does fire fast. You should always favor not being hit over lining up a shot because there is no time limit on this. Heir to the Cowl Part 3 ----- Az will be near the Riddler tower in Chinatown on Bleake, on a lower rooftop. In this one, each time just rush for the medic and stay on him like a hound until the bats fly out of him. Then all you have to do is throw your batarangs or whatever at the charging enemies. Remember to either dodge away from or strike into double incoming blows. If you haven't learned by now, you can keep tossing batarangs to somewhat clear things up for you, and you can always run away to gather yourself. And I say don't use the weapons at all. Armored and Dangerous Part 9 ----- Might be a good idea to get some Batmobile upgrades. I had 30+ points, so I had some to burn. At least get to level 2 armor and the double dodge boost will come in handy if you want to use that many points. I went ahead and got all the armor upgrades and still had 16 points leftover. The last one in Founder's should pop up, so head over before you start it. I think this one will always go somewhat easy until it's just you and the APC and then it will go into rapid fire mode while going really fast and making sharp turns. It always seemed to end up in the low part of Founder's, making it hard to pursue. But if you keep on its tail and stay alive, just wait for any length of a straight stretch and you can take those last few shots. If you try to take it out in the sharp turns then you are taking a big risk. Campaign for Disarmament: Founder's 1/3 ----- NOTE: Again it's smart to get full Batmobile armor if you haven't already. This one is in Otisburg, which is on the south end of the main portion of Founder's, just west of the Penitence Bridge. You have small flying drones that drop payloads and can be easily taken out with your machine gun. This is a tough fight because you have such a small space to work with. Just watch for missiles and feel free to keep a wall at one of your sides so that you have one side covered. Avoid hits, save up for a double barrage (or a triple), and as always it's best not to miss. Campaign for Disarmament: Founder's 2/3 ----- This one is further north, on the lower level of the city, under the airships. This fight seems a bit longer than the last, but you have more space to work with. The hacking upgrade paid off here when I got two big tanks for the price of one and they were a big help. Other than that, more flying drones and a lot of missiles will be coming your way. The Perfect Crime Part 6 ----- NOTE: Not sure if you hit the same issue, but try tapping the scan button, and if that doesn't work, you might have to restart so the prompt will come up. I think maybe I just needed to tap it rather than hold it like I did. Oh well. After the last bomb mission, you should hear the music playing. It's actually just up the road to the north, still on the lower level of the city. If you didn't do the bomb mission last, look for the northern airship on the map and this body is almost directly under its nose. Scan his left thigh, left shoulder, and left pinky. Campaign for Disarmament: Founder's 3/3 ----- This one was on the upper level of the city, west of the center, between the big towers and just under where you ramped up earlier to take out that big turret with the Batmobile. This fight was super easy, without any fliers or missile batteries. Hack a few big tanks and it's even easier. The Perfect Crime Part 7 ----- Head for Pretty Dolls Parlor, near the center of Founder's on the low level. Inside you will find a Riddler trophy that is easily picked up with the vents and some gel. Blow up the walls on your way to the main villain. Once you face him you'll have to deal with his subjects. The first one is easy, but the next five are tougher. They will not die with punches and kicks alone, you have to use a special TD to finish them off, but DO NOT use the three environment TDs until you face the batch that comes with Pyg next. I tried to use explosive gel TDs (an ability) but it didn't work for some reason. Ground TDs work best, you just have to be sure no one else will move in to hit you. NOTE: Ground TDs on the PS4 are R2 + TRI. Quick gel is L2 + SQU. Environment TDs are X + SQU near things highlighted in blue. Anyway, after the first five are down, then comes Pyg himself with more of his perfect minions. You need to stay near Pyg or else you'll have to be quick to counter his throwing knives. But the first thing you must do is use the three environmental TDs around the room, just watch out for Pyg's knives. You have to counter three times and then press it again to throw the last knife back. Now my prompts must have been wonky because only on my third attempt at this fight did it tell me to use quick explosive gel, which somewhat came in handy. The best thing I had was the explosive batarang talent which combined well with the x5 combo meter talent to make for a good mass stun that gave me time to get ground TDs and/or dodge knives. If anything, try to stun and knock an enemy away from the group and then swoop in to do a ground TD as far away as possible. NOTE: Scan the poster on the wall down here in the fighting pit after the fight is over to solve a riddle so you don't have to come all the way back here to get it later. Once all the minions are dealt with, you can do a cool environmental TD with the table in the middle on Pyg. Then use the panel by the door to release the other victims before picking up Pyg and then appearing outside. Now just drive him back to GCPD and that's that. You can talk to any villains after. You can also go into the evidence room for more dialogue from your better half. Campaign for Disarmament: Miagani 3/3 ----- This one was just under the rail station near the Botanical Gardans. It was about medium in difficulty, but with plenty of space to dodge. Curious, once you beat it, the line is not completed. So we will be back at it later. NOTE: You can do these next OTR missions in any order. Own the Roads: Founder's 3/5 ----- This one requires the drone hacking upgrade in the story mission, which by this point we now have. Just behind the victim and south of the Perdition Bridge, this one is under the road. Approach it from the north and look up along the wall with a Riddler trophy to see a small opening under the road to the roof. Get up there and you'll be above a small alleyway with two guards and a turret. With the hacking tool, blind the turret and then hop on the fence so you can initiate a x2 multi-TD on these guys, then make a break for it before the others converge on you. Now if you don't realize, these walls are long and it covers a wide area. You can see where the turrets are looking by either using batvision or by just seeing the red cones through the walls as they pass by. You aren't safe if you just perch on the walls, so you have to get on them and over quickly while the sentries are not looking. So we should have four guards and four turrets with one turret facing the dead end alley. The game now is to have all four enemies to the north side, around that dead end alley, so that you can go to the south end and begin destroying the turrets. You might think the way to do it is disable the nearest one, but you'll actually want to disable the next one and just run up to destroy the closer one while the one covering it is blinded. So with all four guards to the north, go to the south wall, let the turret's sight pass by, hop onto the fence, disable either turret so you can get down to the ground, and hide behind the crates. Then come out and quickly disable the middle turret and hurry to get behind to destroy the near one. The guards should not spot you if you go for the middle one, but if they do then just bail and try the other turret. If they don't see you, disable the further away sentry so that you can run up and destroy the middle one. With two sentries gone you could initiate combat with the remaining enemies and just lead them to the south end of the fortified area. First, you will want to use your disruptor to disable three of their four guns. After you do, then you can throw a batarang and let them come to you, but you'll want to disarm the guy who still has a gun. After that, just find the remote and take down the checkpoint. Own the Roads: Founder's 4/5 ----- This one is just south of the Penitence Bridge. It's too easy with the x5 multi-TD talent. You just post up on one corner and then chain together five TDs. Own the Roads: Founder's 5/5 ----- This one is right in front of the Penitence Bridge. It has more than five plus a big guy, so start with a x5 multi-TD and then mop up the rest. NOTE: Again, these next missions can come up in any order, but I'm starting them from the last OTR. NOTE: Feel free to upgrade your Batsuit armor for melee and firearms, as well as grab that batarang damage boost since you should be using those fairly frequently in your rotation of moves (at least to stop enemies). Occupy Gotham: Founder's 2/7 ----- This one is on the far south end of the island, just outside the closed walls of the shipping yard. Get on top of it and look down to see three goons and a flying drone. You'll hack to blind the drone and use your disruptor on their weapons. Then you just drop down, hop the fence, and beat them up so you can blow up the console. Occupy Gotham: Founder's 3/7 ----- From the top of the last OG mission, head NW and this one is just overlooking the water. A turret will guard the main rooftop with all the enemies and the panel, so disable it from above or from the ground behind grappling up to the rail. Remember, hold the grapple button to hold the rail and not go over, and don't initiate a TD while grappling when the screen slows down if you have that talent. Just take it slow, get into position, and try to get all three medics when you initiate your multi-TD. If you don't then you'll be in for a bad time. What you could do if things go bad is just bail and try again. You might need to bail anyway as you only have the turret blinded for one minute, so keep an eye on that. Remember to batclaw the electric guys and how to dodge blades is a little different than simply countering. Occupy Gotham: Founder's 4/7 ----- From the last OG mission, head NW again and this time go upwards. Get to the crane and you can glide down to a little AC unit and they will not see you. Stay prone and slink over to the cluster of guys and initiate your multi-TD before they spot you, or get on the tightrope above them to get into a better multi-TD position. Then just the usual mopping up of the rest. Occupy Gotham: Founder's 5/7 ----- This one is right in front of the Perdition Bridge. It's best to approach from the ground from the SW and hold onto the side so you can set up a good multi-TD to make for an easy fight after. Very simple. Occupy Gotham: Bleake 1/1 ----- Since we're near it, just cross the water to approach the red lights under the station, and it's best to approach from the rail connecting Bleake to Founder's. The reason is because you have to glide in from the water side through the glass windows to knockout the two guards inside. The windows are just right of the turret light, and you do need to dive through them, not just fly into them. Best up the guys, blow up the panel, and go ahead and open the gate with your hacking tool for no reason. Occupy Gotham: Founder's 6/7 ----- This one is north of the Penitence Bridge, and the tower is far above the control panel. The ground has a bunch of enemies, and one option is to show your face on one side, let them come towards you, and then run away to initiate combat from the other side. If you do, chain your multi-TD through the shield and the two medics. Otherwise you'll have to dodge the electric enemies and aerial attack the shielder (check your moves list). Occupy Gotham: Founder's 7/7 ----- The last one here is just south of the last, south of the Penitence Bridge. It's very simple, you just get to the ledge and multi-TD five of the six enemies. Drone Hunting: Founder's Island ----- Before we leave to Miagani, go ahead and look to the skies of Founder's and locate the four (?) aerial drones (I believed called serpents). All you have to do is fly in above them and Batman will automatically apply explosive gel, then you just glide to a perch, locate the rigged drone, and detonate. Do this for each drone in the sky and they'll be out of the way (for now). Occupy Gotham: Miagani 1/5 ----- Follow the rail line from Founder's to Miagani and this one is just below it next to the Salvation Bridge. You probably could disable a drone and cling to a ledge to initiate a multi-TD, but it's easier to just swoop in from the rail and beat them up. Occupy Gotham: Miagani 2/5 ----- This one is atop the hospital in front of the Penitence Bridge. You first want to get to the top and disable two of the guns overlooking the main panel. Then feel free to drop down, show your face, and then bail. Go to about the rail line and then come back to a ledge under the enemies and start a multi-TD. Then use the two air fans for easy kills and hopefully hitting one or both of the big bads with them. Easy stuff, but I hit a glitch where it wanted the area secure even after I clearly secured it. I guess you just have to restart if this happens. Occupy Gotham: Miagani 3/5 ----- This one is east of Penitence Bridge, and land on the water tower. From there, disable the turret overlooking the panel, hop down, and wait for an opportunity to silent TD the guy at the control panel. Then all I did was hang over the ledge, let them discover the downed goon, and then initiated a multi TD. That will probably leave one, and just watch out for the mines in the rooftop as you go for a silent TD on him, or whatever works. Occupy Gotham: Miagani 4/5 ----- This one is in the middle of Miagani, and it's the easiest of them all. All you do is fly in front a side, go behind and disable both turrets, and that's it. Occupy Gotham: Miagani 5/5 ----- The last one here is to the east, between two high statues. Go to the easternmost statue and destroy the panel there. Now hop onto the rail line and disable the turret looking your way. Drop down and attach onto the railing near the center control panel and from there you need to initiate a multi-TD on the medic and then probably go left. Dodge the blades of the armed brute and just mop them up to blow the final militia tower (for now). Drone Hunting: Bleake ----- Since the next main mission goes to Bleake, might as well kill the drones there before starting the story again. Then feel free to kill the 14 or so tank drones on the street to have the whole map clear of drones. City of Fear 59% ----- Head back to Bleake, and get to the clocktower. Use the bust and then approach the computer from the middle so you can use it (weird, I know). Then make your way to the studios where the rooftop is full of enemies. Post up above the door and assess the battlefield. They don't patrol and they aren't near any stealth TD points, so you just have to brawl this one out, but you should at least disrupt the weapons of the two goons with guns. However, what I did was try to get into the vent at the back and for some reason they spotted me, but it worked out because I took it all the way around, came out, and initiated a multi-TD since they were all looking in the other direction. After that melee, head in only to instead get a new gadget out of nowhere. To use the voice synthesizer, it will get to a looping voice recording, and what you have to do is get it as close to the real deal's voice as possible. Mine was putting the vertical slider almost all the way up and putting the horizontal one almost all the way left. Then you run the sample for accuracy until you get 100% - yes, a good ear helps a lot (also watching the animated series growing up). Then use the voice on the elevator to get in. Now the rooftop becomes a predator field. You get to test the VS in the field, so get it ready, select a goon, and get into position to send him far to the other end where there is a weapons cache. If you tag it with the disruptor, it will blow up in the guy's face once he investigates. Now you can have guys lured over there and use the vents to take them out until they either spot you or they stop coming. You'll then see that the VS only works while the enemies are not overly concerned about their well-being, so it's a good setup tool into the initiation of a TD. Whatever you do, just avoid the gunner and be patient as you try for solo TDs on the thugs. You have the whole rooftop and there are multiple points of entry from both parts, so it's fairly easy to get around and get an enemy when you want. Only trouble I had was one that got stuck, but I just moved around and he eventually unstuck himself (if not then you might need to restart). Save the gunner for last and you have to counter while beating him down to take him out. Panessa Studios ----- NOTE: Friendly reminder to grab the Freeze Blast on the left as you approach the cells if you didn't before. After that fight, now take the lift down and you'll have to learn how to do and aerial strike in order to get into the fray. It's a very quick combo, but as long as you keep stunning then you should be fine. Once he's taken out, use the VS on the door to get in and immediately hit them with a double-TD that should lead into a multi-TD chain (aim for the shields), and then use the environment to get a few easy kills. Watch for the dual TD and try to use it on the big brute. Focus on any shielded enemies and then just mop it up. Interrogate the survivor before heading out into BioShock... I mean the studio. Go up to the statue ahead and only stage B is open. You'll both barge in through the door and start into a fight. Use the three lights and dual TDs when you can. In the next hall, swing up and behind the gunner to do a TD without having to counter. At the stage you have a big field to work with, but the key is this center area where you start. All I did was begin by dropping off for a silent TD, and then I disrupted the ammo cache in the corner under Robin's perch. If it works (which it didn't for me) you can then use Robin to TD an enemy or two. Otherwise, all I did was shadow the small goons and take them out one by one until it was just the big guy left, who takes just a single dual TD to down. After the first wave is clear, the second wave with two gunners enters, but with a little patience you can easily TD the little guys before sneaking up and picking the right moment to TD the gunners one at a time. After it's clear, go up the steps in the corner to Miss Bell, who you need to counter as you enter the editing room. NOTE: If Robin doesn't go on his own, lead him to the exit. I guess my game was full of bugs, or I could've used an update if my internet was working this whole time... but luckily the bugs were not too devastating. Head back (check you map if you need to) and there are plenty of Riddler trophies in here, but just mark them and we'll get them later. Come out and Robin should head to the exit, and then go towards Stage C. Around the corner you'll see a gunner waiting behind bars, so turn around and look up to grapple into a vent. Then you just blow up the wall to take out the gunner (don't ask how or why, just go with it). You get a scene ahead, and then you can blow up the next wall and just mark the trophy rather than try to get it now. Head into the next hall and look at the vent to have Robin wait there. Then go to the control pad and you'll have a video to play. The code is: 0539, and you get it by using the mirror once he covers the view. You press the
button to input the code while watching the video. Inside, approach the stage and you'll then be Robin, but you can't switch to his POV. It's pretty simple, move when the red light is not on you and be quick to get into cover. There are five bombs, two in the audience area, two on the sides of the center stage, and one at the very back. There is no rush (I think) so take your time and just know that there is enough time to move to cover and disarm each bomb. The last one is tricky because you have to move quickly to cover on the right as soon as you get it. Then just sneak up behind Johnny and take him out. NOTE: I got the EMP weapon, but the 4 charges to your special is better. Robin should take Johnny back, and then there's just one left. Stage A is still closed, but you can enter into a vent that leads under it. From there, use the VS to order that thug to open the gate. They will then walk out and you can immediately initiate a double TD from the grate under the gate, and that should chain into a multi-TD for all but the brute. Stun and beat the big guy down. Continue and after the scene, head into the third stage where it's just an all-out brawl. The way this works is you will build up your combo meter by beating up the goons, and then your dual TDs will always target King. The first few dual TDs on him will be nothing special, but the later few will require you to strike and counter in order to inflict damage. You'll hit him as fast as you can push the button, and you'll have multiple points where you must counter. As for the fighting itself, best to just dodge away from him when he's red and even from blade enemies, rather than dance with them. Just dodge away, get your hits, and use the dual TD as soon as it's ready. After King is down, then just mop up the rest. After the fight, get on top of the background wall and mark the trophies, but then head back to the lab. The way is closed, so you have to enter from a grate around the corner. Now approach the gate and use the VS, but it doesn't work. Now just wait for her to get close to your exit grate and then use the TD button when it appears. Then it's just a big fight, and this time you want to use your dual TDs on the brutes. The rest is just normal fighting. After that, pick up Harley and bring her back to the cells. After that very interesting scene, you need to enter the cell. Inside, spin around until your better half shows up, and then exit to watch the next bit unfold. You'll then be back in some deja vu, and then you want to counter Robin to put him in (or you could go back into the cell until the game forces you to do the right thing). Before you leave, you can tell Robin about Barbara. You can also talk to Harley in another cell. Then exit and you'll find that the city has more militia forces and more objectives. Just take the Batmobile behind the studio and grab your EMP or whatever upgrade you chose. Before we move on, let's finish up one of the very first quests we started. The Line of Duty: Bleake 4/6 ----- This one is just east of the studio, on a construction platform by the water. There are just a few patrollers on the sides with three goons on the hostage. You should be able to silent TD one by himself on the west end, then use the high points to grapple east where you should be able to take out the other two one by one with stealth TDs. Then you just go into the building and initiate a multi-TD through the breakable wall on the last thugs. The Line of Duty: Bleake 5/6 ----- This one is just south of the last, on the corner of a dock by the water. To start, get on the wire above them and initiate a multi-TD and be sure to get the two with shields or this will be a very tough fight. Try to use the light on the brute, and then you have two more propane tanks you can use. The Line of Duty: Bleake 6/6 ----- This one is on the NW side of the island, just north of the now broken bridge to Ace Chemicals. The best way to approach is from the rooftops, landing on a beam just above them, and from there you can initiate a x5 multi-TD that takes out all but one. The Line of Duty: Miagani 2/4 ----- This one is just east of the middle support of the Mercy bridge linking Miagani to Bleake. You have two options: disrupt their weapons and drop in for a fight, or drop down, get spotted, flee, and then you can better initiate silent and/or multi-TDs. If you lead them to the other side of this support isle, you can slip away and possibly stretch them out far enough to do a few silent TDs before a multi-TD that finishes them all off. The Line of Duty: Miagani 3/4 ----- In the Grand Avenue district there is a huge building next to the rail line northern rail line, SE of the hospital. You'll find this firefighter on the NE corner of the building, above the ground level. You can approach from the north and initiate a multi-TD through a breakable wall. The Line of Duty: Miagani 4/4 ----- NOTE: If you haven't bought armor upgrades for your suit, now is a good time. As well as some special TD abilities like gel TDs. This one is on the corner behind Wayne Tower. You can perch on the ledge and start by disrupting a few guns. Then your best bet is to glide kick down while using those talents where you throw a few weapons as you glide. That will thin their numbers at the start, then drop smoke and begin your flurry of attacks, using batarangs to stop shooters. That's really the key here, having the talents that will make fighting a group of armed thugs not too difficult. Friend in Need ----- Since we're here, choose this quest and enter the garage of the tower to use the elevator. Enter your office and use the computer, then try to use it again for a surprise. Then enter your office again and as the scene progresses you will have to wait for the perfect moment to counter. Do so as soon as he pulls the gun away for Lucius and that's it. 3 easy talent points. Creature of the Night Part 4 ----- Now he will be flying around Founder's (or should be), so feel free to hunt him down when you hear him on the radio. Remember, just follow the tiny arrow that tracks where the voice is coming from. Get up high and dive on him to load him up. Then just drive him back to GDCP, but you probably have to clear some tanks first. NOTE: You can talk to Pyg. The Line of Duty: Founder's 2/5 ----- Let's begin these to the very north of the island. If you perch up you should see a sniper in a tower overlooking the hostage on the ground. Then just glide down to the beams above the hostage and watch for the three patrollers. Use your disruptor to disable the three patrollers' guns, but try to initiate your multi-TD when one of them is close to the cluster around the hostage. Otherwise just drop smoke and hide as you take out the rest. The Line of Duty: Founder's 3/5 ----- This one is at the NW point under the southern airship on your map, and it's best to approach from the lower road area. From there, grapple up and stick to the railing until you get into position to initiate a multi-TD, and if you can get a stun special after, use that time to ground TD another. Every bit helps as you navigate around the two brutes while mopping up the little guys, but as always, it seems easiest to get on the brutes counter everyone else while beating them up. The Line of Duty: Founder's 4/5 ----- Check your map and look at the nose of the southern airship. It points to a giant crane. Get to the level below that crane and look west, in the narrow streets where all the businesses are. There is a shop called Cuffs with red lips on the front of it. Above that is a hook point that you can pull with the winch. The Line of Duty: Founder's 5/5 ----- This last one is near the center of the skyscrapers, in the rail station. Just sneak in from above and start with any multi-TD. As always, cape stun and beat down a big guy and just counter anything else. Try to use the environmental TD on a brute. The Line of Duty: Founder's 6/6 ----- Now go to the top of the marked building and it's just a big predator field here with regular goons. Use batvision and keep an eye on other enemies, but start from the top and work your way down. Of course there is no perfect way to ever do these, so all I can say is move fast to take them down one at a time. Remember, you can be spotted and you'll still have a split second to initiate a TD. What I did was cleared the top of the area, then cleared the guys to the east. A body was found so more guys came to investigate until there were just five who stayed around the fire chief. I got to the vents near them, waited for a solo TD to refill my fear power, and then use a multi-TD to finish off the last four. Load up the hostage and take him back to GCPD. Now you get the toughest fight you've faced yet. Climb up there and then get to the beam above the alley. Use your disruptor to tag the ammo cache and the two weapons. Then I flew back to the start, slinked down to the tin roof, and then started my multi-TD on the shield guy, trying to chain it all the way to the other side of the room where the other shield guy is. Either way, use something like your explosive batarang talent to knock out a few guys after and maybe you can ground TD the other shielder. From there, just watch for projectiles and the brutes. What I did, I led the group to the narrow alley where I was lucky enough to smash a brute into the electric box. This narrow area was actually the best place to lead them because they were all in one spot and I was able to chain together massive combos just bouncing from one to the other, and the brute and second shield guy were just taken out as collateral damage from my explosive batarangs. Then free the hostage after. NOTE: Could not do the last LOD mission, so let's move on. Campaign for Disarmament: Founder's 4/4 ----- NOTE: Consider getting the talents at the top of the Batmobile weapons branch that cost 4 points each. They will come in handy, and so will improved armor as well. This one is in front of the Perdition Bridge and it's very tough. I honestly don't think it's possible without getting those high-end Batmobile weapon upgrades, but it would at least be very difficult. The reason why they are almost required is because you won't have time to hit each tank twice while dodging missiles and shooting down fliers. At least get the one that improves turret damage. Occupy Gotham: Founder's 8/8 ----- This tower is high up on the south side of the island. You might want to take out the serpent drones flying around just to be safe. When you get to this tower, get on the wire and assess the field. A safe play is to disrupt the weapon cache behind the breakable wall, then use the VS to have a guy get blown up by it. When the rest come to investigate, you can then gel up the breakable wall and take out most if not all. And if you're ever caught, just swing away and come back to finish them off with a multi-TD or silent solo TDs. Own the Roads: Founder's 6/7 ----- This one is just near the last OG mission, under the stock building. You'll actually want to approach the area from the north, from the top level of the city. The reason is, you need to hop over a wall and then hack a panel above the cluster of turrets so you can lower the wall and then drive the Batmobile inside, because otherwise there is no way to clear the position. Own the Roads: Founder's 7/7 ----- This is just east of the last, on the top level of the city. It's very easy, with just five enemies inside for an easy x5 multi-TD. Drone Hunting: Founder's Part 2 ----- Now take out the 5 (?) drones in the skies above Founder's and if you got the tanks on the ground, Founder's should once again be clean. Campaign for Disarmament: Bleake 3/3 ----- This bomb is in the heart of Chinatown; it's the big circle in the road on the map. It's a long fight, but not a very tough one. Hack a few big tanks and it will be all the easier. Occupy Gotham: Bleake 2/2 ----- NOTE: The disruptor talent against medics is useful here. This one is just above the last CFD mission, in the heart of Chinatown. I say start at the high point to the south first, and from there use the disruptor and VS combo on the ammo cache by the control panel. As that guy gets blown away, drop down and take out the guy below you. Then feel free to use multi- TDs and escapes to finish these guys off. Whatever you do, you have to take out the medic, and keep in mind that taking out a drone operator will act as a lure. Drone Hunting: Bleake Part 2 ----- There are just three serpents in the skies and then clear the roads of tanks. Gunrunner Part 4 ----- This one started on Miagani (for me) and came back to Chinatown (for me). So start it up and follow the van back to Bleake. When it enters a garage, go and try to open that door, but you'll instead have to take the Batmobile into the sewers. The path is marked, so take it and then gun down the goons at the end. Hop out and use the panel in the control room above. Now get back into the Batmobile and use the winch to pull the gate open. Climb up and you'll come to above the next cache. You don't disrupt anything or even get your usual backup, so just initiate a multi-TD from the hatches and try to aim for both stun stick enemies. To handle them, remember to dodge and then stun them. Then mop up the rest, gel the explosives, close the door, stand back, and detonate. Gunrunner Part 5 ----- But the next leg will start before you even leave. Exit and get back in your ride and follow the sewer to head towards Founder's. Get to the top of the marked building and go to the crane. Take out the sniper first and then try to use batvision if only to see the red triangle that shows the jammer. You want to take him out on his patrols, but if you see a safe opportunity to solo TD a few enemies in stealth, then go for it. You can always get to the top to evade them. You can't use the VS, so you'll have to go headfirst into the pair guarding the elevator shaft. Use the panel to open it and drop all the way down until you hear your ally getting the once over. Then go into the vent and use your hacking tool to disable and then destroy the turret on the ground. Take the vent to the end and Save Nightwing. Try to aim your dual TDs at the brutes or shields, but just chain together combos and use special abilities to tear through this group. After, it's the same routine of gel and closing the vault, but then you have to wait to use the next dual TD, and then you detonate it. Now take him back to GCPD. Drone Hunting: Miagani Part 2 ----- Let's start Miagani with clearing the skies and roads of drones. Occupy Gotham: Miagani 6/7 ----- This one is just across the Mercy Bridge from Bleake. Get to the highest tower and assess the field. Locate the jammer and try to take him out first. Remember, just because your batvision works from a distance, it won't once you get close and a jammer is nearby. I just mainly used the southern part and ran back to the tall tower to elude them. Once they are down to about four, it's easy to go stealth. Save the gunner for last. Occupy Gotham: Miagani 7/7 ----- This one is just south of the Mercy Bridge, atop the big bank. Best to approach it from the south and hold onto the railing. From there, initiate a multi-TD, going for the medic and anyone else worthy of the TD, and then you want to aerial dive on the shielded brute to disarm him and possibly free him up for one of the two environment TDs. That's it, just normal fighting from there. Campaign for Disarmament: Miagani 4/4 ----- This one is just south of the Mercy Bridge as well. It's not a long fight, just full of twin rattlers. Remember, grab some Batmobile upgrades if you haven't already. Own the Roads: Miagani 3/6 ----- This one is just west of the Mercy Bridge. Approach it from the north and swing along the beams until you're above the cluster of enemies. Start a multi-TD and be sure to get the shield during your chain. Then focus on the brute and mop up the rest. Own the Roads: Miagani 4/6 ----- NOTE: You must get the 8 point talent in the Gadget Tech tree for the Disruptor Sabotage Drone upgrade. This one is just SE of the Mercy Bridge. With the sabotage drone upgrade, tag both turrets and the rifle of the furthest away enemy. If the guards are near the turrets, they will get taken out when the guns try to fire at you. So just be quick about neutralizing the soldiers. Own the Roads: Miagani 5/6 ----- This one is in the middle of downtown, near the next main story marker. Just perch on the wall, disrupt both medics if you have the talent (now is a good time to get it), and then jump in to start brawling. Remember to batclaw the electric goons. Own the Roads: Miagani 6/6 ----- This last one (for now) is not on the roads, it's between Wayne Tower and the ferris wheel to the south. Get to the top of the field and start with a disrupted ammo cache + VS combo, then you can blind the drone and solo TD the operator. The rest should split into pairs, and then just double TD them when you can. NOTE: If you don't have the disruptor drone sabotage upgrade, get it now and don't proceed until you do. City of Fear 72% ----- NOTE: Again, buy Batmobile upgrades if you haven't already. Now head to the marker near the Botanical Gardens. We've done some many of these by now that this tank fight is nothing with all the space and Ivy's super plant assisting. Hack a tank or two and it will be cake. The real challenge is with the cobra tanks that patrol the area. It's harder to isolate them because they will do a 360 degree scan. So the plan is to pick the one that's furthest away, tail him, hide when it scans, and then pop its back while its on a straight drive. More will come, so circle out and go around to find another one farther away and repeat the process. Use the two levels of streets to your advantage, dropping down behind tanks that pass under you. NOTE: The grapnel boost upgrades will come in handy here, and always. Just as a reminder (since I understand some people might not have realized) you can boost while grappling. Then get to the roof of the gardens to find Ivy and then it happens. Now head for the airships above Founder's. You'll enter through the open nose of the airship where a fight will be waiting. It's very tough to try and set up a predator approach here, so just fight. Take out the medic and then do aerial dives on the big shield guy to take him out, and counter your way to victory with the rest. After, use the VS at the door and my sliders had to both be around 85% or so up and to the right to hit the sweet spot. The way you do this is just get it to a point where the voice is the loudest, basically. Head in and in the big room you'll have 8 enemies to take out. Look at the yellow things in your batvision and those are power cells. They blow up instantly when you hack them, so you'll want to order the goons to go to them and then blow them up. I just used the left one and told a medic to go see. After he was downed, I waited on the roof just above the area and did a multi-TD and grappled away. From there I went into a chute on the right side and went for the drone operator. Then I just quickly moved around in the vent and went for fast solo TDs when guys were alone and before they spotted me below. It was a very easy encounter. Once clear, go to the holding cell and then into batvision. Follow the orange handprints and the trail will take you to a floor vent on the right side of the room. Now head back out and use your hacking tool to blind the drone guarding your escape from the airship. Grapnel boost back to Miagani and press the button while on the corner of the marked roof. On the street, all you do is slowly pull out and then slowly put back the cell, countering the one bad guy that tries to disrupt you. Now head to Founder's and use the sonar pulse. Though your radar does not work, it will show the roots. Follow them to the cemetery and try to crack the ground, but then you have to go south towards the port. Once you get in, you should hopefully have a hack charged up to take all three of the drones coming from the left. Either way, try to hack a few minions and leave them to handle enemies while you go for others. I just took the left side, ran into a new giant tank that shot a barrage along the ground, and then I finished off the tanks on the right side. Once you get the all-clear, go to the back and ramp into the middle area where you again have a tank fight, but if you have a missile barrage ready then it won't be much trouble (no need to hack here). Then open the container, rev the generator, and get in to go down. In the tunnel, go around the first barrier and then ride the tube with some speed to go up and ride over the second. Keep going until you hit the end. You have to get out and enter the grate. Now you will have to use the hacking tool to blind the tank to get by. But at the next part you have to hack the tank in the tube but there is another on the side. I don't know how you get by it without the sabotage upgrade for your disruptor. I guess you would just run by, hide, and wait for the scans to get off you. Because once one tank spots you, they will all fire on you and they have long range. But with the sabotage upgrade, you need to tag the top of the tank, not the bottom because that just harmlessly tracks the tank. So you'll do that on the side tank, let the roaming tank turn away from you, and then run by but stick to the right side so that the forward tanks and the tank way back behind you don't tear you apart. The sabotaged tank will blow up once it spots you. So keep the roaming tank blinded and sneak into that cover behind some pipes. From there, let the roaming tank turn, blind the left tank ahead, and then grapple up to the left and you should be fine. Then you just glide into the shack, open the gate, and bring the remote Batmobile down to wreck these drones. Open the next gate and drive through to find a locked ramp. Go up to the control room, unlock it, and lock it into place. Now drive up it and over, and in the next tube there is another high barrier, then a part of the tube without a bottom so go left on the side to get by. Further ahead is another ramp. Drive to the gap, eject over it, lower the ramp, remote the Batmobile, drive on the other end of the ramp to weigh it down, exit the remote, lock the ramp into place, go back into the remote, and boost over the ramp. Further ahead, you can break all three directions if you want (we'll get the riddles here later), but go left and/or fire a sonar pulse to see the root on your radar, and then get over it and hold the sonar pulse to release the plant. Topside, it's just another tank fight, and in doing all the previous militia quests we should have most of the Batmobile upgrades necessary to make this not too tough. If you have it charged, hack three tanks and then start popping the rest, but always stay around the church (the building with the giant root coming out of it). One of those giant turret things should set up, so focus fire on that when it appears. Dodge attacks and use a few missile barrages to beat them back. Cloudburst Showdown ----- After, head to Bleake and it's here where you will do the cobra dance, which now includes the massive cloudburst tank. You want to stay far away from the big tank of your radar, and just cruise around until you see a cobra wander off on its own. Tail it and destroy it before zipping away. Repeat this until it's just you and the cloudburst. 1 vs 1, now you must get close to it and do a few scans to reveal the four weak points on each side of it. The routine is to watch the cloudburst's scanning light on the radar, get into the open and follow it once the light passes by you, stick to one target until you get a shot lined up, fire, and then speed away because it will stay on you until it's power runs out. When it pursues you, a meter will appear on the screen that tracks its overcharge power. That will deplete over time and when it fires at you. So you could just stay on the open stretches of road and just outrun it, boosting to avoid its charged attacks. When it's pursuing you, you can't shake it until that meter is out. You do that routine four times, and after the fourth (probably getting the front one last), you'll then begin hitting its front as it pursues you while firing missiles and cannons. The double power slide helps, but you can keep your finger on the machine gun trigger as missiles will be coming out almost the whole time. Just keep blasting away at the node on the front of the cloudburst until it breaks. After beating him down during the scene, head back to Miagani and check on Poison Ivy. Heir to the Cowl Part 4 ----- Head to the top of the statue in the middle of the water between the islands. For this one, you'll need to constantly throw batarangs, try to keep some distance between you and the lot of them, and counter only when it's a single enemy attacking. With the blue field around you, it's hard to know when a counter sign is for a blade attack or just a slash. It's easier to attack into yellow blade attacks. The way I did this was just going balls-out and chaining an almost endless combo followed up with explosive batarangs when the combo meter was filled. It's probably just a matter of luck whether the leapers get you or not some times. Basically, I just mashed attack and threw in some counters and batarangs that blew up. Heir to the Cowl Part 5 ----- Head to the clocktower and use the computer. Now you must scan this video to get the waveform whole. The first is on a cuff, the second is on the shoulder of the football player, the third is on a crusader's shield, and the last is at about the 41 minute mark. Then grab the sword, bring up behind him, and break it. Then just leave using the elevator. Easy. City of Fear 79% ----- Now drive into GCPD and you can talk to Penguin before you enter the coms room. Then head into the evidence room where you'll pick up the Remote Electric Charge gun. Then drive back to the underbelly of Founder's and you'll end up at a store with mannequins with the quest marker behind the walls. Look on the road for a manhole and park the Batmobile next to it. Get out and go into the sewer where you'll use the REC to turn the generator off to cross the water, and then you use the other command to turn it back on to open the gate. Crawl into the vent and you'll be under a ton of enemies. What you do is pull out your VS, target the only soldier you can, tell him to open the doors, and then you will use the remote Batmobile to gun them all down. Hop out of the vent once clear and use the panel around the corner to open the path. Get on the beam in the shaft and then use the remote Batmobile to blast open the wall from the road. Get into that hidden room and flip the switch to lower the barriers. Now remote drive the Batmobile towards the shaft, turn it around, winch on the hook above, and lower it so you can blast a hole into the ceiling. Get up there, go ahead and grab the free Riddler trophy, and then use the REC to shoot about five shots into the power cell to overload it. You have to fire between the shield covers, so feel free to stand close. After that, go ahead and open the door with the hacking tool just to mark (hold down the batvision button) the Riddler trophy here for later. With the first fan stopped, lower the Batmobile below it, blast the wall away, and mow down the four soldiers. Fly Bats down in there and then hop over the wall on the right to get into the elevator. Inside, use the REC to lower yourself two levels, then gel the wall to blow it up. You'll get put into a fight where you are shown how to use the quickfire REC, which stuns and allows for a ground TD. Open the door and in the shaft you'll see the power cell on the left, but you have to go right. Climb up and shoot a charge at the generator to shock the water the four goons stand in. The vent nearby leads to a Riddler trophy that you can mark and come back for later. Continue and use the panel to open the elevator. Yes, you can go up, blow up the wall, and grab the Riddler trophy, or mark it for later. Then head down to find that path blocked. Climb up and stand in the alcove, and from there move the elevator back up. Then climb in through the vent that is revealed. Tightrope walk along the beams to just above the speaker. Turn around and use your disruptor to tag both weapon crates in both corners of the room, and if you have the talent for it, one of the medics (the right side one). Then drop down behind the screen and from there initiate your attack. Then you just need to be smart about neutralizing the stun stick or electrified guys with batarangs, batclaws, or REC stuns of your own (quick stuns are very useful). Take out the medics first and then use the environmental TDs. As always, it's safer to dodge away and live to fight another day. After, might as well grab the two Riddler trophies in here that are just out in the open: one is tucked next to the elevator shaft and the other is above the bar. There seems to be another behind the bar, but we'll get it later. Use the corner panel to exit the room and then get over the shaft's bottom. Peek around the corner to disable the sentry and grapple up the next shaft. Hit the power cell five times and the way is open. Before we leave, might as well get this Riddler trophy since it's so easy. You just hack the door nearby, move towards the bars, turn around and look down, hack the panel below, and then you can batclaw the trophy. Now switch to the remote Batmobile and lower it down to the platform. What you do is you hook up to one of the points and reverse counter-clockwise to lower the platform. Do this and take it all the way to the bottom where you will drive into the opening and blow up the turret. Get Batman into his ride and now you will winch up with the platform and turn it clockwise go up one level where the path awaits. Drive in, hop out, and use the panel to open the way. The Excavator ----- You'll hit another tube barrier ahead, but on the other side of it you'll face another boss battle. Reverse and turn around to speed away, going up and around a barrier to hit a scene. In the playing field, check your radar and you'll see three red marks at the end of passages. You have to lead him down all three to get him to hit bombs at the red marks. Also, look at the radar to see the distance reading; that is how far he is from you. Your best plan of action is to wait in front of the opening of a tunnel with your nose facing the tunnel, and in combat mode just pop him with a cannon since his vision is actually very short. To know if you are spotted, just check your radar and if you see another red blip on the map, you are spotted. As for the tunnels themselves, here is a rundown of them: East - The longest but the easiest with just three fan blades to dodge. South - Bit harder in that you have to ride the left side pretty much the whole way. North - Just three ramps that you should boost over. After all three, head to the NW corner where the gate opens and you can winch down a fan, but then it happens. Your only option is to back up and super eject. Up top, grapple up and then turn around to batclaw a Riddler trophy. Then proceed to arrive under Gordon and his captors. Go to the side and initiate with a double TD, and from there you can go into a full x5 multi-TD, where you should go left to the second medic. The Arkham Knight ----- Now begins a cat and mouse game marathon. All you have to do is get below his perch point and then you can grapple up to him. To start, just stay low and get to the opposite wall when he's not looking your way. Then you grapple up to the level where Gordon is, and from there you just get under him and grapple up. NOTE: Grab a Riddler trophy under the bar and under the Knight's second perch point. Round 2 adds a handful of soldiers plus a drone. Just be patient and wait for solo TDs away from the thick of the enemies, and also be sure to keep the drone blinded all the time. You can use the environment objects for TDs, but you don't need to. There's so much space here that it's hard not to get them all with silent TDs if you have the patience. Then all you do is approach the room with the Knight, run when his sight is away, get under him, and grapple up through the glass. batclaw to grab it. Round 3 starts with you just grappling out through an opening in the wall that closes you in (you have a short but generous amount of time to do so). Then you have to deal with another wave of enemies plus another drone. Keep the drone blinded and look for a good solo TD somewhere before you slip away. Careful if you go for one near Gordon as you can draw the Knight's fire. You have to use your eyes and maybe some luck as you can't track these guys with batvision. All I did was get a solo TD at the bar, they found it, they all came to look, and then I dropped in for a multi-TD that wiped them out. Getting to the Knight is a bit tougher, but all you do is go underneath where Gordon is tied up, grab the Riddler trophy with the batclaw, and wait by the escalator. You'll grapple up to the railing next to the escalator when his sights go to the other side, and then you just get under him to catch him. Round 4 get out and then onto the ground. Head underneath the fourth area and grab the Riddler trophy at the very back. Now come back to the center of the whole station and blind the flying drone. If you move fast enough, you can let the drone search the central hub. Then you sneak up the escalators, blind the right side turret (if the flying drone is far away), let the Knight's sight move away from your path and the right corner, and then dash to the wall under the Knight's last perch. If your timing is off, consider disabling the left turret and doing that side instead. Grapple up to him when you're under his perch and that's it. The Scarecrow ----- Go to Gordon and you two will set off only to end up in a fight. Take out the smaller guys first and just dodge or batarang the big guy until it's just you and him. You have to use your REC to power him down, and then he's just a normal brute to cape stun and beatdown. After, take the lift up and watch the scene. Switch to the new Batmobile and unleash a max barrage. This thing has all the Fox upgrades, regardless of what you chose. You can't wander too far and you don't want to box yourself in against a wall, so keep moving and make almost every shot a hit. Charge up a level 2 or 3 barrage and be sure to take out the missile batteries when you see them. After the fight, drive to the spot nearby, load up your passenger, and head back to GCPD. There, you can speak to Stagg with the super criminals (?). City of Fear 89% ----- Head to the clock tower and stop on the rail line to spot the two snipers north and NW of the tower. Take out one and then quickly move to take out the other. Then you just play the usual predator game. There is nothing hard about this area because you've already done the outside portion before. You can work high to low or use the vents first. Keep the drone blinded the entire time. You want a body to be found so that they will all be lured in for an easy multi-TD. Then you can solo the gunner, and I think when the drone guy is left last he will crash his own drone so he can move. Once they are taken out, enter the tower from the area and use the computer on the third floor. Then you are free to resume side missions. Own the Roads: Bleake 1/4 ----- This one is just south of the clock tower. Get on the crane east of it and use your sabotage disruptor rounds on both turrets. Then glide down to the SW corner of the militia checkpoint where you can initiate a TD or just show your face, because the sabotaged turrets should take out most of the militia once they try to shoot at you. Mop up and that's it. You'll meet the villain at the end of this questline after. Own the Roads: Bleake 2/4 ----- This one is just north of the clock tower. What you do is perch on the wire above them and use your disruptor to tag the two medics and a gun (get the medic sabotage upgrade). Then you want to start your multi-TD from the only point I could find that worked, which was front the NE militia wall, starting with the NE-most enemy; try to work to the shield guys going left. The quick stuns from your REC and multiple batarangs will help a ton as you wrangle with all the range they have. As always, targeting the brutes first seems to work for whatever reason. Own the Roads: Bleake 3/4 ----- This one is not a fortified wall but a regular building on the Bleake side of the Perdition Bridge. You can hang off the shading and initiate a multi- TD on the pair of normal goons, then stun and beat down the brute. Hack the panel here and then fly around to hang on the ledge of the opening where you can initiate a multi-TD to finish off the last two. Find the controller and break the checkpoint. Own the Roads: Bleake 4/4 ----- The last one is so easy that it's hard to believe. You'll find it on the north side of Chinatown. All it has are 3 sentries and a lone soldier. You simply post up above it, blind a spinning sentry, go for the opposite sentry that also spins, blind the middle sentry, and then silent TD the lone wolf. Lamb to the Slaughter ----- Now head for the Lady of Gotham in the middle of the islands. Just fly in on the group and the next thing you know you'll be a part of your typical cultist cagematch. This is another fun one where you can go crazy and attack into incoming attacks rather than try to dodge or avoid them. You chain big combos, throw some explosives batarangs, sprinkle in a few stuns, rinse, and repeat. Drone Hunting: Founder's Part 3 ----- Just take out the four flying serpents. Easy. Own the Roads: Founder's 8/8 ----- This one is on the north end of the island, under the airships and inside the bottom floor of a building. Approach it from the north and sabotage the turret with your disruptor, and also tag two guns. Then start a multi-TD and go away from the turret as much as you can. Then just mop up the armed militia. Own the Roads: Miagani 7/8 ----- This one is under Ivy's first root, SE of the bridges. Just post up on the NW wall, sabotage the two turrets, and hop down for a TD that should blow up all but one other enemy for you to mop up. Own the Roads: Miagani 8/8 ----- This one is nearby, but the initiation point is tricky. It has to be from the far NE point of the stone railing that overlooks the Gardens. From there you should be able to initiate a multi-TD, and then be sure to use quick charges and batarangs to survive. Remember to use quick batclaws and to follow up the aerial dives on the shield brute with the beatdown, not a stun like you might think. The Riddler's Revenge Part 10 ----- With the Remote Electrical Charge, now return to the orphanage and onward to the final exam room. Head in until you reach the puzzle and switch to Catwoman to get in from the ceiling. The idea is that she stands on a block to lock it while Batman will shoot charges at the generators on the walls to move the blocks. The goal is to open a spot for the laser. The key is that the two charges on the REC will either push or pull the blocks, and the charges will not pull through a block that Catwoman stands on. To put it simply, because any other approach would be very hard to follow, you want to stand Catwoman here and then move the blocks out of the way so that the board looks like this: ??? ????? ????? ????? ??C?? ? = blocks C = Catwoman After that, switch back to her and stand her here and pull the block out of the way: ???? ??? ? ???C? ????? ????? Then you just have her duck twice, or hold it down, to avoid the blades. The second puzzle adds a second laser. You'll only pull the magnets, so follow with me and put her on each of the C's below and pull the blocks so that they will look like the next layout: ???? ?C? ? ????? ????? ????? ???? ?? ?? ????? ??C?? ????? ???? ????? C? ?? ????? ????? The solution being: ???? ????? C ??? ????? ????? Then you have to keep moving as the blades will swing by more than twice and change positions on the axle. You can stay crouched and move and you'll be fine. The third puzzle will go like this, starting from the last. Move 1, push this row down, so repel: V ???? ????? C ??? ????? ????? Move 2, pull this row: ? ?? < ????? C???? ????? ????? Move 3, pull this row: V ??? ????? C???? ????? ????? Move 4, remove Catwoman and then push this row: ? ???< ????? ????? ????? ???? Move 5, put Catwoman here and pull this row: ?C?? < ????? ????? ????? ???? Move 6, finally, pull this row: V ?C ?? ????? ????? ????? ???? Now you could dance with the blades, but you can also slink your way back and crawl out on the ceiling at any time. Guess we could've done that before, but oh well. Go into the first room and claim your final key. The Riddler's Revenge Part 11 ----- Walk out and try to leave as Catwoman, but of course it's never that easy. But it's just a big robot brawl. Pick the ones that match your current character, dual TD when you can, rinse, and repeat. That's it, once they are gone then you must find EVERY riddle in the city to fight the Riddler and his titan. After, take the cat out and that's it for now. City of Fear 90% ----- Go back to GCPD and talk to your friend. Feel free to chat up any villains that you haven't, then go out as the militia arrives. Grapple up to a platform as the lights go out, and from there just use the remote Batmobile to run over most and then gun down the rest. Then get in your ride, move towards the gate, look right, winch the fan, pull it down, and super eject inside. Then just follow the path to get outside and see just how boned you really are. After the scene, go left and look at the destroyed generator from the rooftop. Then get out your disruptor (with the sabotage upgrade) and tag the flying drone guarding the garage entrance. You can also tag a tank or two near it. Then just drop down, run for the door, and crawl inside. Then you have a good fight up ahead. All I can say is the usual, chain big combos, throw explosive batarangs, use your charge stuns, and take out the shield brute first. A reminder, you aerial dive him (cape stun, double dodge) and follow that up with beating him down. Just try to batarang the stun stick guys to death. After, use the REC on the three generators to get the lights back on. Call your ride and go up to the starting line. Go out and just use whatever barrage you have (hopefully at least a level 3). Prioritize the missile batteries and flying drones, then focus on the smaller tanks so you can get easy kills and build up your barrages faster. Listen for queues to fire at certain tanks so that you can get kills or mass EMPs. Watch your barrage meter and fire whenever you have a level 3. Dodge, dodge, dodge to victory, put your health above getting hits and you'll be fine. Super eject after and head for the rooftop. I appeared on one side, got spotted, slipped away, and then popped up behind them to start a multi-TD. Try to save the environmental TDs for the third wave. The second wave is not much trouble. The third wave is not that bad either, especially if you can line up the big guys and/or medics with the environmental TDs. You can toss brutes into ETDs without stunning them. Just be sure the medics are downed early or it will be a long fight. Again, fortune favors the aggressor, chaining combos and attacking into counters. Use the REC stun and batarangs, per usual. Despite being at the end, let's go ahead and do the last side missions. Occupy Gotham: Bleake 3/4 ----- This one is to the east, towards the shipping yard warehouses. Just approach from above and go for the corner drone operator. A camo guy should be the only one to investigate, so take him out. That leaves one more soldier paired with a camo guy, so try to set them up for a double TD. Then go after the gunner to counter and beat down. Occupy Gotham: Bleake 4/4 ----- This one is north of GCPD, and you want to approach it from the street. From the ground you can disable the turret looking down over the enemies. Then grapple up and hold onto the railing and go sideways until you can initiate a multi-TD. Then try to use the two lights on both brutes while mopping up the rest. Campaign for Disarmament: Bleake 4/4 ----- This one is in the spillway between Bleake and the movie studio. It's a pretty tough fight, but a hack to grab 3 or 4 drones will go a long way. Drone Hunting: Miagani Part 3 ----- Just take out the serpents above Miagani. Occupy Gotham: Miagani 8/8 ----- Head for the rail station and it is now all red. It's fairly simple, take one of the top guys first, swing over and get the other, and just watch for the patrollers; keep the drone blinded, of course. Feel free to finish with a double fear TD. Campaign for Disarmament: Miagani 5/5 ----- Look on the map at the east end of the island and there is a broken railroad bridge. It's on the road under that by the water. It's a fairly easy fight, especially if you hack for some allies. Occupy Gotham: Founder's 9/9 ----- This one is high atop a skyscraper, and it's full of gunners. There are two medics and two camo guys as well. The field is big, so patience will be rewarded as you'll have plenty of chances for solo TDs. Start by sabotaging both medics. Then just go for any normal enemy who is alone, and you will need to have a vague idea of where the camo guys are so you don't blow your cover, even if it is easy to bail away. Once it's down to just a few normal soldiers and the gunners, start engaging the gunners who wander off on their own. That's it, pretty simple. Feel free to use the environment, at least the generator that will explode. Campaign for Disarmament: Founder's 5/5 ----- The last bomb is inside the entrance of Port Adams in the south. Just power up your x4 hacks and get them when you can. The port walls really help here. Campaign for Disarmament: Deathstroke ----- NOTE: The Cobra Lure upgrade will be useful, as will most all other Batmobile upgrades if you want. Head to the heart of Miagani and you'll begin another fight with cobras and a big tank. There are more paths here, so shadowing the cobras is not that hard, especially if you have the lure upgrade. Once it's 1v1, just go up to him and go in reverse as you pound away at his front like the cloudburst before. Use your barrages, try to keep a straight path behind you, and dodge even if you don't think you need to (or zigzag a little would work too). After it's down, take him back to GCPD. City of Fear 94% ----- And now we come to the end of our story. No need to buy upgrades, the game is basically over. Instead, save the points for when you might need something while hunting for trophies. Head to the studio and go down to check the cells. Speak to Harley before going back up. ===== Now is the end of the game. We've done everything but capture the Riddler. Once you get him you will get the best ending. But you can see the incomplete ending first, and after that you can keep playing to get the Riddler. So the choice is clear, just go finish the main story now and we'll get the Riddler after. ===== Now head to the Miagani side of the Mercy Bridge and go into the door under it. Surrender your belt and enter the back of the truck. I'll let you go from here. All I'll say is you have to perform the special takedowns in order to get anywhere here. From there, all I'll say is shoot the chairs when stuck, and put him in the cell at the exit. The End ?????? ?? ?? ?? ?? ?? ?? ?? Countdown to Knightfall ----- The goal of this is simple: capture all 14 villains, which should just be the Riddler by now. In order to catch him, you must find all of his riddles in the game. There are 243. The following upgrades are either necessary or very helpful: Sabotage Mines Triple Batarangs Drone Hack Mk II We have done everything else and should be at 13/14, and because I grabbed a few trophies that were in the way, I was at 96.1% completion. So let's begin. You should have several that you marked, but you should have gotten a few of the Riddler Informants roaming the streets at random. So at the very worst, you could just roam the streets of Gotham until you see green guys or green cars and chase them down to mark new riddles. It helps to mark riddles you've found on the map and try to sync them up with my descriptions. Hey, if you cruise around finding enough Riddler informants, you won't need much of my help. Also, if you didn't know, there is a Riddler tab in your menu. There are 6 areas that it tracks and you can select the clusters of riddles to sort of keep official track, but just follow this guide and I'll get you there. Completing these clusters of riddles unlocks audio logs, if that interests you. You know about trophies and riddles, but there are also breakable objects that must be destroyed. You get a trophy for every 5 you destroy. We're gonna do this by starting at the movie studios, since that is where the Freeze Blast is that you need and might have missed it before. Also, if you see an X, that means we picked it up if you followed the
walkthrough of this guide. I mean, they were usually in our path, so we grabbed them. Panessa Studios Riddles ----- If you didn't grab it before, grab the Freeze Blast now, which is just to the left of the cells as you enter. #001. The riddle is on the ground in front of Robin's old cell. Scan it to solve it. #002. In the cell room, throw a remote batarang up above your computer and send it towards the sparks to get it charged. Now turn it around and fly it into the second level window leading towards the stages. Fly it in, go right, and then fly it under to hit the circuit box. Then you can grab the trophy on the ground inside. #003. In the top room, I just hit the three dots on the left, going from top to bottom and that was it. Maybe I hit the bottom middle one too, I'm not sure. Solving a puzzle on accident is not fun... Harley Box #1 - Just before the door leading to the stages, hit it with a batarang #004. Past the first door towards the stages, go left and into a room. Pull open the vent and you'll crawl under five bots. Exit the vent and come around to initiate a x5 multi-TD, and yes, you must have the upgrade to get it, or I guess you have to be quick to finish off that last bot if you don't. The funny thing is, I think you have to restart if you fail because I was stuck. Once you succeed and the trophy in the previous room is open, you'll get a VS mode for these bots and then go back to get the trophy. Harley Box #2 - Just left at the first fork, at a dead-end #005. In the main hub, use the batclaw to pull down one of the prop robot's chests for a trophy. Harley Box #3 - Beside the above robot prop #006. The statue is a trophy and a riddle in one. He says dumb as a bat, so you need to point the statue in order or B A C, since the C is crossed out with a T. However, you cannot pass by the middle RESET button, so when the pointer is on the A you need to get off, toss a batarang at the dot, and turn it the other way to reach the C. That will reveal the trophy. Panessa Studios Stage C Riddles ----- Harley Box #4 - Just down the hall as you enter #007. Shortly down the hall, turn left and freeze the steam to get up. Then use sabotage ammo on the ammo crate before using the VS to send the bot to its doom, which opens the trophy cage. #008. In the room before the stage room, through the breakable wall is a pressure pad. Stand on it and toss a remote batarang into the vent. Remember to go slow unless you're a BAMF who doesn't need to slow down, and go around the corner where you take a left for the first question mark dot. The second time, a path opens for you to go straight. The third time, your batarang will gain an electric charge in the vent that you use to steer it right, out, and into a circuit box to open the gate and reveal the trophy. Harley Box #5 - In the same room #009. Then come out and look at the locked room with all the green paint. Use the REC to get in and look around at the posters. You'll hit the generators in the follow order of the posters: pregnant, newborn, toddler, kid, grad, man, old man, grave. #010. In the hall before the stage room, crawl into the vent and then throw a remote batarang back through it so you can hit the dot. Then go back for the trophy. Harley Box #6 - In the room at the end of the vent #011. In the stage room, press the button to play the game. In this you go by the color, not the words, and hit the dots in that order. The first was: B G R Y. The second was: Y G B B Y Y Y R, though, I must've blinked and missed those last 3, unless something was glitched; pretty sure it was not 3 Y's, just 1. The third was: G B Y R B R Y G. And that is it. #012. Also on Stage C, go to the slot machine and use your hacking tool to I guess make 3 spades and a clubs, but I'm not really sure what the point of that is. There must be something else to it. Harley Box #7 - At the back of the game room, by the door Panessa Studios Stage B Riddles ----- Harley Box #8 - In the right corner before you pass the first door Harley Box #9 - In the hall leading to the stage room #013. Head into the stage room and look up to hack a panel that will kill the fan and allow you to grab the trophy inside. #014. Now look to the vents on the side of the stage area. Go into the room with the tube and the rollerball. Use the FB to clog the steam and move the ball along until it falls and you can just grab it. Harley Box #10 - In the rollerball room #015. In the next side room, stand on the pressure pad and throw a remote batarang into the vent towards the dot in the next side room. Harley Box #11 - In the pressure pad room Harley Box #12 - In the room with the puzzle question mark #016. Before you go up the stairs to the film room, drop down into the hatch and you'll see two mines. You need the Sabotage Mine disruptor upgrade to kill these mines and then you can slide under (hold the sneak button while running). #017. Go up to the film room and up into the puzzle room about it. You'll use the line launcher to pass over the plates, hold the gadget button to slow it down, because at the end you want to wire walk. From your new perch, toss two FBs up to the steam, then you can get up and over to grab the trophy. #018. Head out and past the walls of the mansion set, look up to see paint and some sort of contraption. Get up to the scaffolding and you'll see a generator. Call it down and one of the counter weights will come down. What you do is gel the side that faces the wall. You'll then stand back, use the REC to send the weight back up, immediately switch to the gel gun, and then blow the gel when the weight is next to the breakable wall. Neat stuff. Panessa Studios Stage A Riddles ----- Harley Box #13 - Left of the door before the stage room #019. Turn right before you enter and use the REC to open the door. You'll need to stand on the first pad, line launch to the second, turn around, line launch back, slow down, and line launch to the third. That will reveal the trophy above the green lights. #020. Go back and this time go left where you'll use the VS to open the door to scan a shrine to Mista J to solve the riddle. #021. In the stage room, go right and scan the poster to solve the riddle. Harley Box #14 - In the right room #022. In the last room, look on the wall and you'll see the lights in the following order: B G R Y. Now go into the left side room, stand on the pad, and hit the lights to change them color until they match that same sequence. Harley Box #15 - In the left room #023. Then go over the background wall behind the inn to pull down the robot's chest to reveal a generator that you must overload to free the trophy. #024. Then just disable the further-away drone to drop down and disable them both with ease. Stagg Airship Alpha Riddles ----- This is the southern one. #001. X Just as you entered from the top, this is behind a simple hack. Roach Crate #1 - Opposite the last trophy, use the batclaw to open it #002. X At the bottom of this area you'll find movable boxes. Move them aside using the tilt controls to reveal the trophy on the left. #003. X On the other side is a rollerball puzzle. All you do is hack the panel above to free the ball, and then use the tilt controls to roll the ball out to grab the trophy. Roach Crate #2 - Also in this low room, just smash it #004. In this same room, look up and hit the generator above the door with your top REC charge and get up there to claim the trophy. Hit it the same way again to get out. #005. X In the low hallway leading out, stand on the pressure pad and use the remote batarang to go through a small opening in the wall to hit a green dot. Roach Crate #3 - In the cargo bay, smash this above the airlock opening Roach Crate #4 - Also in the cargo bay, it's in the far left corner, above the rooms #006. X In the empty cargo bay, this is in the puzzle of the sliding boxes under the floor. You just lock the boxes so you can get into the vent on the left of the middle aisle. #007. Big empty cargo bay, use the VS on the right-side door. Hack the sentry in the hall, destroy it, grab this trophy right behind it. Roach Crate #5 - Right beside the tilt controls #008. Same hall, go up a hatch and you'll see pressure pads. Use the line launcher to get over them, look up, and grapple up into the hatch above before you hit the ground. Then grapple up to grab the trophy. #009. Back to the hall, access the airship controls. Go a few steps back to where you see a trophy between glass walls, and turn around. Look up, climb on the desk, and gel the breakable ceiling. Stand back and open it, then use the hacking tool to drop the block down and mash the wall. Then batclaw the trophy. Roach Crate #6 - At the top of the long shaft, batclaw this one on the side #010. X In hallway between cargo and lab, simply jump up to a ledge and turn around to hit the green dots with multiple batarangs (an upgrade) to release the trophy. Roach Crate #7 - In the lab, get on the floor and go right to see this box on other boxes NOTE: You can toss quick batarangs without having to pull up the inventory. #011. In the lab, right side of the ground floor there is a hack panel behind a locked case. It will reveal a mimic monkey. Simply batarang the green dot and move him to one end of the cages, then lock him in with another hit. Now stand on the opposite side and he will come to you as the doors open for him, so you just have to keep throwing batarangs until he gets over to you in like 10 seconds. Then the trophy appears on the floor by the panel. Roach Crate #8 - In the far left corner of the lab #0012. At the back of the lab is another mimic monkey behind a case. This one is easy, just get him on the single pad, lock him in, and then go grab the trophy on the ceiling. Roach Crate #9 - At the very back of the lab, atop the room #013. Under the front door of the lab, scan the white monkey to solve a riddle. Stagg Airship Beta Riddles ----- This is the northern one. You have to enter through the nose. Roach Crate #10 - Corner of the room where you faced Scarecrow #014. This is a monkey puzzle just below the door leading to the nose. All you do is get both monkeys to the right, lock the top one, then move the bottom one back to claim your trophy. Roach Crate #11 - In the left corner is a box to batclaw open #015. On the left side of the lab room is an area with tons of points of entry. All you do is shock the three generators to open the trophy up. #016. On the right corner of the room is a VS panel for a trophy. #017. In the far left corner is another monkey puzzle. Same as the last, just get them to one side and lock them in one at a time. Roach Crate #12 - Under the stairs is a box you batclaw to open #018. On the top of the right side is a magazine on a desk you scan to solve the riddle. #019. Under the stairs from the last riddle is a trophy that requires the freeze blast to freeze the steam. Roach Crate #13 - Look up above the chute vent and use the batclaw to let these bugs free #020. X In the cell hallway, use the computer to open a cell with a trophy inside. #021. At the start (or end) of the cell hallway is a breakable wall. Inside you will see a slider puzzle. Unlock them all and slide them all to the left. Go into the opening on the right and take both hatches up to the top of the cage. Now lock them all to the right (from the way we started) and slide that free block on the left to the left. Then you can jump down the other hatch and grab the trophy. Roach Crate #14 - In the puzzle room #022. Proceed back to the original point you entered this ship from, and two turrets will have you blocked in. Block them by using the VS to open the door in front of their lights, then tilt the ship to crush them. You'll see that a trophy is inside said block, and all you do is tilt the ship until the block goes flying out the side. After you get the last trophy here, jump out from the airlock and glide down to a drain by the water where this trophy is waiting. #023. The riddle is solved in the corner here by scanning the bulletin board with the flyer. Roach Crate #15 - Batclaw its handle #024. Open the airlock and stand on the new pressure pad. On the other ship you'll see five question marks. All you have to do is aim for the fifth one, the last one to light up, and toss a remote batarang when the second mark lights up. It should arrive in time for the fifth to light up, and that's all you have to do to open the trophy's cage at your feet. (then fly out and get the trophy by the water that crashed) Arkham Knight HQ Ventilation Riddles ----- This is on Founder's pretty much dead-center of the skyscrapers, the entrance being in the underbelly (you were just here in the story). Spider Drone #1 - As you enter from the street, stand on the metal corner next to the running water. Turn around and use the REC to destroy this guy on the wall nearby Spider Drone #2 - From the same spot, look up and kill this guy in the shaft Spider Drone #3 - From the same spot, look to the left and this guy is way on the side of the shaft #001. X In the shaft, get to the top and in the room is this trophy on a desk. #002. In this room, open the Riddler panel and inside is a spark puzzle. Just hit the circuit with the REC and then toss quick batarangs at the dot to move the pipes to lead the spark to the end. #003. Hop across the shaft and into the small security room. Hit the green dot and then watch for the circle. Stand close and toss your batarang when it's about two away. Two away again, then one away to free the caged trophy. #004. You can then remote the Batmobile from the hook onto the pressure pad on the wall. Then glide down to the fan below and get your batarangs out. You have to toss them long before the ball gets close to the hatches. The first one is easy. The second one is not, because you have to get two in a row without any other one going into a red hole. Bat = batarang B# = ball ?# = dots to hit My trick was this: Bat to ?1 when B1 gets right over the hinge of the first hatch B1 destroyed Bat to ?2 right after B2 starts rolling (about 10-15% down the the first ramp) Bat to ?1 soon as it opens (for B3) Bat to ?2 soon as you can If done right, you'll get B2 will hit the second hatch, bounce back, and B3 will catch up to it. Then you just have to guide them both down. I'm not sure if that is the easiest, but I tried leading two down that were not stuck together and that never worked. I tried this twice and it worked. #005. Drop down to the next fan and there's another wall puzzle. First, hack the panels to turn all the gears so they face up, ready to catch the ball when it rolls around. Then just throw a quick bat to the green dot and you'll reverse the rotation. Now spin the first gear, drop the ball into gear 2, and kill gear 1. Reverse spin, rinse and repeat, and grab your trophy when it drops. Spider Drone #4 - On the second fan, turn around and this guy is on the wall Spider Drone #5 - Before you go over the scaffolding, this guy is on the wall near the shaft #006. Drop down to the bottom, but then look up and enter the opening on about level 5. This is the way with the scaffold, and so hop over it and take the vent. For this puzzle, just hit the panel with the REC to rock and roll the ball out to grab your trophy. #007. Go down the path to the elevator and ride it up to find a wall to blow up for a trophy. #008. X Ride it down, hop out into the alcove, and send the elevator up to open the path for you into the bar room. This one is just beside the elevator door. Spider Drone #6 - On a wall in the bar room #009. X In the same room, this one is above the bar. NOTE: The green glow on the mannequin in the bar is nothing. Spider Drone #7 - At the end of this small hall, on the right wall #010. Drop down to the bottom and in the side room is a rotating turret. Blind it, stand on the pressure pad, and send a remote bat into the vent. Take it to the end and hit the dot. Keep the turret blind and send another bat into the vent, taking the straight path to get it charged up, then lead it forward and hit the circuit to open the gate. Destroy the turret and claim the trophy. Spider Drone #8 - At the top of the elevator shaft #011. X Up the elevator shaft here, hack a side panel, step in, and look down to hack the one below the floor. #012. Go to the ledge above the blocked tunnel and in here you can scan the bunny mannequins to solve the riddle. #013. Turn around and send the elevator up to find this trophy at the bottom of the elevator shaft. Spider Drone #9 - Move the elevator back down and go up the shaft to find this guy chillin' on the wall Arkham Knight HQ South Tower Riddles ----- From the last building, get to the street level and climb all the way to the top of the skyscraper under construction just to the south and there you will find the elevator that takes you down to the rest of the HQ. Spider Drone #10 - In the Chinese bar, this is just above the entrance #014. In the Chinese bar, literally, in the bar. #015. In the kitchen, just play a game of match. #016. As you leave the bar, go right and look on the wall for a bulletin board with a knife in some pictures. Scan it to solve the riddle. Spider Drone #11 - This drone is on the low level here, on the ceiling right in the middle #017. At the back of this area, on the low level still. #018. Go up and play the rollerball game here by just turning it from side to side until it comes out. Easy stuff. Spider Drone #12 - On the wall just behind the puzzle #019. X If you missed this turn the story, find the chute or grates that lead you back through the vent you originally entered this zone from. Across the gap you'll find this on a ledge. #020. X In the low part of the Knight's third perch area, this one is just below the breakable part. #021. Take the wing that was the Knight's third perch area, and there you want to go underneath and scan the room filled with bugs for a riddle. Spider Drone #13 - Behind the escalator at the back of this low area #022. On top, there are closed shutters that can be hacked open. Inside you will see a bot and two turrets. We have the VS hack for bots, so command the bot to disable one turret while you blind the other. Then stand on the pad and claw the trophy. Spider Drone #14 - On the upper floor, this guy is on a scaffolding Spider Drone #15 - In the second, smallest perch room, this guy is on the wall #023. Hack the panel to open the room to a spark puzzle. It has two dots, so start by putting both in line. You'll turn the right one first, then you just alternate, and it's best to used aimed bats on the dots. The last move should be sending the green tube over first, then the red one (I thought you needed a double batarang toss, but you don't). #024. X At the back of the small wing area, under the perch point. Bleake Island Riddles ----- Let us begin at the lighthouse to the northwest, near the Ace Chemical bridge. #001. This is atop the NW lighthouse. #002. Go into the lighthouse and scan to solve a riddle. #003. Under the broken Ace bridge, this is on a walkway below the road. #004. Take the Batmobile back down the bridge, looking north, and use the cannon to break a breakable wall on the first building that comes into view. Then go in for the trophy. #005. From the last, glide towards the water under the bridge an then turn into the building next to the bridge to find this on the second story. #006. Get on top of the last building and this is just SE of it. We have the VS chip, so get on top of the box and command the bot to go pick up the trophy and come back, but he dropped it on the plates, so I just had to batclaw grab it after trashing him. #007. Just north of the last riddle is an alley with a door. Take the elevator inside down to the Man-Bat's lab. Scan the whiteboard to solve the riddle. Militia Shield #1 - From the last riddle, get on the road, call the Batmobile, look NE, and blow up the red and white thing up on the wall #008. SE of the last shield, scan The Deacon's Mission to solve the riddle. #009. From the last riddle, turn around and get on the corner of the rooftop over the street to stand on this pressure pad. Toss a remote bat to the rioters, find the red guy, put another remote bat through the electricity, and use it to whack the red rioter. #010. On the NE side of the stores with the last riddle, on the second level facing the ocean is a wall you can dive glide into to find a trophy. #011. Now take the road from here going southwesterly and you'll see a winch hook on the north side of the road. Just pull it out, get out while attached, and grab the trophy inside. Militia Shield #2 - From the last, just drive a little west, turn around, look up, and shoot this one high up on a building #012. Just west by the AR challenge is a new type of puzzle. Use the Batmobile's detective mode to follow the question marks. You'll have to go around and get on the bridge to follow the marks to the end to reveal the spot between the two towers where you blast away the wall. Get in there for the trophy. #013. Come back to where the last trophy started, by the AR challenge, and get on the roof to see green paint in a warehouse. Just hit the dot to raise the container, go in, stand on the pad, and claw the trophy. This will bring in some bots, so you can fight them, or just toss a remote bat back out and hit the other green dot to crush them. It will rise so you can leave. Militia Shield #3 - From the AR challenge here, go west and look up to find this on the wall under the rail station #014. A little NW of the clock tower is a building with another bot puzzle. Use the VS to have him disable the first turret, you blind the other, and then command him to get the trophy and bring it back out. Stealth TD him to claim the precious for yourself. NOTE: You can destroy bots to get the VS chip if you have not been following along. #015. North of the last one is a pressure pad on the road sign. Stand on it to watch the video, then throw your remote bat and fly it by all the rioters until you find him. Now throw another remote bat and steer it right into the electricity to charge it, and then whack the red rioter with the life-saving electric shock. #016. Up the road to the east are three bots on a rooftop next to a caged trophy. Hang on the rail to multi-TD them, then you just hit the green dot a few times to beat them up until the cage opens. You have a split second when they regenerate to initiate a multi-TD without having to sneak up on them. #017. Trust me here. Go to the tower SE of the Panessa Studios bridge and ramp over to the top of the bridge structure. Up here you will find a generator to power up. As the race starts, just go left off the side, don't take the first bridge, take the second bridge, super eject as soon as you get over, and then use grapnel boosts to fly to the marked tower. Remember when flying, pull up to glide further and you can dive a little bit down (a nosedive) and pull up to create more speed. #018. Enter the clock tower and get the batcomputer up. This will put a panel in the clock on the right, so hack it to reveal the Batgirl suit. Scan it to solve the riddle. #019. In the office level on the clock tower, find the masquerade poster by the NW exit and scan it to solve a riddle. #020. SW of the clock tower is a puzzle on the road. Use the winch to pull the middle hook part out, then use the REC to charge the generator and open the door. #021. In the building just behind the last puzzle, this is on the floor near the top. Militia Shield #4 - Just NE up the road, on the building NE of the clock tower Militia Shield #5 - NW of the last shield, just under the rail line #022. Go back SE and find this pad midway up the building to where it supports the rail line. Use the remote bat to scan the rioters, then charge it up, then whack the red guy. #023. From the last, go south to the tiny pier, stand on the ramp leading into the water, turn, and batclaw the trophy. #024. There are three bridges leading to the Panessa side, so go towards the middle one and look across from it to see a puzzle in the wall. Pull the left gate with the winch, get out, get into the middle cell, remote Batmobile to use the winch on the second gate, grab the trophy, and remote again to get yourself out. #025. From the last, look up and grapple just above the billboard to get on a skybridge leading to this in a room under the tower. #026. Again, trust me here. Go all the way to the bridge just west of Wayne Tower on Miagani. There you will find a green generator to power up to begin the race. Boost your way across Mercy Bridge and then super eject to grapnel boost the rest of the way to the marker. Militia Shield #6 - Now drive from the last towards the Mercy Bridge, but turn around before the road inclines and this shield is atop the wall #027. Drive into the alley just behind the last shield, look up, and blast the breakable wall. Get out and claw down the trophy. Militia Shield #7 - On the SE side of GCPD, before you cross the bridge #028. Inside GCPD, just scan the room where the reporter used to sit. #029. X In the evidence room behind some glass. #030. Just scan Cash's left hand (he's the black guy). #031. Enter the coms room and scan the whiteboard. NOTE: Feel free to talk to any villains you haven't yet. #032. Outside, get to the top of GCPD and scan the Bat Signal to solve the riddle (it's on the NE corner). #033. Now stand on the NW corner of GCPD and zoom and scan the statue in the middle of the islands. #034. Go SE of GCPD to the warehouses and you'll see this puzzle. Bring the Batmobile but stand outside of it and face the puzzle. Remote control the Batmobile and pull the hook out, then use batarangs to hit the dots as the holes line up while the wall slides upward. No need for multiple bats, you have enough time to single toss each, even if it doesn't look like the dot is still in the circle. #035. Drive east and you'll see a train you can pull out. Then hop into the grate it reveals to grab this trophy in a vent. NOTE: While scanning for the next one, I somehow scanned a riddle about a building on Miagani and it did count in my riddle log, so go figure. #036. This riddle is out on the water to the east. Zoom and scan to snap it (zoom is R3 on the PS4). Believe you have to be standing on the roof or dock of the Falcone building. Militia Shield #8 - On the support of the crane just north of the Falcone building #037. Cross the east bridge to Panessa and just on the other side is a puzzle container. Pull out the block, get out, put gel on the right side, remote Batmobile and release it, detonate, and then slide under to get the trophy. Slide back to get out (slide is run and press stealth). #038. Drive into the canal and on the east end is a winch point. Pull it and release and it should roll into the exit slot on the right. Easy. Militia Shield #9 - Go up the road under the bridge structure, then turn and look SW to blast this one down Militia Shield #10 - Head towards the tower entrance SE of the bridge, then turn and look for this on the side of the SOLD sign #039. Go up towards the tower, but get out and look NE of it for some pumpkin stalls and this is inside one. #040. Approach the dead end bridge and then look at the curving road to the north. Park on the curve, hop out, and drop down into the gap to find this on a roof by the water. Militia Shield #11 - Follow the above curved road, and in the studio parking lot, turn around and look up to find this on the columns. #041. Fly over the building on the NW of the parking lot. There is a breakable wall facing the water with a trophy behind it. Grapnel boost and fly straight into it. #042. In the parking lot, winch the column in the middle and turn it right, batarang the dot, remote the winch hook south, and then you should be able to hit both remaining dots to claim your trophy. #043. Now drive up to the tower ramp to the east and ramp onto the rooftops like we did so long ago (and recently). Navigate to the northern rooftop, look up, and blast a breakable wall to reveal a trophy. #044. Still on the rooftop, winch over the gap and go left first. There is a bot and two pressure pads waiting for you. You need to freeze him on one as you stand on the other, then batclaw the trophy when it's free. You can hit the dot to respawn him if you need to. #045. Still on the rooftops, drive back and there is a detective signal by the edge. Use the Batmobile's scanning mode and follow the trail into the sewers, crash through the bars, and then shoot the underside of a bridge to reveal a trophy that you can batclaw. #046. Come back to the studio and just NW of it is a raised rock with a pressure pad on it. Drive onto that and get ready to shoot the green dots with your Batmobile's machine gun. It's a timed shooting gallery, so aim and fire until the cage opens for the trophy. Militia Shield #12 - From the above pressure pad, just look NE and there it is #047. Fly up to the top of the studio and this one is deep inside the stealth field where you beat up guys before, on the north end and around the corner of a ghost on the wall. #048. Drive into the sewers here and there is a winch point to open the puzzle room. Get the Batmobile towards the opening and winch to point to power it up. This will charge up your special and you'll want to tap your EMP button. Super eject and form a line launcher perch. Let the power return, and from here you can throw x3 batarangs at the three dots to free the trophy. #049. Drive towards the shipping yard NW of the studios and this trophy is in a container that's suspended in the air. Militia Shield #13 - In the canal, towards the shipping yard Militia Shield #14 - On the SW side of the shipping yard, shot from the canal or the streets of Chinatown Militia Shield #15 - Get on the west bridge connecting Bleake to Panessa, turn to face SW, and this shield is up in an alcove #050. At the west end of the canal is a ramp leading into a destructible wall. Get in there and go up to the walkway to find this trophy in the corner. #051. Use your map and find the roundabout (the circle road) in Chinatown and take the south road just a little to find the entrance into the sewers. Follow it north and in the control room at the end you'll find this trophy. Miagani Island Riddles ----- From Bleake, head towards GCPD and super eject towards the Lady of Gotham statue. #001. Fly towards the bottom of the Lady of Gotham statue (NW of Miagani) and approach it from the NW. Glide with some force and aim into the wooden boards to crash through and into her secret room. #002. Now go east to the Mercy Bridge and call the Batmobile. From Miagani, the warehouse just left of the bridge has a breakable wall facing the water. You need to blast it from almost halfway across the bridge, then fly in to get the trophy. #003. This is just underneath the Mercy Bridge. Militia Shield #1 - At the end of the bridge, on the east side of it from the lower street #004. From the shield, go a little south and this is through a breakable wall on the side of the bridge where it ends. Climb in and you have a bot puzzle. What you do is shoot the generator on the right with the REC to push the wall away. Then lure the bot next to that movable wall and destroy him in there. Next, stand in the corner, shoot the generator to move the wall back, hit the green dot to respawn the bot, use the VS to command the bot to stand on the pressure pad, and then batclaw the trophy. Militia Shield #2 - From the last, go up the road, through the tunnel of the neon lights building, and on the other corner you'll look up to see neon dolphins and the shield Militia Shield #3 - Just west of the last is the Bank of Gotham. Go to the north side of it and up the parking garage. At the top, look up and shoot the shield on the north face of the bank Militia Shield #4 - Still atop the garage, look west and there it is. Militia Shield #5 - Just north of the parking garage, this is on the wall above the shops #005. In the alley just north of the garage, scan the scratches on the wall to solve a riddle. #006. Go south along the road and look for Pauli's Diner just SW of the garage. Inside is a trophy. #007. Just SE of the diner is a small alley, and going south there is a poster on the wall you can scan to solve a riddle. You can see the AR challenge from the poster. #008. Just east of the poster riddle is a winch hook on the south side of the building. Pull it back and it pulls up the sign above, then shoot the wall that it reveals. Leave the Batmobile and go into that room for the trophy. Militia Shield #6 - Just west of the last trophy is a tunnel, and this shield is just above the tunnel's entrance #009. X In the heart of Grand Avenue there is a tunnel going from east to west. That is the tunnel we passed through earlier in the story and where we found a trophy just sitting up above, where you see the railing in the middle. If you followed my walkthrough or had eyes when you played it on your own, you probably tripped over it and grabbed it. #010. Now head all the way west to the hospital by the Penitence Bridge and on the NW corner is a pressure pad. Get on it and then prepare to grapnel boost and fly all the way east to the marker. #011. From the last, glide east down to a tomb on the church that has this trophy right on top. It's not on the roof or the ground, sort of midway up and on the north side. #012. On the north side and on the ground level below the church there is a winch point in a corner. Pull it and go in to find a hatch that leads to an easy trophy. But the bots will try to prevent your escape. That's fine, just remote control the Batmobile to release the winch, then pull it back up again so you can get out safely. Militia Shield #7 - From the last, just go up the inclining road and it's above where you exit the tunnel #013. Just turn right from the last shield and you'll see this puzzle at the dead end. What you do is you winch up the gear, pull, and it will start coming up on its own. So you then hop out and batclaw the trophy when the lift comes up to the opening. Militia Shield #8 - Go south from the last trophy and this is up around the first corner to the right, facing Wayne Tower #014. Get to the any high point and look SE to a tall tower across the broken bridge. Zoom in on that tower and scan it to solve a riddle. NOTE: Before you cross the gap, above you is the rail station. Get inside and open the door facing the east for a trophy coming up. Militia Shield #9 - You see the isle that Wayne Tower sits on? Take the Batmobile to the NW corner and you'll see a ramp to get over there. Boost over and you'll find this on a wall not too far from where you land #015. After you get the last shield, get to the corner just above it and stand on the pressure pad to do the whole remote batarang routine you should know by now. Only difference is the electricity field is down by the street. NOTE: For the next one, make sure the rail station door is open like I said in the note above. If not then the trail just cuts off below. #016. Before you ramp over from the Wayne Tower island back to the main island, shoot out this wall along the water from the ramp and then fly in to get this trophy. #017. Now drive the Batmobile around the tower to the south side and you'll see a detective signal. Use batvision in your ride to follow the question marks and they will take you back across the water. You'll come all the way around to the rail station and if it's open you just go in and shoot the wall to reveal the trophy room. #018. Just above you on the second level rail line is a train with a trophy on top of it. #019. X On the third or fourth level of the station is an area where we fought guys earlier in the story. This trophy is under some stairs through a vent. #020. Now start climbing the tower, and about midway up or further you will find a doorway leading to an open area dividing the tower. There is a doorway there and up the stairwell is a room with the trophy. #021. Go all the way to the top and in your room just scan the family portrait on the wall to solve a riddle. #022. From the tower, look at the tall building to the NW, not the rail station. About midway up this building on the west and east sides are windows you can crash through to find a trophy at a bar. #023. From the last, get to the top of the tall building just to the north and NW of the rail station. It's just there, on the top, of the building. #024. A block west from the rail station are three buildings, and in between them is a triangle on the map. Get there and look for the winch point facing west. Pull it off, go in and grab the trophy, and then dodge aside to avoid the crazy turret. Remote the Batmobile to blow it up and walk away. Militia Shield #10 - From the last trophy, just turn west and look up Militia Shield #11 - Same spot, just look up to the south and it's on the side of a column #025. Get to the top of the building above, stand on the corner, and scan the Vicki Vale Show neon sign to solve a riddle. #026. From the neon sign, look NE to the opposite roof. Midway up it are boards you can crash through to grab a trophy, so I suggest grapnel boosting off the neon sign. #027. Get back to the Vicki Vale sign and look down and west to see a lonely rail car on the rail line. Get into it to find this trophy. #028. Just below, scan the Hell's Gate storefront to solve a riddle. Militia Shield #12 - Go south towards the boardwalk and take Batmobile west of it to look south and see this shield on the side of the wall #029. This bot puzzle is on the boardwalk. All you do is use the VS on the infinite (?) bots to put three on the pressure pads, then batclaw the trophy before you bail. #030. This one is simple at the end of the boardwalk. #031. Go west towards Pinkney and on its north face is a pressure pad in the road. What you have to do is face north, park next to the pressure pad, winch the generator, and as you're connected, slide onto the pad and start using unlimited rockets to hit the green dots that appear. After you hit each one once, then you do two x4 hits, and then you do a x10 hit but as soon as you fire that last missile you need to aim and fire your cannon at the one dot that doesn't get a missile. You do not have to aim the missiles at all, per usual. #032. Then approach the Salvation Bridge, but eject and go up at the inter- section before it to stand on a green pressure pad. Do the whole remote bat thing, but this time there is no spark to charge your batarang. Instead, use the REC and just shoot the red guy. If you startle him and he bails, just fly towards the bridge and the Riddler will reset the challenge. Militia Shield #13 - This one is on the NW corner of Pinkney. #033. Fly to the NE corner of Pinkney's roof for this trophy. #034. Drive to the back of Pinkney to the puzzle box in the yard. Get on top and use the remote Batmobile to pull the top winch point out. Then use the REC to repel the ball down the path. Remote pull the second winch and the ball will arrive at the low generator, and all you do is hop down and repel that generator with the REC. Then use the remote to pull the low winch point and your prize will be inside. #035. Head inside and into the final exam room with the blade saw and lasers. At the very end of the path is a panel to hack, and this is the first one (that I've noticed) that has bad phrases that will get rejected. The code is Master Plan. Inside, just scan the headgear on the desk to solve a riddle. #036. On your way out, in the room with the key case, look at the end of the light on the ground and zoom in on the collar. Scan it to solve a riddle that we could've solved any time we saw Catwoman. #037. Fly towards the rail station just north of Pinkney and this is on a table on the top floor at the NE corner. #038. From the rail station, cross the rail to the red tower thing to the east and in the west-facing elevator is a trophy you can drop in on. NOTE: I was scanning for the plant riddle next, but I somehow got the hospital one. Go figure. #039. Simply return to the top of the Botanical Gardens and scan the spot where Ivy was last seen. Had to stand north of it a little before it took. #040. Go into the top floor of the gardens and this is on the south side in some plants. #041. Simply drop down west wing of the gardens and this is sitting on a shelf. #042. Just scan the front of the hospital to solve a riddle. #043. Just north up the road on the southern corner of the hospital is a detective signal. Use the batvision in the Batmobile and follow the path, winding around and on-ramp and then crashing over the side of the road to follow the trail a short distance to a wall that demands blasting. #044. This puzzle is under the Penitence Bridge. First, send the bot to the low pressure pad, then you stand on the one next to the trophy cage. Now there are four dots you have to hit. There are two that you can see, and two on the left around the corners that you cannot see. The solution is to put gel on both of those that you cannot see, stand on the pad, throw a quick batarang to the right dot first, then the left one, and then detonate both gels one at a time with just milliseconds to spare. Militia Shield #14 - From the last, drive south and this is on the building south of the hospital #045. Drive up the on-ramp SE of the hospital and into the mall area where there is a puzzle box. All you do is slide the two sliders to put the ball in the slots and drop it into the open slots below it until it hits the bottom. #046. Just above the last puzzle is a boarded wall on the high-rise that faces south. So get to a high point to the south and dive in to get the trophy. #047. Higher up on the same building and facing north is a gang of bots. The only trick here is to start a multi-TD that will only get three, and you get the other three by hitting the dot on the side to flip them from red to green. Then finish them off and claim your trophy. #048. Now go to the middle of Grand Avenue, to the major intersection and come in flying. You want to aim for the donut hole and fly in to grab this trophy. Militia Shield #15 - Now go back towards the hospital and NE of it is a building by the water that has this shield on it, facing south. #049. Now go back to the parking garage south of Mercy Bridge and this time ramp off the ramp there. Go to the end of the rooftop you land on and winch the point across the way to rev it up and open the trophy cage next to it. #050. From the last, drive into the alley and break the wall high up on the southern wall to reveal the room with the trophy. This alley is NW of the parking garage. #051. Also NW of the parking garage, on the SE corner of the rooftop you will find this pressure pad. Toss a remote bat to find the red guy, then toss another down to the right into the green electricity to charge it up to shock him to safety. Founder's Island Riddles ----- We will begin at Port Adams to the south, but let's be efficient about it and head for the top of the red tower on the west side of Miagani. NOTE: You want max grapnel boosting, which is an upgrade you have to buy. #001. Before you come to Founder's get to the top of the red tower on the west end of Miagani that's next to the rail station. Up here is a pressure pad race and it takes you to the port. First, equip your batclaw. As the race begins, just run off the side here, dive down, and pull up to create momentum. Fly just above the road and grapnel boost off the top of the sign of the bridge. Lower yourself so you can grapnel boost off a light in the shipping yard, and that should be enough to let you glide in towards the trophy cage and then grab it with the batclaw. #002. At Port Adams, this one is on a little platform by the water, on the east side. #003. At the south end of the port yard is a puzzle box. What you do is stand at the east end of it, remote Batmobile pull the rightmost winch point, detach, pull the middle winch block, detach, pull the leftmost winch point, exit the remote, and then throw a remote batarang through the gaps before they shut. Pretty simple, it's all in the detaching and pulling, so start fairly close to the first hook so you have enough space for the others. Militia Shield #1 - On the north side of the SW-most crane in the port yard #004. At the NW end of the shipping yard is a stacked cluster of containers. Get on top and find the space between them where there is an open door. Get in there and use the batclaw to pull down a handle. Scan the contents inside. Militia Shield #2 - On the north side of these same containers. #005. Among the cluster of containers in front of the entrance gate of the shipping yard there is a puzzle box full of bots. Since we have the VS chip, stand atop the container and start ordering them out to the top of the container in front of them. You can grab more than one, but you want to spread them out. Put a cluster of about three or four as far away as possible, then try to put the rest in single file, but just make sure they are all looking east, away from you. Don't miss any in the container. What you want to do is stealth kill a few, maybe more, and initiate the last with a double-TD that leads into a multi. And if it all fails, just beat them all to death. The trophy unlocks once you beat them. #006. Simply in the room next to the entrance. Militia Shield #3 - In the NE corner of the yard Militia Shield #4 - Drive into the NE alley from the port's entrance and this is on a wall facing the big statue #007. East of that big statue for the last shield is a rooftop that looks like a crumbling church (it's a hotel). The trophy is just up there. #008. East of the last is a tall crane above something like a massive skybridge structure. On the west side of that bridge is breakable wall. You have to park across the street, look up, and fire to open it, then grapple inside. #009. West of the Penitence Bridge road is a puzzle box. You need the REC, the remote Batmobile, and you need to stand where you and your ride won't touch each other. To solve: have the generator pull the ball, then pull the winch on that generator right, and leave the top generator connected to the winch. Now you'll want to turn on the magnet of both generators, but turn on the top one first, then turn on the right one, and when the top one drops, the right one will pick it up and put it in the right passage. When the ball drops, it should roll to the left, but if it doesn't you might need to pull it up with the top magnet. So with the ball down on the left, have the right generator repel, then have the top one pull, and result should knock the ball into the end. You might need to move the top generator to the middle if it doesn't fall in, but I never had to touch the Batmobile after I moved the top generator the first time. I took so much time writing this that the ball eventually rolled into the final hole, but you probably are supposed to winch the right generator, pull it down, and then tell it to repel. I think there was supposed to be more movement from the remote Batmobile than I fully appreciated. #010. To the east, and just south of the Founder's side of the Penitence Bridge, is a trophy on a walkway above the water's surface. #011. Just north of the bridge is a bot puzzle on a rooftop. With the VS chip, all you do is blind the turret in the wall, then tell him to get the trophy and then bring it out to safety where you can thank him by dismantling him with a stealth TD. NOTE: You get a VS chip for Riddler bots by killing one, which we did a long time ago. If you jumped in later, kill this one and then hit the neon dot of the question mark to respawn him. Militia Shield #5 - To the north, look for the Knight Time Strike AR challenge, and this is just NE of it, under the ramping road. #012. Just north of here is the church with the giant flower coming out of it, and scan the Saint Dumas engraving on the NW corner of the church to solve a riddle. #013. Another race, so head to the back of GCPD, the south side of it, call your ride, and rev up the generator there. This is simple, you just drive from here to the SW corner of GCPD, super eject out, and then grapnel boost of the top of the Lady of Gotham and you should be able to make it all the way over to the marker. Militia Shield #6 - Just west of the church and the son of Biollante is a small skybridge above the road, and the shield is underneath it #014. From the last shield, just around the corner is the ramp between the two buildings of the Knight's HQ, and this trophy is just under that ramp. #015. Locate the Arkham Knight HQ (South) AR challenge atop a skyscraper on your map, and directly below it in the underbelly of the city is this trophy. You first use the VS to put a bot on the pressure pad in the room, then you have your Batmobile blast a hole in the breakable wall through the opened door, and then you crawl through the vent at the back. You then initiate a multi-TD that should lead into a flurry of button mashing to finish them off. #016. Just westerly of the Perdition Bridge is a caged trophy on the corner of a brick wall. All you do is pull the winch point on the side open and hit the three question mark dots with a x3 batarang toss (an upgrade). Then batclaw the trophy.
#017. Get into the narrowest part of the alley SW of the Perdition Bridge (behind the last trophy) and this trophy is just above that alley on a roof. #018. NW from the last trophy, or across the narrow alley, is a door behind a fence. Inside, scan the record player to solve a riddle, the coolest riddle. #019. Go to the water south of the Perdition Bridge and look for a door with a generator above it. Use the REC to get in and batarang the neon dot on the wall to close the shutter. Grab the trophy and a few bots appear. Just toss a remote bat and hit that dot again so the turrets can mow them down, then hit it again to close the shutter. Or do the easier way and just blind one turret and roll through the fire of the other, it works just as well. #020. Now go all the way to the west where there is a tall building complex with two circular towers under the airships. In between them is a rooftop with a race pad on it. If you want to make the race a little easier, park the Batmobile on the road, under the skybridges, and facing east, so you can dive into it. From the pad above, you'll dive down, get in your ride, and speed down and around to the trophy over the Killinger's sign. #021. On the street level, locate the Seek and Destroy AR challenge on the north end of Founder's and just south of it is an opening to an area of the building under construction. Here you will find a bot puzzle in the wall, and despite the generator and neon dot, all I did was use the VS to put the bot on the pressure pad and that was it. Militia Shield #7 - The NE corner of this construction building #022. North of the shield there is a rail line column. At the bottom of it is a ruined building, and this trophy is inside of it. #023. On the north end of Founder's is a building called the Trade House that looks like a church. On the north face of it is a boarded up wall that you can crash through to get this trophy in a room. #024. From the last, you can grapple up to the top of the northern tower and this trophy is at the top of it. #025. On your map, directly under the nose of the northern airship is a riddle by the water. It's hard to miss, it's three guys posed in fishing gear. #026. To the west, or under the northern airship, is a puzzle room with electricity, but just under it and facing west is a boarded up wall. Fly in through it to get this trophy. #027. Now for the puzzle room here. Use the winch to open the way in, and if you need trouble getting in, grapple above it and release near the top. Stand on the green pad, then remote the Batmobile to release the winch. Then just use the line launcher to get over the field of red pads to claim the trophy. Use the remote Batmobile to open the door. #028. From the last, go south down the road and into the underbelly of the city, and then check you map for the rail station. This riddle is between some supports in a small alley, about directly underneath the rail station on your map. Once you find the supports that are not big enough for you to drive through without destroying, look up and get into that room to scan for a riddle. #029. From the last, go west to find a detective signal in the underbelly of the city, directly under the twin tower building. Use detective mode in the Batmobile to follow the trail until it stops at a fan above you. Just drive around and up to pick up the trail at the corner of the street. It will lead you towards the construction yard where you blast a hole in a building to find your trophy. Militia Shield #8 - Head towards the skyscraper on the west end of the island, and in the circular road below it, this shield is just above the underbelly entrance Militia Shield #9 - On the south end of this circular road is a muddy path looking towards the port, but just above it is this shield #030. Stand atop the train station being built here, or probably in any number of places, and look far to the west. Zoom in on the mansion in the distance (by itself) and scan it to solve the riddle. #031. The train station here has a top level, but this trophy is on the level under it, on the north end. #032. Head south towards Port Adams and stop at the first building you see on the right that touches the water. Scan Cobblepot Manor to solve a riddle. #033. Just around the corner from the manor is a detective trail riddle. Follow it up to the Knight's HQ, and then raise the ramp there before seeing that the trail will take you to where the ramp leads. Then go back and boost up the ramp to get up there where the trail will pick up and the wall you break is there as well. #034. From that last, go west again to the tall tower and on it's second level of viewing areas, this trophy is right at the tip of the point facing east. #035. From the last, you can glide SE and around the corner is this bot puzzle on the side of a high-rise. You might want to stand on another ledge as you don't want the bot to see you. Command it to move to the farther-away pad, then slip in and stand on the pad he's facing away from to batclaw the trophy. Or you can just stand on a pad and batclaw him onto the other pad, that works too, as I found out. #036. Go south and on the rail line, and stop when you're east of Cobblepot Manor, or whenever you see the giant GothCorp sign on the side of a tall building. Zoom, scan it, and you'll solve a riddle. #037. East of the GothCorp sign is a giant patio between buildings. On a wall facing east is a breakable portion, but you have to take the Batmobile way east on the road below until you can blast the wall open. Then go in for your trophy. Militia Shield #10 - The Gotham Stock Exchange is just north of the last, and the rail line passes through it. This shield is inside that opening Militia Shield #11 - On the south side of the Stock Exchange is that open area where the militia were set up earlier. This shield is on the south end of it, up high #038. Also in this former militia square, pull out the winch point door on the west side and inside you just stand on the pressure pad to free the trophy. But when you grab it, immediately switch to the remote Batmobile and pull on the winch to pull the spike door back and then keep pulling until it's out enough to give you space to slip by. #039. Go to the rooftop of the building with the previous trap and it's right there on some ruined steps. #040. Before you leave the last rooftop, look south and you should see the breakable wall. Get in the Batmobile and drive back up to the GSE and use the open path between the buildings to shoot the wall and then fly in. #041. X If you completed the Perfect Crime side quest, you already got this one provided that your eyes were working properly at the time. If not, his Pretty Dolls Parlor is under the GSE and the trophy is just through a vent and a breakable wall. #042. X If you scanned the poster inside the Parlor after fighting Pyg, you already have this. If not, go into his lair and do so now. Founder's Island Subway Riddles ----- Head to Port Adams and enter the tunnels using the lift in the middle. You winch it up and power it on. Militia Shield #12 - Just as you enter, it's on the right #043. In the control room just as you enter the subway. Enter through the roof. #044. Proceed down the tunnel and this is in the alcove where there used to be a tank, on a stockpile of ammo. Militia Shield #13 - Past the second gate where there used to be tanks, this is just beyond it and up on the right Militia Shield #14 - Beyond the first ramp, when you get into the second tube, turn around immediately and it's up above the start of it NOTE: Remember to use the remote to more efficiently get the Batmobile over the ramps. #045. This is just above the controls of the second ramp, on the roof of the little shack or whatever it is. #046. After the second ramp and arriving at the four-way intersection, just eject up and this trophy is above some vents under the ceiling. Militia Shield #15 - Drive forward (SE, check the map) and after you drop down, this shield is up on the rock wall #047. Around the corner (going south) from the shield, this is on the corner by some railing. #048. SW from the intersection, this one is just in the corner on the ground. #049. In the same room as the last, this is at the very top on a vent. #050. From the intersection, take the NE path towards the root, but go up the path behind it and this is just on the right side at the end of the path. #051. Now just scan the Batmobile. Just go back to the end of the tunnel, it's about a minute drive. The Riddler's Revenge Part 12 ----- Now that the game is over, feel free to burn any and all talent points on combat upgrades. With all riddles solved, return to Pinkney and use the pedestal to call up the Riddler. As Batman alone, just fight the blue ones until there are only red ones left, then your partner arrives. All this fight is is three waves of bots, mixed with avoiding an occasional laser and staying away from the Riddler Titan. Really, you could just button mash combos pretty much the whole time, trying to watch out for the end of your combos when your color of enemies is gone, but even then it's not much of a hit you take. Between waves, look for the color on the Riddler Titan, which for me was two Catwomans and then a Batman, and all you do is strike him over and over, and I think you then have to counter his swipes (the prompts don't come up on the screen is all). That's it, very easy considering how much effort it took to get to this fight. After, drive him back to GCPD. Knightfall Protocol ----- After turning in the Riddler, drive out the GCPD tunnel and super eject to go up to the roof and activate the Bat Signal. And enjoy! The End You can now start a new game that keeps all your upgrades, and you can even return to this game if you want to do the AR challenges. ============== 3. Game Review ============== Well there's a reason I don't make guides much anymore, and that's because I don't have time for it, so it should say a lot that I not only took the time to play a game, but make a guide for it too. That might be the true mark of a great game, if I make a guide for it. I loved Arkham Asylum, but I never got into Arkham City for whatever reason. But this game had me hooked like no game has in years. I played for a few hours and just had to force myself to stop. I was going to take off work to play this game, but I didn't have to because I got injured anyway... The brilliance of this game is its pacing. It took a good while before the game finally got around to showcasing the classic predator gameplay, but until then it just paraded out new and unique stuff to do. Sure, the game's side missions may seem like filler, but it's very minimal and does not slow the game down. The story is beyond engaging, combining the best elements that the movie fans will appreciate with some of the lesser- known Batman storylines. The story is, in my opinion, an improvement and evolution of the Dark Knight movie's story. And it could be the inclusion of everyone's favorite villain that injects a lot of life into this game as well. His dark humor almost always hits, and his twist addition to the story does not seemed forced at all, even if you haven't played the first two games of this series' trilogy. Pacing, story, dialogue, voice acting, graphics, sound, gameplay, and UI are all done so well in this game that the only knock against it could be that it does seem a lot like Arkham City. But this game does everything so much better, and the Batmobile alone is almost worth the price of the game. And perhaps the thing I love the most in my games and movies: the atmosphere. This game sets the dark tone and setting better than most games, putting in little details everywhere that I appreciate. Plus, it doesn't hurt that at times, this game invokes the look and even POV of a BioShock game. Coincidence that BioShock Infinite, the last great game released, and this game have quite a few things in common? Probably not, and that's not a bad thing. ========== 4. Contact ========== A quick word about me: I've been making guides for a long time, and I've made quite a few. I've been away from making guides for a few years, and I don't think it's a coincidence that during this time, there haven't been many great games that have come out. BioShock Infinite was the last god tier game to bless the Earth, and Child of Light was the last really great game to come out. Other than that, League of Legends and the Wii U's titles have been fun, but it seems multiplayer and DLC have started to overwhelm the industry. I love making guides, so I'm glad that Arkham Knight came out to get me back into the swing of it. Maybe now I'll finally finish that Skyrim guide... - On GameFAQs.com please click the recommend button if you appreciate my simplified approach to guides. - Here is a list of my guides: http://www.gamefaqs.com/users/TheGum/contributions/faqs - This is my blog that I will one day put up regular content: www.herostrike.com - My twitter: @TheGum25 - If you have any questions, just hit me up on twitter. I used to give out my email, but I honestly haven't checked my yahoo account in months. --------- COPYRIGHT --------- This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2015 Bradley Russell "TheGum"